diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index a8ed931e43..5f115e936b 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -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