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

Lines changed: 16 additions & 13 deletions
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@@ -2256,19 +2256,22 @@ extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice(
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*
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* With the Vulkan renderer:
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*
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOL`: Enable device feature
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* shaderClipDistance. If disabled, clip distances are not supported in shader code:
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* gl_ClipDistance[] built-ins of GLSL, SV_ClipDistance0/1 semantics of HLSL and
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* [[clip_distance]] attribute of Metal. Defaults to true.
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOL`: Enable device feature
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* depthClamp. If disabled, there is no depth clamp support and enable_depth_clip in
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* SDL_GPURasterizerState must always be set to true. Defaults to true.
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOL`: Enable device feature
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* drawIndirectFirstInstance. If disabled, the argument first_instance of
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* SDL_GPUIndirectDrawCommand must be set to zero. Defaults to true.
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOL`: Enable device feature
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* samplerAnisotropy. If disabled, enable_anisotropy of SDL_GPUSamplerCreateInfo must
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* be set to false. Defaults to true.
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOL`: Enable
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* device feature shaderClipDistance. If disabled, clip distances are not
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* supported in shader code: gl_ClipDistance[] built-ins of GLSL,
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* SV_ClipDistance0/1 semantics of HLSL and [[clip_distance]] attribute of
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* Metal. Defaults to true.
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOL`: Enable device
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* feature depthClamp. If disabled, there is no depth clamp support and
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* enable_depth_clip in SDL_GPURasterizerState must always be set to true.
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* Defaults to true.
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOL`: Enable device
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* feature drawIndirectFirstInstance. If disabled, the argument
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* first_instance of SDL_GPUIndirectDrawCommand must be set to zero.
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* Defaults to true.
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOL`: Enable device
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* feature samplerAnisotropy. If disabled, enable_anisotropy of
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* SDL_GPUSamplerCreateInfo must be set to false. Defaults to true.
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*
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* \param props the properties to use.
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* \returns a GPU context on success or NULL on failure; call SDL_GetError()

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