Sync SDL3 wiki -> header

[ci skip]
This commit is contained in:
SDL Wiki Bot
2025-12-03 20:01:41 +00:00
parent 5ae68e9a0f
commit 36b85ce909

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@@ -2946,9 +2946,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
* Useful for debugging.
*
* On Direct3D 12, using SDL_InsertGPUDebugLabel will cause validation errors
* unless you have WinPixEventRuntime.dll in your PATH.
* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/) for
* instructions on how to obtain it.
* unless you have WinPixEventRuntime.dll in your PATH. See
* [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
* for instructions on how to obtain it.
*
* \param command_buffer a command buffer.
* \param text a UTF-8 string constant to insert as the label.
@@ -2969,9 +2969,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
* SDL_PopGPUDebugGroup.
*
* On Direct3D 12, using SDL_PushGPUDebugGroup will cause validation errors
* unless you have WinPixEventRuntime.dll in your PATH.
* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/) for
* instructions on how to obtain it.
* unless you have WinPixEventRuntime.dll in your PATH. See
* [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
* for instructions on how to obtain it.
*
* On some backends (e.g. Metal), pushing a debug group during a
* render/blit/compute pass will create a group that is scoped to the native
@@ -2993,9 +2993,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
* Ends the most-recently pushed debug group.
*
* On Direct3D 12, using SDL_PopGPUDebugGroup will cause validation errors
* unless you have WinPixEventRuntime.dll in your PATH.
* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/) for
* instructions on how to obtain it.
* unless you have WinPixEventRuntime.dll in your PATH. See
* [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
* for instructions on how to obtain it.
*
* \param command_buffer a command buffer.
*