SDL: Sync SDL3 wiki -> header (f2757)

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