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Fixed documentation typos
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@ -30,7 +30,7 @@
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*
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* A basic workflow might be something like this:
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*
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* The app creates a GPU device with SDL_GPUCreateDevice(), and assigns it to
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* The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to
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* a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you
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* can render offscreen entirely, perhaps for image processing, and not use a
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* window at all.
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@ -101,7 +101,7 @@
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* command buffer is done processing, it is safe to read the downloaded data.
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* Make sure to call SDL_ReleaseGPUFence() when done with the fence.
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*
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* The API also has "compute" support. The app calls SDL_GPUBeginComputePass()
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* The API also has "compute" support. The app calls SDL_BeginGPUComputePass()
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* with compute-writeable textures and/or buffers, which can be written to in
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* a compute shader. Then it sets states it needs for the compute dispatches:
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*
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