SDL: Sync SDL3 wiki -> header (5608b)

From 5608bf5866ee2b6749990f0e2b70026c0e43b3e5 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Wed, 18 Dec 2024 06:22:41 +0000
Subject: [PATCH] Sync SDL3 wiki -> header

[ci skip]
---
 include/SDL3/SDL_pixels.h | 22 +++++++++++-----------
 include/SDL3/SDL_stdinc.h |  7 +++++--
 2 files changed, 16 insertions(+), 13 deletions(-)

diff --git a/include/SDL3/SDL_pixels.h b/include/SDL3/SDL_pixels.h
index 7d3debb185d16..c8d340682ed51 100644
--- a/include/SDL3/SDL_pixels.h
+++ b/include/SDL3/SDL_pixels.h
@@ -39,29 +39,29 @@
  * understands two different color types, RGB and YCbCr, or in SDL also
  * referred to as YUV.
  *
- * RGB colors consist of red, green, and blue channels of color that are
- * added together to represent the colors we see on the screen.
+ * RGB colors consist of red, green, and blue channels of color that are added
+ * together to represent the colors we see on the screen.
  *
  * https://en.wikipedia.org/wiki/RGB_color_model
  *
  * YCbCr colors represent colors as a Y luma brightness component and red and
- * blue chroma color offsets. This color representation takes advantage of
- * the fact that the human eye is more sensitive to brightness than the color
- * in an image. The Cb and Cr components are often compressed and have lower
+ * blue chroma color offsets. This color representation takes advantage of the
+ * fact that the human eye is more sensitive to brightness than the color in
+ * an image. The Cb and Cr components are often compressed and have lower
  * resolution than the luma component.
  *
  * https://en.wikipedia.org/wiki/YCbCr
  *
- * When the color information in YCbCr is compressed, the Y pixels are left
- * at full resolution and each Cr and Cb pixel represents an average of the
- * color information in a block of Y pixels. The chroma location determines
- * where in that block of pixels the color information is coming from.
+ * When the color information in YCbCr is compressed, the Y pixels are left at
+ * full resolution and each Cr and Cb pixel represents an average of the color
+ * information in a block of Y pixels. The chroma location determines where in
+ * that block of pixels the color information is coming from.
  *
  * The color range defines how much of the pixel to use when converting a
  * pixel into a color on the display. When the full color range is used, the
  * entire numeric range of the pixel bits is significant. When narrow color
- * range is used, for historical reasons, the pixel uses only a portion of
- * the numeric range to represent colors.
+ * range is used, for historical reasons, the pixel uses only a portion of the
+ * numeric range to represent colors.
  *
  * The color primaries and white point are a definition of the colors in the
  * color space relative to the standard XYZ color space.
diff --git a/include/SDL3/SDL_stdinc.h b/include/SDL3/SDL_stdinc.h
index e2423f8824518..d9ef590c5f904 100644
--- a/include/SDL3/SDL_stdinc.h
+++ b/include/SDL3/SDL_stdinc.h
@@ -96,6 +96,7 @@ void *alloca(size_t);
 
 #ifndef SDL_COMPILE_TIME_ASSERT
 #ifdef SDL_WIKI_DOCUMENTATION_SECTION
+
 /**
  * A compile-time assertion.
  *
@@ -115,8 +116,8 @@ void *alloca(size_t);
  * This is used with a C language trick that works on older compilers that
  * don't support better assertion techniques.
  *
- * If you need an assertion that operates at runtime, on variable data,
- * you should try SDL_assert instead.
+ * If you need an assertion that operates at runtime, on variable data, you
+ * should try SDL_assert instead.
  *
  * \param name a unique identifier for this assertion.
  * \param x the value to test. Must be a boolean value.
@@ -2886,6 +2887,7 @@ extern SDL_DECLSPEC float SDLCALL SDL_randf_r(Uint64 *state);
 extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits_r(Uint64 *state);
 
 #ifndef SDL_PI_D
+
 /**
  * The value of Pi, as a double-precision floating point literal.
  *
@@ -2897,6 +2899,7 @@ extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits_r(Uint64 *state);
 #endif
 
 #ifndef SDL_PI_F
+
 /**
  * The value of Pi, as a single-precision floating point literal.
  *