Sync SDL3 wiki -> header

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SDL Wiki Bot 2026-05-27 23:36:18 +00:00
parent 7911975414
commit 8c0add4351

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@ -4232,12 +4232,13 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
* submitted. The swapchain texture should only be referenced by the command
* buffer used to acquire it.
*
* If too many frames are in flight, this function will fill the swapchain texture handle
* with NULL and return true. This is not an error. This NULL pointer should not be
* passed back into SDL. Instead, it should be considered as an indication to
* wait.
* If too many frames are in flight, this function will fill the swapchain
* texture handle with NULL and return true. This is not an error. This NULL
* pointer should not be passed back into SDL. Instead, it should be
* considered as an indication to wait.
*
* In VSYNC present mode (which is the default) this function may block on vblank.
* In VSYNC present mode (which is the default) this function may block on
* vblank.
*
* If you use this function, it is possible to create a situation where many
* command buffers are allocated while the rendering context waits for the GPU
@ -4282,7 +4283,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture(
Uint32 *swapchain_texture_height);
/**
* Blocks the thread until all presenting command buffers are finished executing.
* Blocks the thread until all presenting command buffers are finished
* executing.
*
* \param device a GPU context.
* \param window a window that has been claimed.