Sync SDL3 wiki -> header

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SDL Wiki Bot
2024-12-18 19:09:01 +00:00
parent b5eea03d1e
commit 4d9e7a2a68

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@@ -3548,8 +3548,11 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
* This function will fill the swapchain texture handle with NULL if too many
* frames are in flight. This is not an error.
*
* If you use this function, it is possible to create a situation where many command buffers are allocated while the rendering context waits for the GPU to catch up, which will cause memory usage to grow.
* You should use SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing with timing.
* If you use this function, it is possible to create a situation where many
* command buffers are allocated while the rendering context waits for the GPU
* to catch up, which will cause memory usage to grow. You should use
* SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing
* with timing.
*
* The swapchain texture is managed by the implementation and must not be
* freed by the user. You MUST NOT call this function from any thread other