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Sync SDL3 wiki -> header
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@ -35,13 +35,14 @@
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* can render offscreen entirely, perhaps for image processing, and not use a
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* can render offscreen entirely, perhaps for image processing, and not use a
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* window at all.
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* window at all.
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*
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*
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* Next the app prepares static data (things that are created once and used
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* Next, the app prepares static data (things that are created once and used
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* over and over). For example:
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* over and over). For example:
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*
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*
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* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
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* - Shaders (programs that run on the GPU): use SDL_CreateGPUShader().
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* - Vertex buffers (arrays of geometry data) and other data rendering will
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* - Vertex buffers (arrays of geometry data) and other rendering data: use
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* need: use SDL_UploadToGPUBuffer().
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* SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer().
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* - Textures (images): use SDL_UploadToGPUTexture().
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* - Textures (images): use SDL_CreateGPUTexture() and
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* SDL_UploadToGPUTexture().
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* - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
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* - Samplers (how textures should be read from): use SDL_CreateGPUSampler().
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* - Render pipelines (precalculated rendering state): use
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* - Render pipelines (precalculated rendering state): use
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* SDL_CreateGPUGraphicsPipeline()
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* SDL_CreateGPUGraphicsPipeline()
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