Sync SDL3 wiki -> header
[ci skip]
This commit is contained in:
@@ -2197,6 +2197,14 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
|
|||||||
* [[stage_in]] attribute which will automatically use the vertex input
|
* [[stage_in]] attribute which will automatically use the vertex input
|
||||||
* information from the SDL_GPUGraphicsPipeline.
|
* information from the SDL_GPUGraphicsPipeline.
|
||||||
*
|
*
|
||||||
|
* Shader semantics do not matter in D3D12 and for ease of use the SDL
|
||||||
|
* implementation assumes that they will all be TEXCOORD. If you are using
|
||||||
|
* HLSL as the shader source language, your vertex semantics should start at
|
||||||
|
* TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to
|
||||||
|
* change the semantic prefix to something other than TEXCOORD you can use
|
||||||
|
* SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
|
||||||
|
* SDL_CreateGPUDeviceWithProperties().
|
||||||
|
*
|
||||||
* \param device a GPU Context.
|
* \param device a GPU Context.
|
||||||
* \param createinfo a struct describing the state of the shader to create.
|
* \param createinfo a struct describing the state of the shader to create.
|
||||||
* \returns a shader object on success, or NULL on failure; call
|
* \returns a shader object on success, or NULL on failure; call
|
||||||
|
|||||||
Reference in New Issue
Block a user