From f275731e1891871da1e198f45f4deb3681be51a0 Mon Sep 17 00:00:00 2001
From: SDL Wiki Bot <[EMAIL REDACTED]>
Date: Fri, 4 Oct 2024 18:30:06 +0000
Subject: [PATCH] Sync SDL3 wiki -> header
---
include/SDL3/SDL_gpu.h | 32 +++++++++++++++++---------------
1 file changed, 17 insertions(+), 15 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 39770c7024027..fb19c3b06d1c5 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -30,9 +30,9 @@
*
* A basic workflow might be something like this:
*
- * The app creates a GPU device with SDL_GPUCreateDevice, and assigns it to
- * a window with SDL_ClaimWindowForGPUDevice--although strictly speaking you
- * can render offscreen entirely, perhaps for image processing, and not use a
+ * The app creates a GPU device with SDL_GPUCreateDevice, and assigns it to a
+ * window with SDL_ClaimWindowForGPUDevice--although strictly speaking you 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
@@ -47,11 +47,11 @@
* SDL_CreateGPUGraphicsPipeline
*
* To render, the app creates one or more command buffers, with
- * SDL_AcquireGPUCommandBuffer. Command buffers collect rendering
- * instructions that will be submitted to the GPU in batch. Complex scenes can
- * use multiple command buffers, maybe configured across multiple threads in
- * parallel, as long as they are submitted in the correct order, but many apps
- * will just need one command buffer per frame.
+ * SDL_AcquireGPUCommandBuffer. Command buffers collect rendering instructions
+ * that will be submitted to the GPU in batch. Complex scenes can use multiple
+ * command buffers, maybe configured across multiple threads in parallel, as
+ * long as they are submitted in the correct order, but many apps will just
+ * need one command buffer per frame.
*
* Rendering can happen to a texture (what other APIs call a "render target")
* or it can happen to the swapchain texture (which is just a special texture
@@ -66,8 +66,8 @@
* simultaneously. If the set of textures being rendered to needs to change,
* the Render Pass must be ended and a new one must be begun.
*
- * The app calls SDL_BeginGPURenderPass. Then it sets states it needs for
- * each draw:
+ * The app calls SDL_BeginGPURenderPass. Then it sets states it needs for each
+ * draw:
*
* - SDL_BindGPUGraphicsPipeline
* - SDL_SetGPUViewport
@@ -121,15 +121,17 @@
* creates the GPU device, the app lets the device know which shader formats
* the app can provide. It will then select the appropriate backend depending
* on the available shader formats and the backends available on the platform.
- * When creating shaders, the app must provide the correct shader format for the
- * selected backend. If you would like to learn more about why the API works
- * this way, there is a detailed
+ * When creating shaders, the app must provide the correct shader format for
+ * the selected backend. If you would like to learn more about why the API
+ * works this way, there is a detailed
* [blog post](https://moonside.games/posts/layers-all-the-way-down/)
* explaining this situation.
*
* It is optimal for apps to pre-compile the shader formats they might use,
- * but for ease of use SDL provides a [satellite single-header library](https://github.com/libsdl-org/SDL_gpu_shadercross) for
- * performing runtime shader cross-compilation.
+ * but for ease of use SDL provides a
+ * [satellite single-header library](https://github.com/libsdl-org/SDL_gpu_shadercross
+ * )
+ * for performing runtime shader cross-compilation.
*
* This is an extremely quick overview that leaves out several important
* details. Already, though, one can see that GPU programming can be quite