SDL: GPU: re-add parens to wiki intro

From e8c852d77c65d160dd179766441460971055cc0f Mon Sep 17 00:00:00 2001
From: cosmonaut <[EMAIL REDACTED]>
Date: Fri, 4 Oct 2024 12:27:51 -0700
Subject: [PATCH] GPU: re-add parens to wiki intro

---
 include/SDL3/SDL_gpu.h | 56 +++++++++++++++++++++---------------------
 1 file changed, 28 insertions(+), 28 deletions(-)

diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 811bd050760c0..12a7589f5350d 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -30,24 +30,24 @@
  *
  * A basic workflow might be something like this:
  *
- * The app creates a GPU device with SDL_GPUCreateDevice, and assigns it to a
- * window with SDL_ClaimWindowForGPUDevice--although strictly speaking you can
+ * The app creates a GPU device with SDL_GPUCreateDevice(), and assigns it to a
+ * window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you can
  * render offscreen entirely, perhaps for image processing, and not use a
  * window at all.
  *
  * Next the app prepares static data (things that are created once and used
  * over and over). For example:
  *
- * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader.
+ * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
  * - Vertex buffers (arrays of geometry data) and other data rendering will
- *   need: use SDL_UploadToGPUBuffer.
- * - Textures (images): use SDL_UploadToGPUTexture.
- * - Samplers (how textures should be read from): use SDL_CreateGPUSampler.
+ *   need: use SDL_UploadToGPUBuffer().
+ * - Textures (images): use SDL_UploadToGPUTexture().
+ * - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
  * - Render pipelines (precalculated rendering state): use
- *   SDL_CreateGPUGraphicsPipeline
+ *   SDL_CreateGPUGraphicsPipeline()
  *
  * To render, the app creates one or more command buffers, with
- * SDL_AcquireGPUCommandBuffer. Command buffers collect rendering instructions
+ * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering instructions
  * that will be submitted to the GPU in batch. Complex scenes can use multiple
  * command buffers, maybe configured across multiple threads in parallel, as
  * long as they are submitted in the correct order, but many apps will just
@@ -56,7 +56,7 @@
  * Rendering can happen to a texture (what other APIs call a "render target")
  * or it can happen to the swapchain texture (which is just a special texture
  * that represents a window's contents). The app can use
- * SDL_AcquireGPUSwapchainTexture to render to the window.
+ * SDL_AcquireGPUSwapchainTexture() to render to the window.
  *
  * Rendering actually happens in a Render Pass, which is encoded into a
  * command buffer. One can encode multiple render passes (or alternate between
@@ -66,52 +66,52 @@
  * simultaneously. If the set of textures being rendered to needs to change,
  * the Render Pass must be ended and a new one must be begun.
  *
- * The app calls SDL_BeginGPURenderPass. Then it sets states it needs for each
+ * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for each
  * draw:
  *
- * - SDL_BindGPUGraphicsPipeline
- * - SDL_SetGPUViewport
- * - SDL_BindGPUVertexBuffers
- * - SDL_BindGPUVertexSamplers
+ * - SDL_BindGPUGraphicsPipeline()
+ * - SDL_SetGPUViewport()
+ * - SDL_BindGPUVertexBuffers()
+ * - SDL_BindGPUVertexSamplers()
  * - etc
  *
  * Then, make the actual draw commands with these states:
  *
- * - SDL_DrawGPUPrimitives
- * - SDL_DrawGPUPrimitivesIndirect
- * - SDL_DrawGPUIndexedPrimitivesIndirect
+ * - SDL_DrawGPUPrimitives()
+ * - SDL_DrawGPUPrimitivesIndirect()
+ * - SDL_DrawGPUIndexedPrimitivesIndirect()
  * - etc
  *
  * After all the drawing commands for a pass are complete, the app should call
- * SDL_EndGPURenderPass. Once a render pass ends all render-related state is
+ * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is
  * reset.
  *
  * The app can begin new Render Passes and make new draws in the same command
  * buffer until the entire scene is rendered.
  *
  * Once all of the render commands for the scene are complete, the app calls
- * SDL_SubmitGPUCommandBuffer to send it to the GPU for processing.
+ * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing.
  *
  * If the app needs to read back data from texture or buffers, the API has an
  * efficient way of doing this, provided that the app is willing to tolerate
- * some latency. When the app uses SDL_DownloadFromGPUTexture or
- * SDL_DownloadFromGPUBuffer, submitting the command buffer with
- * SubmitGPUCommandBufferAndAcquireFence will return a fence handle that the
+ * some latency. When the app uses SDL_DownloadFromGPUTexture() or
+ * SDL_DownloadFromGPUBuffer(), submitting the command buffer with
+ * SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that the
  * app can poll or wait on in a thread. Once the fence indicates that the
  * command buffer is done processing, it is safe to read the downloaded data.
- * Make sure to call SDL_ReleaseGPUFence when done with the fence.
+ * Make sure to call SDL_ReleaseGPUFence() when done with the fence.
  *
- * The API also has "compute" support. The app calls SDL_GPUBeginComputePass
+ * The API also has "compute" support. The app calls SDL_GPUBeginComputePass()
  * with compute-writeable textures and/or buffers, which can be written to in
  * a compute shader. Then it sets states it needs for the compute dispatches:
  *
- * - SDL_BindGPUComputePipeline
- * - SDL_BindGPUComputeStorageBuffers
- * - SDL_BindGPUComputeStorageTextures
+ * - SDL_BindGPUComputePipeline()
+ * - SDL_BindGPUComputeStorageBuffers()
+ * - SDL_BindGPUComputeStorageTextures()
  *
  * Then, dispatch compute work:
  *
- * - SDL_DispatchGPUCompute
+ * - SDL_DispatchGPUCompute()
  *
  * For advanced users, this opens up powerful GPU-driven workflows.
  *