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Note that uniforms are local to command buffers (thanks @LittleCodingFox!)

Sam Lantinga 15 小时之前
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a2d19ec7f3
共有 1 个文件被更改,包括 3 次插入3 次删除
  1. 3 3
      include/SDL3/SDL_gpu.h

+ 3 - 3
include/SDL3/SDL_gpu.h

@@ -3139,7 +3139,7 @@ extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer(
 /**
  * Pushes data to a vertex uniform slot on the command buffer.
  *
- * Subsequent draw calls will use this uniform data.
+ * Subsequent draw calls in this command buffer will use this uniform data.
  *
  * The data being pushed must respect std140 layout conventions. In practical
  * terms this means you must ensure that vec3 and vec4 fields are 16-byte
@@ -3164,7 +3164,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
 /**
  * Pushes data to a fragment uniform slot on the command buffer.
  *
- * Subsequent draw calls will use this uniform data.
+ * Subsequent draw calls in this command buffer will use this uniform data.
  *
  * The data being pushed must respect std140 layout conventions. In practical
  * terms this means you must ensure that vec3 and vec4 fields are 16-byte
@@ -3186,7 +3186,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
 /**
  * Pushes data to a uniform slot on the command buffer.
  *
- * Subsequent draw calls will use this uniform data.
+ * Subsequent draw calls in this command buffer will use this uniform data.
  *
  * The data being pushed must respect std140 layout conventions. In practical
  * terms this means you must ensure that vec3 and vec4 fields are 16-byte