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Sync SDL3 wiki -> header
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@ -3529,10 +3529,11 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
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* freed by the user. You MUST NOT call this function from any thread other
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* than the one that created the window.
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*
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* When using SDL_GPU_PRESENTMODE_VSYNC, this function will block if too many frames are in flight.
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* Otherwise, this function will fill the swapchain texture handle with NULL if too many frames are in flight.
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* The best practice is to call SDL_CancelGPUCommandBuffer if the swapchain texture handle is NULL
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* to avoid enqueuing needless work on the GPU.
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* When using SDL_GPU_PRESENTMODE_VSYNC, this function will block if too many
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* frames are in flight. Otherwise, this function will fill the swapchain
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* texture handle with NULL if too many frames are in flight. The best
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* practice is to call SDL_CancelGPUCommandBuffer if the swapchain texture
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* handle is NULL to avoid enqueuing needless work on the GPU.
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*
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* \param command_buffer a command buffer.
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* \param window a window that has been claimed.
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@ -3611,12 +3612,15 @@ extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFe
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SDL_GPUCommandBuffer *command_buffer);
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/**
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* Cancels a command buffer. None of the enqueued commands are executed.
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* Cancels a command buffer.
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*
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* None of the enqueued commands are executed.
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*
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* This must be called from the thread the command buffer was acquired on.
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*
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* You must not reference the command buffer after calling this function.
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* It is an error to call this function after a swapchain texture has been acquired.
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* You must not reference the command buffer after calling this function. It
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* is an error to call this function after a swapchain texture has been
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* acquired.
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*
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* \param command_buffer a command buffer.
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* \returns true on success, false on error; call SDL_GetError() for more
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