|
|
@@ -814,11 +814,17 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Rende
|
|
|
* texture.
|
|
|
* - `SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER`: the VkImageLayout for the
|
|
|
* VkImage, defaults to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
|
|
|
- * - `SDL_PROP_TEXTURE_CREATE_VULKAN_USAGE_NUMBER`: additional VK_IMAGE_USAGE bits that should be used when creating the texture.
|
|
|
- * VkImage, defaults to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
|
|
|
- * - `SDL_PROP_TEXTURE_CREATE_VULKAN_ANDROID_HARDWARE_BUFFER_POINTER`: the AHardwareBuffer to sample from, if you want to use an existing Android hardware buffer as the texture. You must use SDL_PIXELFORMAT_EXTERNAL_OES for the texture format.
|
|
|
- * You can't directly update the texture or use it as a render target. If the Android buffer contents change, you must recreate the texture to pick up the changes.
|
|
|
- * The texture holds a reference to the buffer, so you can release your own reference once the texture has been created.
|
|
|
+ * - `SDL_PROP_TEXTURE_CREATE_VULKAN_USAGE_NUMBER`: additional VK_IMAGE_USAGE
|
|
|
+ * bits that should be used when creating the texture. VkImage, defaults to
|
|
|
+ * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
|
|
|
+ * - `SDL_PROP_TEXTURE_CREATE_VULKAN_ANDROID_HARDWARE_BUFFER_POINTER`: the
|
|
|
+ * AHardwareBuffer to sample from, if you want to use an existing Android
|
|
|
+ * hardware buffer as the texture. You must use SDL_PIXELFORMAT_EXTERNAL_OES
|
|
|
+ * for the texture format. You can't directly update the texture or use it
|
|
|
+ * as a render target. If the Android buffer contents change, you must
|
|
|
+ * recreate the texture to pick up the changes. The texture holds a
|
|
|
+ * reference to the buffer, so you can release your own reference once the
|
|
|
+ * texture has been created.
|
|
|
*
|
|
|
* With the GPU renderer:
|
|
|
*
|