SDL: Sync SDL3 wiki -> header (6e2f2)

From 6e2f2428baca59280cb9bab47f7dac1159f94c46 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Thu, 12 Sep 2024 06:31:07 +0000
Subject: [PATCH] Sync SDL3 wiki -> header

---
 include/SDL3/SDL_gpu.h | 17 +++++++++--------
 1 file changed, 9 insertions(+), 8 deletions(-)

diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index a8ed931e4308f..5f115e936beb3 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -2651,9 +2651,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
  * Draws data using bound graphics state and with draw parameters set from a
  * buffer.
  *
- * The buffer must consist of tightly-packed draw parameter sets that
- * each match the the layout of SDL_GPUIndirectDrawCommand.
- * You must not call this function before binding a graphics pipeline.
+ * The buffer must consist of tightly-packed draw parameter sets that each
+ * match the the layout of SDL_GPUIndirectDrawCommand. You must not call this
+ * function before binding a graphics pipeline.
  *
  * \param render_pass a render pass handle.
  * \param buffer a buffer containing draw parameters.
@@ -2673,9 +2673,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
  * Draws data using bound graphics state with an index buffer enabled and with
  * draw parameters set from a buffer.
  *
- * The buffer must consist of tightly-packed draw parameter sets that
- * each match the the layout of SDL_GPUIndexedIndirectDrawCommand.
- * You must not call this function before binding a graphics pipeline.
+ * The buffer must consist of tightly-packed draw parameter sets that each
+ * match the the layout of SDL_GPUIndexedIndirectDrawCommand. You must not
+ * call this function before binding a graphics pipeline.
  *
  * \param render_pass a render pass handle.
  * \param buffer a buffer containing draw parameters.
@@ -2843,8 +2843,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
 /**
  * Dispatches compute work with parameters set from a buffer.
  *
- * The buffer layout should match the layout of SDL_GPUIndirectDispatchCommand.
- * You must not call this function before binding a compute pipeline.
+ * The buffer layout should match the layout of
+ * SDL_GPUIndirectDispatchCommand. You must not call this function before
+ * binding a compute pipeline.
  *
  * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
  * the dispatches write to the same resource region as each other, there is no