diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index b136411305..13b8ce215d 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -2999,7 +2999,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer( * * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. * - * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader(). + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). * * \param render_pass a render pass handle. * \param first_slot the vertex sampler slot to begin binding from. @@ -3024,7 +3025,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers( * These textures must have been created with * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. * - * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader(). + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). * * \param render_pass a render pass handle. * \param first_slot the vertex storage texture slot to begin binding from. @@ -3047,7 +3049,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures( * These buffers must have been created with * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. * - * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader(). + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). * * \param render_pass a render pass handle. * \param first_slot the vertex storage buffer slot to begin binding from. @@ -3069,7 +3072,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers( * * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. * - * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader(). + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). * * \param render_pass a render pass handle. * \param first_slot the fragment sampler slot to begin binding from. @@ -3094,7 +3098,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers( * These textures must have been created with * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. * - * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader(). + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). * * \param render_pass a render pass handle. * \param first_slot the fragment storage texture slot to begin binding from. @@ -3117,7 +3122,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures( * These buffers must have been created with * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. * - * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader(). + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). * * \param render_pass a render pass handle. * \param first_slot the fragment storage buffer slot to begin binding from. @@ -3314,7 +3320,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline( * * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. * - * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader(). + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). * * \param compute_pass a compute pass handle. * \param first_slot the compute sampler slot to begin binding from. @@ -3339,7 +3346,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers( * These textures must have been created with * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ. * - * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader(). + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). * * \param compute_pass a compute pass handle. * \param first_slot the compute storage texture slot to begin binding from. @@ -3362,7 +3370,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures( * These buffers must have been created with * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ. * - * Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader(). + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). * * \param compute_pass a compute pass handle. * \param first_slot the compute storage buffer slot to begin binding from.