From a37f993a0711dfbaef3e0838e548e60da91af428 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Tue, 31 Dec 2024 22:56:38 +0000
Subject: [PATCH] Sync SDL3 wiki -> header
[ci skip]
---
include/SDL3/SDL_gpu.h | 24 ++++++++++++------------
1 file changed, 12 insertions(+), 12 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index ed4df13cbf33d..ee06fdf377560 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -1420,9 +1420,9 @@ typedef struct SDL_GPUBufferRegion
* Note that the `first_vertex` and `first_instance` parameters are NOT
* compatible with built-in vertex/instance ID variables in shaders (for
* example, SV_VertexID); GPU APIs and shader languages do not define these
- * built-in variables consistently, so if your shader depends on them, the only
- * way to keep behavior consistent and portable is to always pass 0 for the
- * correlating parameter in the draw calls.
+ * built-in variables consistently, so if your shader depends on them, the
+ * only way to keep behavior consistent and portable is to always pass 0 for
+ * the correlating parameter in the draw calls.
*
* \since This struct is available since SDL 3.1.3
*
@@ -1442,9 +1442,9 @@ typedef struct SDL_GPUIndirectDrawCommand
* Note that the `first_vertex` and `first_instance` parameters are NOT
* compatible with built-in vertex/instance ID variables in shaders (for
* example, SV_VertexID); GPU APIs and shader languages do not define these
- * built-in variables consistently, so if your shader depends on them, the only
- * way to keep behavior consistent and portable is to always pass 0 for the
- * correlating parameter in the draw calls.
+ * built-in variables consistently, so if your shader depends on them, the
+ * only way to keep behavior consistent and portable is to always pass 0 for
+ * the correlating parameter in the draw calls.
*
* \since This struct is available since SDL 3.1.3
*
@@ -3030,9 +3030,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
* Note that the `first_vertex` and `first_instance` parameters are NOT
* compatible with built-in vertex/instance ID variables in shaders (for
* example, SV_VertexID); GPU APIs and shader languages do not define these
- * built-in variables consistently, so if your shader depends on them, the only
- * way to keep behavior consistent and portable is to always pass 0 for the
- * correlating parameter in the draw calls.
+ * built-in variables consistently, so if your shader depends on them, the
+ * only way to keep behavior consistent and portable is to always pass 0 for
+ * the correlating parameter in the draw calls.
*
* \param render_pass a render pass handle.
* \param num_indices the number of indices to draw per instance.
@@ -3060,9 +3060,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
* Note that the `first_vertex` and `first_instance` parameters are NOT
* compatible with built-in vertex/instance ID variables in shaders (for
* example, SV_VertexID); GPU APIs and shader languages do not define these
- * built-in variables consistently, so if your shader depends on them, the only
- * way to keep behavior consistent and portable is to always pass 0 for the
- * correlating parameter in the draw calls.
+ * built-in variables consistently, so if your shader depends on them, the
+ * only way to keep behavior consistent and portable is to always pass 0 for
+ * the correlating parameter in the draw calls.
*
* \param render_pass a render pass handle.
* \param num_vertices the number of vertices to draw.