Sync SDL3 wiki -> header

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SDL Wiki Bot
2025-07-17 07:20:27 +00:00
parent 1b4fd3aa83
commit 1d9fc5f2c8

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