Note that uniforms are local to command buffers (thanks @LittleCodingFox!)
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This commit is contained in:
Sam Lantinga
2025-12-12 15:09:56 -08:00
parent ec19f1e12f
commit a2d19ec7f3
+3 -3
View File
@@ -3139,7 +3139,7 @@ extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer(
/**
* Pushes data to a vertex uniform slot on the command buffer.
*
* Subsequent draw calls will use this uniform data.
* Subsequent draw calls in this command buffer will use this uniform data.
*
* The data being pushed must respect std140 layout conventions. In practical
* terms this means you must ensure that vec3 and vec4 fields are 16-byte
@@ -3164,7 +3164,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
/**
* Pushes data to a fragment uniform slot on the command buffer.
*
* Subsequent draw calls will use this uniform data.
* Subsequent draw calls in this command buffer will use this uniform data.
*
* The data being pushed must respect std140 layout conventions. In practical
* terms this means you must ensure that vec3 and vec4 fields are 16-byte
@@ -3186,7 +3186,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
/**
* Pushes data to a uniform slot on the command buffer.
*
* Subsequent draw calls will use this uniform data.
* Subsequent draw calls in this command buffer will use this uniform data.
*
* The data being pushed must respect std140 layout conventions. In practical
* terms this means you must ensure that vec3 and vec4 fields are 16-byte