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GPU: Clarify some presentation concerns in docs
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1 changed files with 8 additions and 4 deletions
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@ -4232,10 +4232,12 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
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* submitted. The swapchain texture should only be referenced by the command
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* buffer used to acquire it.
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*
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* This function will fill the swapchain texture handle with NULL if too many
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* frames are in flight. This is not an error. This NULL pointer should not be
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* If too many frames are in flight, this function will fill the swapchain texture handle
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* with NULL and return true. This is not an error. This NULL pointer should not be
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* passed back into SDL. Instead, it should be considered as an indication to
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* wait until the swapchain is available.
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* wait.
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*
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* In VSYNC present mode (which is the default) this function may block on vblank.
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*
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* If you use this function, it is possible to create a situation where many
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* command buffers are allocated while the rendering context waits for the GPU
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@ -4280,7 +4282,9 @@ extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
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Uint32 *swapchain_texture_height);
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/**
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* Blocks the thread until a swapchain texture is available to be acquired.
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* Blocks the thread until all presenting command buffers are finished executing.
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* If possible, this function will also block until a swapchain texture is available to be acquired,
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* but that functionality is not guaranteed to exist on all platforms.
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*
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* \param device a GPU context.
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* \param window a window that has been claimed.
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