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@@ -667,9 +667,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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* This should be called from an event watch in response to an
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* `SDL_EVENT_DID_ENTER_BACKGROUND` event.
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*
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- * When using SDL_Render or SDL_GPU, your event watch should be added _after_
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- * creating the `SDL_Renderer` or `SDL_GPUDevice`; this allows the timing of
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- * the D3D12 command queue suspension to execute in the correct order.
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+ * When using SDL_Render, your event watch should be added _after_ creating
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+ * the `SDL_Renderer`; this allows the timing of the D3D12 command queue
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+ * suspension to execute in the correct order.
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+ *
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+ * When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.
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*
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* If you're writing your own D3D12 renderer, this should be called after
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* calling `ID3D12CommandQueue::SuspendX`.
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