From a57ecad64872c1dcc4196a6ac879a83a18af3eb5 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Fri, 4 Oct 2024 13:04:27 -0700 Subject: [PATCH] Fixed documentation typos --- include/SDL3/SDL_gpu.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 46b0046da2..7cb5bcb209 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -30,7 +30,7 @@ * * A basic workflow might be something like this: * - * The app creates a GPU device with SDL_GPUCreateDevice(), and assigns it to + * The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to * a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you * can render offscreen entirely, perhaps for image processing, and not use a * window at all. @@ -101,7 +101,7 @@ * command buffer is done processing, it is safe to read the downloaded data. * Make sure to call SDL_ReleaseGPUFence() when done with the fence. * - * The API also has "compute" support. The app calls SDL_GPUBeginComputePass() + * The API also has "compute" support. The app calls SDL_BeginGPUComputePass() * with compute-writeable textures and/or buffers, which can be written to in * a compute shader. Then it sets states it needs for the compute dispatches: *