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When selecting a memory type, there are some property flags we need (e.g., VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, without which we cannot vkMapMemory), and others we'd simply prefer (e.g., VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, which may have a performance impact, but otherwise shouldn't be required). By specifying these separately, we can fall back to a memory type which doesn't have everything we want, but which should still work, rather than giving up. Signed-off-by: David Gow <david@ingeniumdigital.com> |
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| direct3d | ||
| direct3d11 | ||
| direct3d12 | ||
| metal | ||
| opengl | ||
| opengles2 | ||
| ps2 | ||
| psp | ||
| software | ||
| vitagxm | ||
| vulkan | ||
| SDL_d3dmath.c | ||
| SDL_d3dmath.h | ||
| SDL_render.c | ||
| SDL_render_unsupported.c | ||
| SDL_sysrender.h | ||
| SDL_yuv_sw.c | ||
| SDL_yuv_sw_c.h | ||