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Sync SDL3 wiki -> header
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SDLWikiBot committed Dec 26, 2024
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71 changes: 36 additions & 35 deletions include/SDL3/SDL_gpu.h
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*
* **Question: Why is my shader not working?**
*
* Answer: A common oversight when using shaders is not properly laying out the
* shader resources/registers correctly. The GPU API is very strict with how it
* wants resources to be laid out and it's difficult for the API to
* Answer: A common oversight when using shaders is not properly laying out
* the shader resources/registers correctly. The GPU API is very strict with
* how it wants resources to be laid out and it's difficult for the API to
* automatically validate shaders to see if they have a compatible layout. See
* the documentation for SDL_CreateGPUShader() and
* SDL_CreateGPUComputePipeline() for information on the expected layout.
*
* Another common issue is not setting the correct number of samplers, textures,
* and buffers in SDL_GPUShaderCreateInfo. If possible use shader reflection to
* extract the required information from the shader automatically instead of
* manually filling in the struct's values.
* Another common issue is not setting the correct number of samplers,
* textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader
* reflection to extract the required information from the shader
* automatically instead of manually filling in the struct's values.
*
* ## System Requirements
*
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* keeps its value throughout the command buffer until you call the relevant
* Push function on that slot again.
*
* For example, you could write your vertex shaders to read a camera matrix from
* uniform binding slot 0, push the camera matrix at the start of the command
* buffer, and that data will be used for every subsequent draw call.
* For example, you could write your vertex shaders to read a camera matrix
* from uniform binding slot 0, push the camera matrix at the start of the
* command buffer, and that data will be used for every subsequent draw call.
*
* It is valid to push uniform data during a render or compute pass.
*
* Uniforms are best for pushing small amounts of data. If you are pushing more
* than a matrix or two per call you should consider using a storage buffer
* instead.
* Uniforms are best for pushing small amounts of data. If you are pushing
* more than a matrix or two per call you should consider using a storage
* buffer instead.
*
* ## A Note On Cycling
*
* When using a command buffer, operations do not occur immediately - they occur
* some time after the command buffer is submitted.
* When using a command buffer, operations do not occur immediately - they
* occur some time after the command buffer is submitted.
*
* When a resource is used in a pending or active command buffer, it is
* considered to be "bound". When a resource is no longer used in any pending or
* active command buffers, it is considered to be "unbound".
* considered to be "bound". When a resource is no longer used in any pending
* or active command buffers, it is considered to be "unbound".
*
* If data resources are bound, it is unspecified when that data will be unbound
* unless you acquire a fence when submitting the command buffer and wait on it.
* However, this doesn't mean you need to track resource usage manually.
* If data resources are bound, it is unspecified when that data will be
* unbound unless you acquire a fence when submitting the command buffer and
* wait on it. However, this doesn't mean you need to track resource usage
* manually.
*
* All of the functions and structs that involve writing to a resource have a
* "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all
* effectively function as ring buffers on internal resources. When cycle is
* true, if the resource is bound, the cycle rotates to the next unbound
* internal resource, or if none are available, a new one is created. This means
* you don't have to worry about complex state tracking and synchronization as
* long as cycling is correctly employed.
* internal resource, or if none are available, a new one is created. This
* means you don't have to worry about complex state tracking and
* synchronization as long as cycling is correctly employed.
*
* For example: you can call SDL_MapGPUTransferBuffer(), write texture data,
* SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next
* time you write texture data to the transfer buffer, if you set the cycle
* param to true, you don't have to worry about overwriting any data that is not
* yet uploaded.
* param to true, you don't have to worry about overwriting any data that is
* not yet uploaded.
*
* Another example: If you are using a texture in a render pass every frame,
* this can cause a data dependency between frames. If you set cycle to true in
* the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
* this can cause a data dependency between frames. If you set cycle to true
* in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
*
* Cycling will never undefine already bound data. When cycling, all data in the
* resource is considered to be undefined for subsequent commands until that
* data is written again. You must take care not to read undefined data.
* Cycling will never undefine already bound data. When cycling, all data in
* the resource is considered to be undefined for subsequent commands until
* that data is written again. You must take care not to read undefined data.
*
* Note that when cycling a texture, the entire texture will be cycled, even if
* only part of the texture is used in the call, so you must consider the entire
* texture to contain undefined data after cycling.
* Note that when cycling a texture, the entire texture will be cycled, even
* if only part of the texture is used in the call, so you must consider the
* entire texture to contain undefined data after cycling.
*
* You must also take care not to overwrite a section of data that has been
* referenced in a command without cycling first. It is OK to overwrite
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*
* - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding.
* - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are
* stored in memory in sRGB encoding but accessed in shaders in "linear sRGB"
* encoding which is sRGB but with a linear transfer function.
* stored in memory in sRGB encoding but accessed in shaders in "linear
* sRGB" encoding which is sRGB but with a linear transfer function.
* - HDR_EXTENDED_LINEAR: R16G16B16A16_SFLOAT swapchain. Pixel values are in
* extended linear sRGB encoding and permits values outside of the [0, 1]
* range.
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