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Sync SDL3 wiki -> header
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include/SDL3/SDL_gpu.h

Lines changed: 35 additions & 17 deletions
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@@ -2245,9 +2245,11 @@ extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUD
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* - [[texture]]: Sampled textures, followed by read-only storage textures,
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* followed by read-write storage textures
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*
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* There are optional properties that can be provided through `props`. These are the supported properties:
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* There are optional properties that can be provided through `props`. These
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* are the supported properties:
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*
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* - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
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* - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be
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* displayed in debugging tools.
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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 compute pipeline to
@@ -2269,9 +2271,11 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline
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/**
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* Creates a pipeline object to be used in a graphics workflow.
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*
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* There are optional properties that can be provided through `props`. These are the supported properties:
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* There are optional properties that can be provided through `props`. These
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* are the supported properties:
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*
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* - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
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* - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be
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* displayed in debugging tools.
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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 graphics pipeline to
@@ -2295,9 +2299,11 @@ extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeli
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* Creates a sampler object to be used when binding textures in a graphics
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* workflow.
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*
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* There are optional properties that can be provided through `props`. These are the supported properties:
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* There are optional properties that can be provided through `props`. These
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* are the supported properties:
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*
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* - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
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* - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed
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* in debugging tools.
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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 sampler to create.
@@ -2373,9 +2379,11 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
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* SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
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* SDL_CreateGPUDeviceWithProperties().
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*
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* There are optional properties that can be provided through `props`. These are the supported properties:
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* There are optional properties that can be provided through `props`. These
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* are the supported properties:
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*
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* - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
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* - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in
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* debugging tools.
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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 shader to create.
@@ -2430,7 +2438,8 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
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* only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
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* clear the texture to a stencil of this value. Defaults to zero.
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* - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
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* - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
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* in debugging tools.
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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.
@@ -2476,9 +2485,11 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
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* [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
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* .
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*
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* There are optional properties that can be provided through `props`. These are the supported properties:
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* There are optional properties that can be provided through `props`. These
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* are the supported properties:
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*
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* - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
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* - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in
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* debugging tools.
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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 buffer to create.
@@ -2513,9 +2524,11 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
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* Download buffers can be particularly expensive to create, so it is good
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* practice to reuse them if data will be downloaded regularly.
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*
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* There are optional properties that can be provided through `props`. These are the supported properties:
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* There are optional properties that can be provided through `props`. These
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* are the supported properties:
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*
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* - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
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* - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be
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* displayed in debugging tools.
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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 transfer buffer to
@@ -2542,13 +2555,15 @@ extern SDL_DECLSPEC SDL_GPUTransferBuffer *SDLCALL SDL_CreateGPUTransferBuffer(
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/**
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* Sets an arbitrary string constant to label a buffer.
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*
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* You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
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* You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with
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* SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
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*
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* \param device a GPU Context.
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* \param buffer a buffer to attach the name to.
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* \param text a UTF-8 string constant to mark as the name of the buffer.
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*
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* \threadsafety This function is not thread safe, you must make sure the buffer is not simultaneously used by any other thread.
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* \threadsafety This function is not thread safe, you must make sure the
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* buffer is not simultaneously used by any other thread.
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*
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* \since This function is available since SDL 3.1.3.
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*
@@ -2562,13 +2577,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
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/**
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* Sets an arbitrary string constant to label a texture.
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*
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* You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with SDL_CreateGPUTexture instead of this function to avoid thread safety issues.
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* You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with
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* SDL_CreateGPUTexture instead of this function to avoid thread safety
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* issues.
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*
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* \param device a GPU Context.
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* \param texture a texture to attach the name to.
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* \param text a UTF-8 string constant to mark as the name of the texture.
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*
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* \threadsafety This function is not thread safe, you must make sure the texture is not simultaneously used by any other thread.
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* \threadsafety This function is not thread safe, you must make sure the
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* texture is not simultaneously used by any other thread.
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*
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* \since This function is available since SDL 3.1.3.
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*

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