include: Filled in all remaining missing documentation!
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@@ -1504,13 +1504,6 @@ typedef struct SDL_GPUTextureCreateInfo
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SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
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} SDL_GPUTextureCreateInfo;
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT "SDL.gpu.createtexture.d3d12.clear.r"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT "SDL.gpu.createtexture.d3d12.clear.g"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT "SDL.gpu.createtexture.d3d12.clear.b"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT "SDL.gpu.createtexture.d3d12.clear.a"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
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/**
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* A structure specifying the parameters of a buffer.
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*
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@@ -2239,6 +2232,31 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
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* implementation will automatically fall back to the highest available sample
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* count.
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*
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* There are optional properties that can be provided through
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* SDL_GPUTextureCreateInfo's `props`. These are the supported properties:
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*
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* - `SDL_PROP_PROCESS_CREATE_ARGS_POINTER`: an array of strings containing
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* the program to run, any arguments, and a NULL pointer, e.g. const char
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* *args[] = { "myprogram", "argument", NULL }. This is a required property.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only)
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* if the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the
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* texture to a color with this red intensity. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only)
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* if the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the
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* texture to a color with this green intensity. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only)
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* if the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the
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* texture to a color with this blue intensity. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only)
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* if the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the
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* texture to a color with this alpha intensity. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
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* if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
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* the texture to a depth of this value. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12 only)
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* if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
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* the texture to a stencil of this value. Defaults to zero.
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*
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the texture to create.
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* \returns a texture object on success, or NULL on failure; call
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@@ -2261,6 +2279,14 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
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SDL_GPUDevice *device,
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const SDL_GPUTextureCreateInfo *createinfo);
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT "SDL.gpu.createtexture.d3d12.clear.r"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT "SDL.gpu.createtexture.d3d12.clear.g"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT "SDL.gpu.createtexture.d3d12.clear.b"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT "SDL.gpu.createtexture.d3d12.clear.a"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
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/**
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* Creates a buffer object to be used in graphics or compute workflows.
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*
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