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Sync SDL3 wiki -> header
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@@ -3125,6 +3125,14 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
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* is called. You cannot begin another render pass, or begin a compute pass or
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* copy pass until you have ended the render pass.
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*
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* Using SDL_GPU_LOADOP_LOAD before any contents have been written to the
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* texture subresource will result in undefined behavior. SDL_GPU_LOADOP_CLEAR
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* will set the contents of the texture subresource to a single value before
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* any rendering is performed. It's fine to do an empty render pass using
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* SDL_GPU_STOREOP_STORE to clear a texture, but in general it's better to
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* think of clearing not as an independent operation but as something that's
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* done as the beginning of a render pass.
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*
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* \param command_buffer a command buffer.
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* \param color_target_infos an array of texture subresources with
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* corresponding clear values and load/store ops.
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