From b2c15a8c2a3236825df611c01235f8cd2ba4da59 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Fri, 20 Dec 2024 00:35:23 +0000
Subject: [PATCH] Sync SDL3 wiki -> header
[ci skip]
---
include/SDL3/SDL_gpu.h | 11 ++++++-----
1 file changed, 6 insertions(+), 5 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 814076e98f485..7ccfbc42e8085 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -2197,11 +2197,12 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
* [[stage_in]] attribute which will automatically use the vertex input
* information from the SDL_GPUGraphicsPipeline.
*
- * Shader semantics do not matter in D3D12 and for ease of use the SDL
- * implementation assumes that they will all be TEXCOORD. If you are using
- * HLSL as the shader source language, your vertex semantics should start at
- * TEXCOORD0 and increment like so: TEXCOORD1, TEXCOORD2, etc. If you wish to
- * change the semantic prefix to something other than TEXCOORD you can use
+ * Shader semantics other than system-value semantics do not matter in D3D12
+ * and for ease of use the SDL implementation assumes that non system-value
+ * semantics will all be TEXCOORD. If you are using HLSL as the shader source
+ * language, your vertex semantics should start at TEXCOORD0 and increment
+ * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic
+ * prefix to something other than TEXCOORD you can use
* SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
* SDL_CreateGPUDeviceWithProperties().
*