From 4d9e7a2a687487e05d8e14a02e65f638248a02f2 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Wed, 18 Dec 2024 19:09:01 +0000
Subject: [PATCH] Sync SDL3 wiki -> header
[ci skip]
---
include/SDL3/SDL_gpu.h | 7 +++++--
1 file changed, 5 insertions(+), 2 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index e685e5623c96d..5c3dc3489413e 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -3548,8 +3548,11 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
* This function will fill the swapchain texture handle with NULL if too many
* frames are in flight. This is not an error.
*
- * If you use this function, it is possible to create a situation where many command buffers are allocated while the rendering context waits for the GPU to catch up, which will cause memory usage to grow.
- * You should use SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing with timing.
+ * If you use this function, it is possible to create a situation where many
+ * command buffers are allocated while the rendering context waits for the GPU
+ * to catch up, which will cause memory usage to grow. You should use
+ * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing
+ * with timing.
*
* The swapchain texture is managed by the implementation and must not be
* freed by the user. You MUST NOT call this function from any thread other