diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 12a7589f53..123c8dc24f 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()