diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index 84c6d64771..23adec34b2 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -292,7 +292,8 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window * * With the SDL GPU renderer (since SDL 3.4.0): * - * - `SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER`: the device to use with the renderer, optional. + * - `SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER`: the device to use with the + * renderer, optional. * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to * provide SPIR-V shaders to SDL_GPURenderState, optional. * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to @@ -350,16 +351,26 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_ /** * Create a 2D GPU rendering context. * - * The GPU device to use is passed in as a parameter. If this is NULL, then a device will be created normally and can be retrieved using SDL_GetGPURendererDevice(). + * The GPU device to use is passed in as a parameter. If this is NULL, then a + * device will be created normally and can be retrieved using + * SDL_GetGPURendererDevice(). * - * The window to use is passed in as a parameter. If this is NULL, then this will become an offscreen renderer. In that case, you should call SDL_SetRenderTarget() to setup rendering to a texture, and then call SDL_RenderPresent() normally to complete drawing a frame. + * The window to use is passed in as a parameter. If this is NULL, then this + * will become an offscreen renderer. In that case, you should call + * SDL_SetRenderTarget() to setup rendering to a texture, and then call + * SDL_RenderPresent() normally to complete drawing a frame. * - * \param device the GPU device to use with the renderer, or NULL to create a device. - * \param window the window where rendering is displayed, or NULL to create an offscreen renderer. + * \param device the GPU device to use with the renderer, or NULL to create a + * device. + * \param window the window where rendering is displayed, or NULL to create an + * offscreen renderer. * \returns a valid rendering context or NULL if there was an error; call * SDL_GetError() for more information. * - * \threadsafety If this function is called with a valid GPU device, it should be called on the thread that created the device. If this function is called with a valid window, it should be called on the thread that created the window. + * \threadsafety If this function is called with a valid GPU device, it should + * be called on the thread that created the device. If this + * function is called with a valid window, it should be called + * on the thread that created the window. * * \since This function is available since SDL 3.4.0. * @@ -375,7 +386,8 @@ extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateGPURenderer(SDL_GPUDevice * * Return the GPU device used by a renderer. * * \param renderer the rendering context. - * \returns the GPU device used by the renderer, or NULL if the renderer is not a GPU renderer; call SDL_GetError() for more information. + * \returns the GPU device used by the renderer, or NULL if the renderer is + * not a GPU renderer; call SDL_GetError() for more information. * * \threadsafety It is safe to call this function from any thread. *