From 7ab1412e208e8fca12f99caae665de61e9fcf5a6 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Fri, 28 Feb 2025 21:21:47 +0000
Subject: [PATCH] Sync SDL3 wiki -> header
[ci skip]
---
include/SDL3/SDL_gpu.h | 9 +++++----
1 file changed, 5 insertions(+), 4 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 8beda64075bc0..818ca7e7ad395 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -35,13 +35,14 @@
* can render offscreen entirely, perhaps for image processing, and not use a
* window at all.
*
- * Next the app prepares static data (things that are created once and used
+ * Next, the app prepares static data (things that are created once and used
* over and over). For example:
*
* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
- * - Vertex buffers (arrays of geometry data) and other data rendering will
- * need: use SDL_UploadToGPUBuffer().
- * - Textures (images): use SDL_UploadToGPUTexture().
+ * - Vertex buffers (arrays of geometry data) and other rendering data: use
+ * SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer().
+ * - Textures (images): use SDL_CreateGPUTexture() and
+ * SDL_UploadToGPUTexture().
* - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
* - Render pipelines (precalculated rendering state): use
* SDL_CreateGPUGraphicsPipeline()