SDL: include/SDL_gpu: fix bool members documentation indentation

From 520d73ae57064a49767b01db6bdcd85af0f579a8 Mon Sep 17 00:00:00 2001
From: Anonymous Maarten <[EMAIL REDACTED]>
Date: Fri, 30 May 2025 16:34:34 +0200
Subject: [PATCH] include/SDL_gpu: fix bool members documentation indentation

---
 include/SDL3/SDL_gpu.h | 32 ++++++++++++++++----------------
 1 file changed, 16 insertions(+), 16 deletions(-)

diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 27259c0b4b490..b3ff20221cd00 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -1469,7 +1469,7 @@ typedef struct SDL_GPUTextureRegion
  */
 typedef struct SDL_GPUBlitRegion
 {
-    SDL_GPUTexture *texture;  /**< The texture. */
+    SDL_GPUTexture *texture;      /**< The texture. */
     Uint32 mip_level;             /**< The mip level index of the region. */
     Uint32 layer_or_depth_plane;  /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
     Uint32 x;                     /**< The left offset of the region. */
@@ -1598,8 +1598,8 @@ typedef struct SDL_GPUSamplerCreateInfo
     SDL_GPUCompareOp compare_op;               /**< The comparison operator to apply to fetched data before filtering. */
     float min_lod;                             /**< Clamps the minimum of the computed LOD value. */
     float max_lod;                             /**< Clamps the maximum of the computed LOD value. */
-    bool enable_anisotropy;                /**< true to enable anisotropic filtering. */
-    bool enable_compare;                   /**< true to enable comparison against a reference value during lookups. */
+    bool enable_anisotropy;                    /**< true to enable anisotropic filtering. */
+    bool enable_compare;                       /**< true to enable comparison against a reference value during lookups. */
     Uint8 padding1;
     Uint8 padding2;
 
@@ -1704,8 +1704,8 @@ typedef struct SDL_GPUColorTargetBlendState
     SDL_GPUBlendFactor dst_alpha_blendfactor;     /**< The value to be multiplied by the destination alpha. */
     SDL_GPUBlendOp alpha_blend_op;                /**< The blend operation for the alpha component. */
     SDL_GPUColorComponentFlags color_write_mask;  /**< A bitmask specifying which of the RGBA components are enabled for writing. Writes to all channels if enable_color_write_mask is false. */
-    bool enable_blend;                        /**< Whether blending is enabled for the color target. */
-    bool enable_color_write_mask;             /**< Whether the color write mask is enabled. */
+    bool enable_blend;                            /**< Whether blending is enabled for the color target. */
+    bool enable_color_write_mask;                 /**< Whether the color write mask is enabled. */
     Uint8 padding1;
     Uint8 padding2;
 } SDL_GPUColorTargetBlendState;
@@ -1824,8 +1824,8 @@ typedef struct SDL_GPURasterizerState
     float depth_bias_constant_factor;  /**< A scalar factor controlling the depth value added to each fragment. */
     float depth_bias_clamp;            /**< The maximum depth bias of a fragment. */
     float depth_bias_slope_factor;     /**< A scalar factor applied to a fragment's slope in depth calculations. */
-    bool enable_depth_bias;        /**< true to bias fragment depth values. */
-    bool enable_depth_clip;        /**< true to enable depth clip, false to enable depth clamp. */
+    bool enable_depth_bias;            /**< true to bias fragment depth values. */
+    bool enable_depth_clip;            /**< true to enable depth clip, false to enable depth clamp. */
     Uint8 padding1;
     Uint8 padding2;
 } SDL_GPURasterizerState;
@@ -1842,7 +1842,7 @@ typedef struct SDL_GPUMultisampleState
 {
     SDL_GPUSampleCount sample_count;  /**< The number of samples to be used in rasterization. */
     Uint32 sample_mask;               /**< Reserved for future use. Must be set to 0. */
-    bool enable_mask;             /**< Reserved for future use. Must be set to false. */
+    bool enable_mask;                 /**< Reserved for future use. Must be set to false. */
     bool enable_alpha_to_coverage;    /**< true enables the alpha-to-coverage feature. */
     Uint8 padding2;
     Uint8 padding3;
@@ -1863,9 +1863,9 @@ typedef struct SDL_GPUDepthStencilState
     SDL_GPUStencilOpState front_stencil_state;  /**< The stencil op state for front-facing triangles. */
     Uint8 compare_mask;                         /**< Selects the bits of the stencil values participating in the stencil test. */
     Uint8 write_mask;                           /**< Selects the bits of the stencil values updated by the stencil test. */
-    bool enable_depth_test;                 /**< true enables the depth test. */
-    bool enable_depth_write;                /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
-    bool enable_stencil_test;               /**< true enables the stencil test. */
+    bool enable_depth_test;                     /**< true enables the depth test. */
+    bool enable_depth_write;                    /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */
+    bool enable_stencil_test;                   /**< true enables the stencil test. */
     Uint8 padding1;
     Uint8 padding2;
     Uint8 padding3;
@@ -1900,7 +1900,7 @@ typedef struct SDL_GPUGraphicsPipelineTargetInfo
     const SDL_GPUColorTargetDescription *color_target_descriptions;  /**< A pointer to an array of color target descriptions. */
     Uint32 num_color_targets;                                        /**< The number of color target descriptions in the above array. */
     SDL_GPUTextureFormat depth_stencil_format;                       /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */
-    bool has_depth_stencil_target;                               /**< true specifies that the pipeline uses a depth-stencil target. */
+    bool has_depth_stencil_target;                                   /**< true specifies that the pipeline uses a depth-stencil target. */
     Uint8 padding1;
     Uint8 padding2;
     Uint8 padding3;
@@ -2007,8 +2007,8 @@ typedef struct SDL_GPUColorTargetInfo
     SDL_GPUTexture *resolve_texture; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */
     Uint32 resolve_mip_level;        /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
     Uint32 resolve_layer;            /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
-    bool cycle;                  /**< true cycles the texture if the texture is bound and load_op is not LOAD */
-    bool cycle_resolve_texture;  /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
+    bool cycle;                      /**< true cycles the texture if the texture is bound and load_op is not LOAD */
+    bool cycle_resolve_texture;      /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
     Uint8 padding1;
     Uint8 padding2;
 } SDL_GPUColorTargetInfo;
@@ -2065,7 +2065,7 @@ typedef struct SDL_GPUDepthStencilTargetInfo
     SDL_GPUStoreOp store_op;               /**< What is done with the depth results of the render pass. */
     SDL_GPULoadOp stencil_load_op;         /**< What is done with the stencil contents at the beginning of the render pass. */
     SDL_GPUStoreOp stencil_store_op;       /**< What is done with the stencil results of the render pass. */
-    bool cycle;                        /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
+    bool cycle;                            /**< true cycles the texture if the texture is bound and any load ops are not LOAD */
     Uint8 clear_stencil;                   /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
     Uint8 padding1;
     Uint8 padding2;
@@ -2085,7 +2085,7 @@ typedef struct SDL_GPUBlitInfo {
     SDL_FColor clear_color;         /**< The color to clear the destination region to before the blit. Ignored if load_op is not SDL_GPU_LOADOP_CLEAR. */
     SDL_FlipMode flip_mode;         /**< The flip mode for the source region. */
     SDL_GPUFilter filter;           /**< The filter mode used when blitting. */
-    bool cycle;                 /**< true cycles the destination texture if it is already bound. */
+    bool cycle;                     /**< true cycles the destination texture if it is already bound. */
     Uint8 padding1;
     Uint8 padding2;
     Uint8 padding3;