Sync SDL3 wiki -> header
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@@ -2197,11 +2197,12 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
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* [[stage_in]] attribute which will automatically use the vertex input
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* [[stage_in]] attribute which will automatically use the vertex input
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* information from the SDL_GPUGraphicsPipeline.
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* information from the SDL_GPUGraphicsPipeline.
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*
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*
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* Shader semantics do not matter in D3D12 and for ease of use the SDL
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* Shader semantics other than system-value semantics do not matter in D3D12
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* implementation assumes that they will all be TEXCOORD. If you are using
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* and for ease of use the SDL implementation assumes that non system-value
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* HLSL as the shader source language, your vertex semantics should start at
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* semantics will all be TEXCOORD. If you are using HLSL as the shader source
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* TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to
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* language, your vertex semantics should start at TEXCOORD0 and increment
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* change the semantic prefix to something other than TEXCOORD you can use
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* like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic
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* prefix to something other than TEXCOORD you can use
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* SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
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* SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
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* SDL_CreateGPUDeviceWithProperties().
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* SDL_CreateGPUDeviceWithProperties().
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*
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*
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