SDL: Sync SDL3 wiki -> header (1d9fc)

From 1d9fc5f2c892e8205358eb424c46e1d8148d09a3 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Thu, 17 Jul 2025 07:20:27 +0000
Subject: [PATCH] Sync SDL3 wiki -> header

[ci skip]
---
 include/SDL3/SDL_gpu.h | 8 ++++++++
 1 file changed, 8 insertions(+)

diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index a06b4995d342d..b61b4d3b64616 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -3125,6 +3125,14 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
  * is called. You cannot begin another render pass, or begin a compute pass or
  * copy pass until you have ended the render pass.
  *
+ * Using SDL_GPU_LOADOP_LOAD before any contents have been written to the
+ * texture subresource will result in undefined behavior. SDL_GPU_LOADOP_CLEAR
+ * will set the contents of the texture subresource to a single value before
+ * any rendering is performed. It's fine to do an empty render pass using
+ * SDL_GPU_STOREOP_STORE to clear a texture, but in general it's better to
+ * think of clearing not as an independent operation but as something that's
+ * done as the beginning of a render pass.
+ *
  * \param command_buffer a command buffer.
  * \param color_target_infos an array of texture subresources with
  *                           corresponding clear values and load/store ops.