SDL: Sync SDL3 wiki -> header (7098e)

From 7098e525d0902e869aafe3dcc6c57088c90b18e1 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Tue, 14 Jan 2025 01:30:53 +0000
Subject: [PATCH] Sync SDL3 wiki -> header

[ci skip]
---
 include/SDL3/SDL_gpu.h | 52 ++++++++++++++++++++++++++++--------------
 1 file changed, 35 insertions(+), 17 deletions(-)

diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 2db3a720c9cb3..f0f847b05605b 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -2245,9 +2245,11 @@ extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUD
  * - [[texture]]: Sampled textures, followed by read-only storage textures,
  *   followed by read-write storage textures
  *
- * There are optional properties that can be provided through `props`. These are the supported properties:
+ * There are optional properties that can be provided through `props`. These
+ * are the supported properties:
  *
- * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
+ * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be
+ *   displayed in debugging tools.
  *
  * \param device a GPU Context.
  * \param createinfo a struct describing the state of the compute pipeline to
@@ -2269,9 +2271,11 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline
 /**
  * Creates a pipeline object to be used in a graphics workflow.
  *
- * There are optional properties that can be provided through `props`. These are the supported properties:
+ * There are optional properties that can be provided through `props`. These
+ * are the supported properties:
  *
- * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
+ * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be
+ *   displayed in debugging tools.
  *
  * \param device a GPU Context.
  * \param createinfo a struct describing the state of the graphics pipeline to
@@ -2295,9 +2299,11 @@ extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeli
  * Creates a sampler object to be used when binding textures in a graphics
  * workflow.
  *
- * There are optional properties that can be provided through `props`. These are the supported properties:
+ * There are optional properties that can be provided through `props`. These
+ * are the supported properties:
  *
- * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
+ * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed
+ *   in debugging tools.
  *
  * \param device a GPU Context.
  * \param createinfo a struct describing the state of the sampler to create.
@@ -2373,9 +2379,11 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
  * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with
  * SDL_CreateGPUDeviceWithProperties().
  *
- * There are optional properties that can be provided through `props`. These are the supported properties:
+ * There are optional properties that can be provided through `props`. These
+ * are the supported properties:
  *
- * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
+ * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in
+ *   debugging tools.
  *
  * \param device a GPU Context.
  * \param createinfo a struct describing the state of the shader to create.
@@ -2430,7 +2438,8 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
  * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
  *   only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
  *   clear the texture to a stencil of this value. Defaults to zero.
- * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
+ * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
+ *   in debugging tools.
  *
  * \param device a GPU Context.
  * \param createinfo a struct describing the state of the texture to create.
@@ -2476,9 +2485,11 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
  * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/)
  * .
  *
- * There are optional properties that can be provided through `props`. These are the supported properties:
+ * There are optional properties that can be provided through `props`. These
+ * are the supported properties:
  *
- * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
+ * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in
+ *   debugging tools.
  *
  * \param device a GPU Context.
  * \param createinfo a struct describing the state of the buffer to create.
@@ -2513,9 +2524,11 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
  * Download buffers can be particularly expensive to create, so it is good
  * practice to reuse them if data will be downloaded regularly.
  *
- * There are optional properties that can be provided through `props`. These are the supported properties:
+ * There are optional properties that can be provided through `props`. These
+ * are the supported properties:
  *
- * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be displayed in debugging tools.
+ * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be
+ *   displayed in debugging tools.
  *
  * \param device a GPU Context.
  * \param createinfo a struct describing the state of the transfer buffer to
@@ -2542,13 +2555,15 @@ extern SDL_DECLSPEC SDL_GPUTransferBuffer *SDLCALL SDL_CreateGPUTransferBuffer(
 /**
  * Sets an arbitrary string constant to label a buffer.
  *
- * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
+ * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with
+ * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues.
  *
  * \param device a GPU Context.
  * \param buffer a buffer to attach the name to.
  * \param text a UTF-8 string constant to mark as the name of the buffer.
  *
- * \threadsafety This function is not thread safe, you must make sure the buffer is not simultaneously used by any other thread.
+ * \threadsafety This function is not thread safe, you must make sure the
+ *               buffer is not simultaneously used by any other thread.
  *
  * \since This function is available since SDL 3.1.3.
  *
@@ -2562,13 +2577,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
 /**
  * Sets an arbitrary string constant to label a texture.
  *
- * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with SDL_CreateGPUTexture instead of this function to avoid thread safety issues.
+ * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with
+ * SDL_CreateGPUTexture instead of this function to avoid thread safety
+ * issues.
  *
  * \param device a GPU Context.
  * \param texture a texture to attach the name to.
  * \param text a UTF-8 string constant to mark as the name of the texture.
  *
- * \threadsafety This function is not thread safe, you must make sure the texture is not simultaneously used by any other thread.
+ * \threadsafety This function is not thread safe, you must make sure the
+ *               texture is not simultaneously used by any other thread.
  *
  * \since This function is available since SDL 3.1.3.
  *