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@@ -2197,6 +2197,14 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
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* [[stage_in]] attribute which will automatically use the vertex input
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* information from the SDL_GPUGraphicsPipeline.
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*
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+ * Shader semantics do not matter in D3D12 and for ease of use the SDL
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+ * implementation assumes that they will all be TEXCOORD. If you are using
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+ * HLSL as the shader source language, your vertex semantics should start at
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+ * TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to
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+ * change the semantic prefix to something other than TEXCOORD you can use
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+ * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
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+ * SDL_CreateGPUDeviceWithProperties().
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+ *
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* \param device a GPU Context.
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* \param createinfo a struct describing the state of the shader to create.
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* \returns a shader object on success, or NULL on failure; call
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