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Sync SDL3 wiki -> header
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@@ -3548,8 +3548,11 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
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* This function will fill the swapchain texture handle with NULL if too many
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* frames are in flight. This is not an error.
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*
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* 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.
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* You should use SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing with timing.
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* If you use this function, it is possible to create a situation where many
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* command buffers are allocated while the rendering context waits for the GPU
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* to catch up, which will cause memory usage to grow. You should use
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* SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing
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* with timing.
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*
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* The swapchain texture is managed by the implementation and must not be
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* freed by the user. You MUST NOT call this function from any thread other
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