Sync SDL3 wiki -> header

[ci skip]
This commit is contained in:
SDL Wiki Bot
2025-12-05 17:42:23 +00:00
parent f5ea8805e1
commit 0f37491a8b

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