Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot 2024-09-12 06:31:07 +00:00
parent ddd5723e2e
commit 6e2f2428ba
1 changed files with 9 additions and 8 deletions

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@ -2651,9 +2651,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
* Draws data using bound graphics state and with draw parameters set from a
* buffer.
*
* The buffer must consist of tightly-packed draw parameter sets that
* each match the the layout of SDL_GPUIndirectDrawCommand.
* You must not call this function before binding a graphics pipeline.
* The buffer must consist of tightly-packed draw parameter sets that each
* match the the layout of SDL_GPUIndirectDrawCommand. You must not call this
* function before binding a graphics pipeline.
*
* \param render_pass a render pass handle.
* \param buffer a buffer containing draw parameters.
@ -2673,9 +2673,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
* Draws data using bound graphics state with an index buffer enabled and with
* draw parameters set from a buffer.
*
* The buffer must consist of tightly-packed draw parameter sets that
* each match the the layout of SDL_GPUIndexedIndirectDrawCommand.
* You must not call this function before binding a graphics pipeline.
* The buffer must consist of tightly-packed draw parameter sets that each
* match the the layout of SDL_GPUIndexedIndirectDrawCommand. You must not
* call this function before binding a graphics pipeline.
*
* \param render_pass a render pass handle.
* \param buffer a buffer containing draw parameters.
@ -2843,8 +2843,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
/**
* Dispatches compute work with parameters set from a buffer.
*
* The buffer layout should match the layout of SDL_GPUIndirectDispatchCommand.
* You must not call this function before binding a compute pipeline.
* The buffer layout should match the layout of
* SDL_GPUIndirectDispatchCommand. You must not call this function before
* binding a compute pipeline.
*
* A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
* the dispatches write to the same resource region as each other, there is no