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Updated SDL_GPUVulkanOptions documentation
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include/SDL3/SDL_gpu.h

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@@ -2315,12 +2315,11 @@ extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice(
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* This can be useful if your application _requires_ SDL_GPU, but if you can
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* provide your own fallback renderer (for example, an OpenGL renderer) this
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* property can be set to true. Defaults to false.
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER`: pointer to an
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* - `SDL_PROP_GPU_DEVICE_CREATE_VULKAN_OPTIONS_POINTER`: a pointer to an
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* SDL_GPUVulkanOptions structure to be processed during device creation.
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* This allows configuring a variety of Vulkan-specific options such as
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* increasing the API version and opting into extensions aside from the
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* minimal set SDL requires. The structure is NOT deep-copied. Make sure
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* that the pointer valid memory during window creation.
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* minimal set SDL requires.
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*
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* \param props the properties to use.
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* \returns a GPU context on success or NULL on failure; call SDL_GetError()
@@ -2368,9 +2367,7 @@ extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDeviceWithProperties(
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* When requesting Vulkan 1.2 or higher, the feature_list is additionally
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* scanned for compound feature structs such as
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* VkPhysicalDeviceVulkan11Features. The device and instance extension lists,
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* as well as vulkan_10_physical_device_features, are always processed. The
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* pointers inside this structure are NOT deep-copied. Make sure they are
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* valid during window creation.
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* as well as vulkan_10_physical_device_features, are always processed.
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*
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* \since This struct is available since SDL 3.4.0.
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*/

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