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Sync SDL3 wiki -> header
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@@ -2945,9 +2945,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
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*
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* Useful for debugging.
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*
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* On Direct3D 12, using SDL_InsertGPUDebugLabel requires WinPixEventRuntime.dll
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* to be in your PATH or in the same directory as your executable.
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* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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* On Direct3D 12, using SDL_InsertGPUDebugLabel requires
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* WinPixEventRuntime.dll to be in your PATH or in the same directory as your
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* executable. See
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* [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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* for instructions on how to obtain it.
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*
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* \param command_buffer a command buffer.
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@@ -2969,8 +2970,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
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* SDL_PopGPUDebugGroup.
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*
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* On Direct3D 12, using SDL_PushGPUDebugGroup requires WinPixEventRuntime.dll
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* to be in your PATH or in the same directory as your executable.
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* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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* to be in your PATH or in the same directory as your executable. See
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* [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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* for instructions on how to obtain it.
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*
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* On some backends (e.g. Metal), pushing a debug group during a
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@@ -2993,8 +2994,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
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* Ends the most-recently pushed debug group.
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*
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* On Direct3D 12, using SDL_PopGPUDebugGroup requires WinPixEventRuntime.dll
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* to be in your PATH or in the same directory as your executable.
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* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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* to be in your PATH or in the same directory as your executable. See
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* [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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* for instructions on how to obtain it.
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*
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* \param command_buffer a command buffer.
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