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Sync SDL3 wiki -> header

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SDL Wiki Bot 6 ماه پیش
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a37f993a07
1فایلهای تغییر یافته به همراه12 افزوده شده و 12 حذف شده
  1. 12 12
      include/SDL3/SDL_gpu.h

+ 12 - 12
include/SDL3/SDL_gpu.h

@@ -1420,9 +1420,9 @@ typedef struct SDL_GPUBufferRegion
  * Note that the `first_vertex` and `first_instance` parameters are NOT
  * compatible with built-in vertex/instance ID variables in shaders (for
  * example, SV_VertexID); GPU APIs and shader languages do not define these
- * built-in variables consistently, so if your shader depends on them, the only
- * way to keep behavior consistent and portable is to always pass 0 for the
- * correlating parameter in the draw calls.
+ * built-in variables consistently, so if your shader depends on them, the
+ * only way to keep behavior consistent and portable is to always pass 0 for
+ * the correlating parameter in the draw calls.
  *
  * \since This struct is available since SDL 3.1.3
  *
@@ -1442,9 +1442,9 @@ typedef struct SDL_GPUIndirectDrawCommand
  * Note that the `first_vertex` and `first_instance` parameters are NOT
  * compatible with built-in vertex/instance ID variables in shaders (for
  * example, SV_VertexID); GPU APIs and shader languages do not define these
- * built-in variables consistently, so if your shader depends on them, the only
- * way to keep behavior consistent and portable is to always pass 0 for the
- * correlating parameter in the draw calls.
+ * built-in variables consistently, so if your shader depends on them, the
+ * only way to keep behavior consistent and portable is to always pass 0 for
+ * the correlating parameter in the draw calls.
  *
  * \since This struct is available since SDL 3.1.3
  *
@@ -3030,9 +3030,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
  * Note that the `first_vertex` and `first_instance` parameters are NOT
  * compatible with built-in vertex/instance ID variables in shaders (for
  * example, SV_VertexID); GPU APIs and shader languages do not define these
- * built-in variables consistently, so if your shader depends on them, the only
- * way to keep behavior consistent and portable is to always pass 0 for the
- * correlating parameter in the draw calls.
+ * built-in variables consistently, so if your shader depends on them, the
+ * only way to keep behavior consistent and portable is to always pass 0 for
+ * the correlating parameter in the draw calls.
  *
  * \param render_pass a render pass handle.
  * \param num_indices the number of indices to draw per instance.
@@ -3060,9 +3060,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
  * Note that the `first_vertex` and `first_instance` parameters are NOT
  * compatible with built-in vertex/instance ID variables in shaders (for
  * example, SV_VertexID); GPU APIs and shader languages do not define these
- * built-in variables consistently, so if your shader depends on them, the only
- * way to keep behavior consistent and portable is to always pass 0 for the
- * correlating parameter in the draw calls.
+ * built-in variables consistently, so if your shader depends on them, the
+ * only way to keep behavior consistent and portable is to always pass 0 for
+ * the correlating parameter in the draw calls.
  *
  * \param render_pass a render pass handle.
  * \param num_vertices the number of vertices to draw.