From 4d9e7a2a687487e05d8e14a02e65f638248a02f2 Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Wed, 18 Dec 2024 19:09:01 +0000 Subject: [PATCH] Sync SDL3 wiki -> header [ci skip] --- include/SDL3/SDL_gpu.h | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index e685e5623c..5c3dc34894 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -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