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gdk: Render/GPU can call SuspendX, document when to call SuspendComplete
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@@ -664,6 +664,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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/**
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* Callback from the application to let the suspend continue.
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*
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* When using SDL_Render or SDL_GPU, this function should be called _after_
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* creating the `SDL_Renderer` or `SDL_GPUDevice`; this allows the timing of the
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* D3D12 command queue suspension to execute in the correct order.
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*
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* If you're writing your own D3D12 renderer, this should be called after
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* calling `ID3D12CommandQueue::SuspendX`.
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*
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* This function is only needed for Xbox GDK support; all other platforms will
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* do nothing and set an "unsupported" error message.
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*
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