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Sync SDL3 wiki -> header
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@@ -664,13 +664,14 @@ 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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* This should be called in response to an `SDL_EVENT_DID_ENTER_BACKGROUND` event,
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* which can be detected via event watch. However, do NOT call this function
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* directly from within an event watch callback. Instead, wait until the app has
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* suppressed all rendering operations, then call this from the application
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* render thread.
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* This should be called in response to an `SDL_EVENT_DID_ENTER_BACKGROUND`
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* event, which can be detected via event watch. However, do NOT call this
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* function directly from within an event watch callback. Instead, wait until
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* the app has suppressed all rendering operations, then call this from the
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* application render thread.
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*
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* When using SDL_Render, this should be called after calling SDL_GDKSuspendRenderer.
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* When using SDL_Render, this should be called after calling
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* SDL_GDKSuspendRenderer.
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*
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* When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.
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*
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@@ -3093,7 +3093,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *s
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*
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* This function MUST be called on the application's render thread.
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*
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* \param renderer the renderer which should suspend operation
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* \param renderer the renderer which should suspend operation.
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*
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* \since This function is available since SDL 3.6.0.
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*
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@@ -3110,7 +3110,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer);
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*
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* This function MUST be called on the application's render thread.
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*
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* \param renderer the renderer which should resume operation
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* \param renderer the renderer which should resume operation.
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*
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* \since This function is available since SDL 3.6.0.
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*
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