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Refer to SDL_CreateGPUComputePipeline() appropriately
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@@ -3672,7 +3672,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
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* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
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*
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* Be sure your shader is set up according to the requirements documented in
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* SDL_CreateGPUShader().
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* SDL_CreateGPUComputePipeline().
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*
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*
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* \param compute_pass a compute pass handle.
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* \param first_slot the compute sampler slot to begin binding from.
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@@ -3683,7 +3684,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_CreateGPUShader
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* \sa SDL_CreateGPUComputePipeline
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
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SDL_GPUComputePass *compute_pass,
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@@ -3698,7 +3699,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
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* SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
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*
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* Be sure your shader is set up according to the requirements documented in
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* SDL_CreateGPUShader().
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* SDL_CreateGPUComputePipeline().
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*
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* \param compute_pass a compute pass handle.
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* \param first_slot the compute storage texture slot to begin binding from.
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@@ -3707,7 +3708,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers(
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*
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* \since This function is available since SDL 3.2.0.
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*
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* \sa SDL_CreateGPUShader
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* \sa SDL_CreateGPUComputePipeline
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
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SDL_GPUComputePass *compute_pass,
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