SDL: Note that uniforms are local to command buffers (thanks @LittleCodingFox!)

From a2d19ec7f325bf5925c0ea1f7065259dff36d3fb Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Fri, 12 Dec 2025 15:09:56 -0800
Subject: [PATCH] Note that uniforms are local to command buffers (thanks
 @LittleCodingFox!)

---
 include/SDL3/SDL_gpu.h | 6 +++---
 1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 92dcb14c217dc..ce52b1811620a 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -3139,7 +3139,7 @@ extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer(
 /**
  * Pushes data to a vertex uniform slot on the command buffer.
  *
- * Subsequent draw calls will use this uniform data.
+ * Subsequent draw calls in this command buffer will use this uniform data.
  *
  * The data being pushed must respect std140 layout conventions. In practical
  * terms this means you must ensure that vec3 and vec4 fields are 16-byte
@@ -3164,7 +3164,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
 /**
  * Pushes data to a fragment uniform slot on the command buffer.
  *
- * Subsequent draw calls will use this uniform data.
+ * Subsequent draw calls in this command buffer will use this uniform data.
  *
  * The data being pushed must respect std140 layout conventions. In practical
  * terms this means you must ensure that vec3 and vec4 fields are 16-byte
@@ -3186,7 +3186,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
 /**
  * Pushes data to a uniform slot on the command buffer.
  *
- * Subsequent draw calls will use this uniform data.
+ * Subsequent draw calls in this command buffer will use this uniform data.
  *
  * The data being pushed must respect std140 layout conventions. In practical
  * terms this means you must ensure that vec3 and vec4 fields are 16-byte