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Sync SDL3 wiki -> header
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@ -30,9 +30,9 @@
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*
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* A basic workflow might be something like this:
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*
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* The app creates a GPU device with SDL_GPUCreateDevice, and assigns it to
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* a window with SDL_ClaimWindowForGPUDevice--although strictly speaking you
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* can render offscreen entirely, perhaps for image processing, and not use a
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* The app creates a GPU device with SDL_GPUCreateDevice, and assigns it to a
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* window with SDL_ClaimWindowForGPUDevice--although strictly speaking you can
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* render offscreen entirely, perhaps for image processing, and not use a
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* window at all.
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*
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* Next the app prepares static data (things that are created once and used
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@ -47,11 +47,11 @@
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* SDL_CreateGPUGraphicsPipeline
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*
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* To render, the app creates one or more command buffers, with
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* SDL_AcquireGPUCommandBuffer. Command buffers collect rendering
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* instructions that will be submitted to the GPU in batch. Complex scenes can
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* use multiple command buffers, maybe configured across multiple threads in
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* parallel, as long as they are submitted in the correct order, but many apps
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* will just need one command buffer per frame.
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* SDL_AcquireGPUCommandBuffer. Command buffers collect rendering instructions
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* that will be submitted to the GPU in batch. Complex scenes can use multiple
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* command buffers, maybe configured across multiple threads in parallel, as
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* long as they are submitted in the correct order, but many apps will just
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* need one command buffer per frame.
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*
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* Rendering can happen to a texture (what other APIs call a "render target")
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* or it can happen to the swapchain texture (which is just a special texture
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@ -66,8 +66,8 @@
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* simultaneously. If the set of textures being rendered to needs to change,
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* the Render Pass must be ended and a new one must be begun.
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*
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* The app calls SDL_BeginGPURenderPass. Then it sets states it needs for
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* each draw:
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* The app calls SDL_BeginGPURenderPass. Then it sets states it needs for each
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* draw:
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*
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* - SDL_BindGPUGraphicsPipeline
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* - SDL_SetGPUViewport
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@ -121,15 +121,17 @@
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* creates the GPU device, the app lets the device know which shader formats
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* the app can provide. It will then select the appropriate backend depending
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* on the available shader formats and the backends available on the platform.
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* When creating shaders, the app must provide the correct shader format for the
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* selected backend. If you would like to learn more about why the API works
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* this way, there is a detailed
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* When creating shaders, the app must provide the correct shader format for
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* the selected backend. If you would like to learn more about why the API
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* works this way, there is a detailed
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* [blog post](https://moonside.games/posts/layers-all-the-way-down/)
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* explaining this situation.
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*
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* It is optimal for apps to pre-compile the shader formats they might use,
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* but for ease of use SDL provides a [satellite single-header library](https://github.com/libsdl-org/SDL_gpu_shadercross) for
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* performing runtime shader cross-compilation.
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* but for ease of use SDL provides a
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* [satellite single-header library](https://github.com/libsdl-org/SDL_gpu_shadercross
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* )
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* for performing runtime shader cross-compilation.
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*
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* This is an extremely quick overview that leaves out several important
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* details. Already, though, one can see that GPU programming can be quite
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