Rename SDL_SetGPURenderStateFragmentUniformData() to SDL_SetGPURenderStateFragmentUniforms()

This commit is contained in:
Sam Lantinga 2025-03-14 09:18:34 -07:00
parent 96194347bc
commit 02faa8f75c
7 changed files with 9 additions and 9 deletions

View file

@ -2751,7 +2751,7 @@ SDL_COMPILE_TIME_ASSERT(SDL_GPURenderStateDesc_SIZE,
* \since This struct is available since SDL 3.4.0.
*
* \sa SDL_CreateGPURenderState
* \sa SDL_SetGPURenderStateFragmentUniformData
* \sa SDL_SetGPURenderStateFragmentUniforms
* \sa SDL_SetRenderGPUState
* \sa SDL_DestroyGPURenderState
*/
@ -2768,7 +2768,7 @@ typedef struct SDL_GPURenderState SDL_GPURenderState;
*
* \since This function is available since SDL 3.4.0.
*
* \sa SDL_SetGPURenderStateFragmentUniformData
* \sa SDL_SetGPURenderStateFragmentUniforms
* \sa SDL_SetRenderGPUState
* \sa SDL_DestroyGPURenderState
*/
@ -2790,7 +2790,7 @@ extern SDL_DECLSPEC SDL_GPURenderState * SDLCALL SDL_CreateGPURenderState(SDL_Re
*
* \since This function is available since SDL 3.4.0.
*/
extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateFragmentUniformData(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length);
extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length);
/**
* Set custom GPU render state.

View file

@ -1239,7 +1239,7 @@ SDL3_0.0.0 {
SDL_SetDefaultTextureScaleMode;
SDL_GetDefaultTextureScaleMode;
SDL_CreateGPURenderState;
SDL_SetGPURenderStateFragmentUniformData;
SDL_SetGPURenderStateFragmentUniforms;
SDL_SetRenderGPUState;
SDL_DestroyGPURenderState;
# extra symbols go here (don't modify this line)

View file

@ -1264,6 +1264,6 @@
#define SDL_SetDefaultTextureScaleMode SDL_SetDefaultTextureScaleMode_REAL
#define SDL_GetDefaultTextureScaleMode SDL_GetDefaultTextureScaleMode_REAL
#define SDL_CreateGPURenderState SDL_CreateGPURenderState_REAL
#define SDL_SetGPURenderStateFragmentUniformData SDL_SetGPURenderStateFragmentUniformData_REAL
#define SDL_SetGPURenderStateFragmentUniforms SDL_SetGPURenderStateFragmentUniforms_REAL
#define SDL_SetRenderGPUState SDL_SetRenderGPUState_REAL
#define SDL_DestroyGPURenderState SDL_DestroyGPURenderState_REAL

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@ -1272,6 +1272,6 @@ SDL_DYNAPI_PROC(bool,SDL_RenderTexture9GridTiled,(SDL_Renderer *a,SDL_Texture *b
SDL_DYNAPI_PROC(bool,SDL_SetDefaultTextureScaleMode,(SDL_Renderer *a,SDL_ScaleMode b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_GetDefaultTextureScaleMode,(SDL_Renderer *a,SDL_ScaleMode *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPURenderState*,SDL_CreateGPURenderState,(SDL_Renderer *a,SDL_GPURenderStateDesc *b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateFragmentUniformData,(SDL_GPURenderState *a,Uint32 b,const void *c,Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateFragmentUniforms,(SDL_GPURenderState *a,Uint32 b,const void *c,Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_SetRenderGPUState,(SDL_Renderer *a,SDL_GPURenderState *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_DestroyGPURenderState,(SDL_GPURenderState *a),(a),)

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@ -5906,7 +5906,7 @@ SDL_GPURenderState *SDL_CreateGPURenderState(SDL_Renderer *renderer, SDL_GPURend
return state;
}
bool SDL_SetGPURenderStateFragmentUniformData(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length)
bool SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length)
{
if (!state) {
return SDL_InvalidParamError("state");

View file

@ -209,7 +209,7 @@ static bool InitGPURenderState(void)
SDL_zero(uniforms);
uniforms.texture_width = (float)target->w;
uniforms.texture_height = (float)target->h;
if (!SDL_SetGPURenderStateFragmentUniformData(data->state, 0, &uniforms, sizeof(uniforms))) {
if (!SDL_SetGPURenderStateFragmentUniforms(data->state, 0, &uniforms, sizeof(uniforms))) {
SDL_Log("Couldn't set uniform data: %s", SDL_GetError());
return false;
}

View file

@ -220,7 +220,7 @@ static bool InitGPURenderState(void)
uniforms.distance_field_range = DISTANCE_FIELD_RANGE;
uniforms.texture_width = (float)font_texture->w;
uniforms.texture_height = (float)font_texture->h;
if (!SDL_SetGPURenderStateFragmentUniformData(render_state, 0, &uniforms, sizeof(uniforms))) {
if (!SDL_SetGPURenderStateFragmentUniforms(render_state, 0, &uniforms, sizeof(uniforms))) {
SDL_Log("Couldn't set uniform data: %s", SDL_GetError());
return false;
}