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Sync SDL3 header -> wiki
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SDLWikiBot committed Nov 12, 2024
1 parent 9e7faa3 commit 70aedc1
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Showing 3 changed files with 4 additions and 19 deletions.
10 changes: 1 addition & 9 deletions SDL3/SDL_CreateGPUComputePipeline.md
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Expand Up @@ -40,15 +40,7 @@ For SPIR-V shaders, use the following resource sets:
- 1: Write-only storage textures, followed by write-only storage buffers
- 2: Uniform buffers
For DXBC Shader Model 5_0 shaders, use the following register order:
- t registers: Sampled textures, followed by read-only storage textures,
followed by read-only storage buffers
- u registers: Write-only storage textures, followed by write-only storage
buffers
- b registers: Uniform buffers
For DXIL shaders, use the following register order:
For DXBC and DXIL shaders, use the following register order:
- (t[n], space0): Sampled textures, followed by read-only storage textures,
followed by read-only storage buffers
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9 changes: 1 addition & 8 deletions SDL3/SDL_CreateGPUShader.md
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Expand Up @@ -46,14 +46,7 @@ For fragment shaders:
buffers
- 3: Uniform buffers
For DXBC Shader Model 5_0 shaders, use the following register order:
- t registers: Sampled textures, followed by storage textures, followed by
storage buffers
- s registers: Samplers with indices corresponding to the sampled textures
- b registers: Uniform buffers
For DXIL shaders, use the following register order:
For DXBC and DXIL shaders, use the following register order:
For vertex shaders:
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4 changes: 2 additions & 2 deletions SDL3/SDL_GPUShaderFormat.md
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Expand Up @@ -15,8 +15,8 @@ typedef Uint32 SDL_GPUShaderFormat;
#define SDL_GPU_SHADERFORMAT_INVALID 0
#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */
#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */
#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_0 shaders for D3D11. */
#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL shaders for D3D12. */
#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */
#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */
#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */
#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */
```
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