Просмотр исходного кода

Sync SDL3 wiki -> header

[ci skip]
SDL Wiki Bot 4 недель назад
Родитель
Сommit
80524ec40e
1 измененных файлов с 13 добавлено и 13 удалено
  1. 13 13
      include/SDL3/SDL_gpu.h

+ 13 - 13
include/SDL3/SDL_gpu.h

@@ -2624,7 +2624,7 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUD
  *
  * ---
  *
- * **SPIR-V**
+ * **SPIR-V (GLSL)**
  *
  * For compute shaders, use:
  *
@@ -2662,23 +2662,23 @@ extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGPUDeviceProperties(SDL_GPUD
  *
  * ```glsl
  * // Any samplers come first in Set 0, in SDL bind slot order
- * layout(set = 0, binding = 0) sampler2d samplerBoundToSlot0;
- * layout(set = 0, binding = 1) sampler2d samplerBoundToSlot1;
+ * layout(set = 0, binding = 0) uniform sampler2D samplerBoundToSlot0;
+ * layout(set = 0, binding = 1) uniform sampler2D samplerBoundToSlot1;
  * // Any read-only storage textures come next in Set 0, in SDL bind slot order
- * layout(set = 0, binding = 2) image2d storageTextureBoundToSlot0;
- * layout(set = 0, binding = 3) image2d storageTextureBoundToSlot1;
+ * layout(set = 0, binding = 2) uniform image2D storageTextureBoundToSlot0;
+ * layout(set = 0, binding = 3) uniform image2D storageTextureBoundToSlot1;
  * // Any read-only storage buffers come next in Set 0, in SDL bind slot order
- * layout(set = 0, binding = 4) buffer storageBufferBoundToSlot0;
- * layout(set = 0, binding = 5) buffer storageBufferBoundToSlot1;
+ * layout(set = 0, binding = 4) buffer storageBufferBoundToSlot0 { ... };
+ * layout(set = 0, binding = 5) buffer storageBufferBoundToSlot1 { ... };
  * // Any read-write storage textures come first in Set 1, in SDL bind slot order
- * layout(set = 1, binding = 0) image2d rwStorageTextureBoundToSlot0;
- * layout(set = 1, binding = 1) image2d rwStorageTextureBoundToSlot1;
+ * layout(set = 1, binding = 0) uniform image2D rwStorageTextureBoundToSlot0;
+ * layout(set = 1, binding = 1) uniform image2D rwStorageTextureBoundToSlot1;
  * // Any read-write storage buffers come next in Set 1, in SDL bind slot order
- * layout(set = 1, binding = 2) buffer rwStorageBufferBoundToSlot0;
- * layout(set = 1, binding = 3) buffer rwStorageBufferBoundToSlot1;
+ * layout(set = 1, binding = 2) buffer rwStorageBufferBoundToSlot0 { ... };
+ * layout(set = 1, binding = 3) buffer rwStorageBufferBoundToSlot1 { ... };
  * // Any uniform buffers are in Set 2, in SDL slot order
- * layout(set = 2, binding = 0) uniform UniformDataBoundToSlot0 {};
- * layout(set = 2, binding = 1) uniform UniformDataBoundToSlot1 {};
+ * layout(set = 2, binding = 0) uniform UniformDataBoundToSlot0 { ... };
+ * layout(set = 2, binding = 1) uniform UniformDataBoundToSlot1 { ... };
  * ```
  *
  * ---