GPU: Clarify some presentation concerns in docs

This commit is contained in:
Evan Hemsley 2026-05-27 13:14:33 -07:00
parent c568c46f51
commit 6e808e20a9

View file

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