Sync SDL3 wiki -> header
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@@ -2946,9 +2946,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
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* Useful for debugging.
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*
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* On Direct3D 12, using SDL_InsertGPUDebugLabel will cause validation errors
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* unless you have WinPixEventRuntime.dll in your PATH.
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* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/) for
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* instructions on how to obtain it.
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* unless you have WinPixEventRuntime.dll in your PATH. See
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* [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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* for instructions on how to obtain it.
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*
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* \param command_buffer a command buffer.
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* \param text a UTF-8 string constant to insert as the label.
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@@ -2969,9 +2969,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
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* SDL_PopGPUDebugGroup.
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*
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* On Direct3D 12, using SDL_PushGPUDebugGroup will cause validation errors
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* unless you have WinPixEventRuntime.dll in your PATH.
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* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/) for
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* instructions on how to obtain it.
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* unless you have WinPixEventRuntime.dll in your PATH. See
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* [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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* for instructions on how to obtain it.
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*
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* On some backends (e.g. Metal), pushing a debug group during a
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* render/blit/compute pass will create a group that is scoped to the native
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@@ -2993,9 +2993,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
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* Ends the most-recently pushed debug group.
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*
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* On Direct3D 12, using SDL_PopGPUDebugGroup will cause validation errors
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* unless you have WinPixEventRuntime.dll in your PATH.
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* See [here](https://devblogs.microsoft.com/pix/winpixeventruntime/) for
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* instructions on how to obtain it.
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* unless you have WinPixEventRuntime.dll in your PATH. See
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* [here](https://devblogs.microsoft.com/pix/winpixeventruntime/)
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* for instructions on how to obtain it.
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*
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* \param command_buffer a command buffer.
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*
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