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Sync SDL3 wiki -> header

SDL Wiki Bot 7 months ago
parent
commit
6e2f2428ba
1 changed files with 9 additions and 8 deletions
  1. 9 8
      include/SDL3/SDL_gpu.h

+ 9 - 8
include/SDL3/SDL_gpu.h

@@ -2651,9 +2651,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
  * Draws data using bound graphics state and with draw parameters set from a
  * buffer.
  *
- * The buffer must consist of tightly-packed draw parameter sets that
- * each match the the layout of SDL_GPUIndirectDrawCommand.
- * You must not call this function before binding a graphics pipeline.
+ * The buffer must consist of tightly-packed draw parameter sets that each
+ * match the the layout of SDL_GPUIndirectDrawCommand. You must not call this
+ * function before binding a graphics pipeline.
  *
  * \param render_pass a render pass handle.
  * \param buffer a buffer containing draw parameters.
@@ -2673,9 +2673,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
  * Draws data using bound graphics state with an index buffer enabled and with
  * draw parameters set from a buffer.
  *
- * The buffer must consist of tightly-packed draw parameter sets that
- * each match the the layout of SDL_GPUIndexedIndirectDrawCommand.
- * You must not call this function before binding a graphics pipeline.
+ * The buffer must consist of tightly-packed draw parameter sets that each
+ * match the the layout of SDL_GPUIndexedIndirectDrawCommand. You must not
+ * call this function before binding a graphics pipeline.
  *
  * \param render_pass a render pass handle.
  * \param buffer a buffer containing draw parameters.
@@ -2843,8 +2843,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
 /**
  * Dispatches compute work with parameters set from a buffer.
  *
- * The buffer layout should match the layout of SDL_GPUIndirectDispatchCommand.
- * You must not call this function before binding a compute pipeline.
+ * The buffer layout should match the layout of
+ * SDL_GPUIndirectDispatchCommand. You must not call this function before
+ * binding a compute pipeline.
  *
  * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
  * the dispatches write to the same resource region as each other, there is no