SDL: Sync SDL3 wiki -> header (eeb46)

From eeb465e2fcb29f67e14e317a8083a893449a4d0a Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Wed, 11 Sep 2024 02:20:48 +0000
Subject: [PATCH] Sync SDL3 wiki -> header

---
 include/SDL3/SDL_gpu.h | 23 +++++++++++++----------
 1 file changed, 13 insertions(+), 10 deletions(-)

diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index df69c0f0d68f7..fcad299bfdde1 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -1792,22 +1792,23 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
  *
  * For SPIR-V shaders, use the following resource sets:
  *
- * - 0: Sampled textures, followed by read-only storage textures, followed by read-only storage buffers
+ * - 0: Sampled textures, followed by read-only storage textures, followed by
+ *   read-only storage buffers
  * - 1: Write-only storage textures, followed by write-only storage buffers
  * - 2: Uniform buffers
  *
  * For DXBC Shader Model 5_0 shaders, use the following register order:
  *
- * - t registers: Sampled textures, followed by read-only storage textures, followed by read-only storage
- *   buffers
+ * - t registers: Sampled textures, followed by read-only storage textures,
+ *   followed by read-only storage buffers
  * - u registers: Write-only storage textures, followed by write-only storage
  *   buffers
  * - b registers: Uniform buffers
  *
  * For DXIL shaders, use the following register order:
  *
- * - (t[n], space0): Sampled textures, followed by read-only storage textures, followed by read-only storage
- *   buffers
+ * - (t[n], space0): Sampled textures, followed by read-only storage textures,
+ *   followed by read-only storage buffers
  * - (u[n], space1): Write-only storage textures, followed by write-only
  *   storage buffers
  * - (b[n], space2): Uniform buffers
@@ -1816,8 +1817,8 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
  *
  * - [[buffer]]: Uniform buffers, followed by write-only storage buffers,
  *   followed by write-only storage buffers
- * - [[texture]]: Sampled textures, followed by read-only storage textures, followed by write-only storage
- *   textures
+ * - [[texture]]: Sampled textures, followed by read-only storage textures,
+ *   followed by write-only storage textures
  *
  * \param device a GPU Context.
  * \param createinfo a struct describing the state of the compute pipeline to
@@ -2765,10 +2766,12 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
  *
  * \param compute_pass a compute pass handle.
  * \param first_slot the compute sampler slot to begin binding from.
- * \param texture_sampler_bindings an array of texture-sampler binding structs.
- * \param num_bindings the number of texture-sampler bindings to bind from the array.
+ * \param texture_sampler_bindings an array of texture-sampler binding
+ *                                 structs.
+ * \param num_bindings the number of texture-sampler bindings to bind from the
+ *                     array.
  *
- * \since This function is available since SDL 3.0.0
+ * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
     SDL_GPUComputePass *compute_pass,