GPU: Rename some awkwardly named functions (#10642)

This commit is contained in:
Evan Hemsley 2024-08-30 15:31:10 -07:00 committed by GitHub
parent bef07023d6
commit 12ecdb9dde
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GPG key ID: B5690EEEBB952194
12 changed files with 125 additions and 125 deletions

View file

@ -81,7 +81,7 @@ typedef enum SDL_GPUIndexElementSize
} SDL_GPUIndexElementSize; } SDL_GPUIndexElementSize;
/* Texture format support varies depending on driver, hardware, and usage flags. /* Texture format support varies depending on driver, hardware, and usage flags.
* In general, you should use SDL_SupportsGPUTextureFormat to query if a format * In general, you should use SDL_GPUTextureSupportsFormat to query if a format
* is supported before using it. However, there are a few guaranteed formats. * is supported before using it. However, there are a few guaranteed formats.
* *
* For SAMPLER usage, the following formats are universally supported: * For SAMPLER usage, the following formats are universally supported:
@ -1165,9 +1165,9 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
* \sa SDL_BindGPUFragmentSamplers * \sa SDL_BindGPUFragmentSamplers
* \sa SDL_BindGPUFragmentStorageTextures * \sa SDL_BindGPUFragmentStorageTextures
* \sa SDL_BindGPUComputeStorageTextures * \sa SDL_BindGPUComputeStorageTextures
* \sa SDL_BlitGPU * \sa SDL_BlitGPUTexture
* \sa SDL_ReleaseGPUTexture * \sa SDL_ReleaseGPUTexture
* \sa SDL_SupportsGPUTextureFormat * \sa SDL_GPUTextureSupportsFormat
*/ */
extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture( extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
SDL_GPUDevice *device, SDL_GPUDevice *device,
@ -1436,8 +1436,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_SubmitGPU * \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUAndAcquireFence * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/ */
extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer( extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
SDL_GPUDevice *device); SDL_GPUDevice *device);
@ -2241,7 +2241,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
*/ */
extern SDL_DECLSPEC void SDLCALL SDL_GenerateGPUMipmaps( extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
SDL_GPUCommandBuffer *commandBuffer, SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUTexture *texture); SDL_GPUTexture *texture);
@ -2260,7 +2260,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_GenerateGPUMipmaps(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
*/ */
extern SDL_DECLSPEC void SDLCALL SDL_BlitGPU( extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
SDL_GPUCommandBuffer *commandBuffer, SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUBlitRegion *source, SDL_GPUBlitRegion *source,
SDL_GPUBlitRegion *destination, SDL_GPUBlitRegion *destination,
@ -2282,9 +2282,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BlitGPU(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_ClaimGPUWindow * \sa SDL_ClaimWindowForGPUDevice
*/ */
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUSwapchainComposition( extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_Window *window, SDL_Window *window,
SDL_GPUSwapchainComposition swapchainComposition); SDL_GPUSwapchainComposition swapchainComposition);
@ -2301,9 +2301,9 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUSwapchainComposition(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_ClaimGPUWindow * \sa SDL_ClaimWindowForGPUDevice
*/ */
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUPresentMode( extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUPresentMode(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_Window *window, SDL_Window *window,
SDL_GPUPresentMode presentMode); SDL_GPUPresentMode presentMode);
@ -2325,11 +2325,11 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUPresentMode(
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_AcquireGPUSwapchainTexture * \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_UnclaimGPUWindow * \sa SDL_ReleaseWindowFromGPUDevice
* \sa SDL_SupportsGPUPresentMode * \sa SDL_WindowSupportsGPUPresentMode
* \sa SDL_SupportsGPUSwapchainComposition * \sa SDL_WindowSupportsGPUSwapchainComposition
*/ */
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimGPUWindow( extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimWindowForGPUDevice(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_Window *window); SDL_Window *window);
@ -2341,9 +2341,9 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimGPUWindow(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_ClaimGPUWindow * \sa SDL_ClaimWindowForGPUDevice
*/ */
extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGPUWindow( extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_Window *window); SDL_Window *window);
@ -2352,8 +2352,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGPUWindow(
* *
* This function will fail if the requested present mode or swapchain * This function will fail if the requested present mode or swapchain
* composition are unsupported by the device. Check if the parameters are * composition are unsupported by the device. Check if the parameters are
* supported via SDL_SupportsGPUPresentMode / * supported via SDL_WindowSupportsGPUPresentMode /
* SDL_SupportsGPUSwapchainComposition prior to calling this function. * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
* *
* SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always * SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always
* supported. * supported.
@ -2366,8 +2366,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGPUWindow(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_SupportsGPUPresentMode * \sa SDL_WindowSupportsGPUPresentMode
* \sa SDL_SupportsGPUSwapchainComposition * \sa SDL_WindowSupportsGPUSwapchainComposition
*/ */
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetGPUSwapchainParameters( extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetGPUSwapchainParameters(
SDL_GPUDevice *device, SDL_GPUDevice *device,
@ -2407,9 +2407,9 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_ClaimGPUWindow * \sa SDL_ClaimWindowForGPUDevice
* \sa SDL_SubmitGPU * \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUAndAcquireFence * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/ */
extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture( extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *commandBuffer, SDL_GPUCommandBuffer *commandBuffer,
@ -2433,9 +2433,9 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
* *
* \sa SDL_AcquireGPUCommandBuffer * \sa SDL_AcquireGPUCommandBuffer
* \sa SDL_AcquireGPUSwapchainTexture * \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_SubmitGPUAndAcquireFence * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/ */
extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPU( extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPUCommandBuffer(
SDL_GPUCommandBuffer *commandBuffer); SDL_GPUCommandBuffer *commandBuffer);
/** /**
@ -2457,10 +2457,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPU(
* *
* \sa SDL_AcquireGPUCommandBuffer * \sa SDL_AcquireGPUCommandBuffer
* \sa SDL_AcquireGPUSwapchainTexture * \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_SubmitGPU * \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_ReleaseGPUFence * \sa SDL_ReleaseGPUFence
*/ */
extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUAndAcquireFence( extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence(
SDL_GPUCommandBuffer *commandBuffer); SDL_GPUCommandBuffer *commandBuffer);
/** /**
@ -2470,9 +2470,9 @@ extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUAndAcquireFence(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_WaitGPUForFences * \sa SDL_WaitForGPUFences
*/ */
extern SDL_DECLSPEC void SDLCALL SDL_WaitGPU( extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUIdle(
SDL_GPUDevice *device); SDL_GPUDevice *device);
/** /**
@ -2486,10 +2486,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitGPU(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_SubmitGPUAndAcquireFence * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
* \sa SDL_WaitGPU * \sa SDL_WaitForGPUIdle
*/ */
extern SDL_DECLSPEC void SDLCALL SDL_WaitGPUForFences( extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUFences(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_bool waitAll, SDL_bool waitAll,
SDL_GPUFence **pFences, SDL_GPUFence **pFences,
@ -2504,21 +2504,21 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitGPUForFences(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_SubmitGPUAndAcquireFence * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/ */
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGPUFence( extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGPUFence(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_GPUFence *fence); SDL_GPUFence *fence);
/** /**
* Releases a fence obtained from SDL_SubmitGPUAndAcquireFence. * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
* *
* \param device a GPU context. * \param device a GPU context.
* \param fence a fence. * \param fence a fence.
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
* *
* \sa SDL_SubmitGPUAndAcquireFence * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/ */
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence( extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
SDL_GPUDevice *device, SDL_GPUDevice *device,
@ -2551,7 +2551,7 @@ extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
*/ */
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUTextureFormat( extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUTextureSupportsFormat(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_GPUTextureFormat format, SDL_GPUTextureFormat format,
SDL_GPUTextureType type, SDL_GPUTextureType type,
@ -2567,7 +2567,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUTextureFormat(
* *
* \since This function is available since SDL 3.0.0. * \since This function is available since SDL 3.0.0.
*/ */
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUSampleCount( extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUTextureSupportsSampleCount(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_GPUTextureFormat format, SDL_GPUTextureFormat format,
SDL_GPUSampleCount sampleCount); SDL_GPUSampleCount sampleCount);

View file

@ -40,7 +40,7 @@ SDL3_0.0.0 {
SDL_BindGPUVertexSamplers; SDL_BindGPUVertexSamplers;
SDL_BindGPUVertexStorageBuffers; SDL_BindGPUVertexStorageBuffers;
SDL_BindGPUVertexStorageTextures; SDL_BindGPUVertexStorageTextures;
SDL_BlitGPU; SDL_BlitGPUTexture;
SDL_BlitSurface9Grid; SDL_BlitSurface9Grid;
SDL_BlitSurface; SDL_BlitSurface;
SDL_BlitSurfaceScaled; SDL_BlitSurfaceScaled;
@ -50,7 +50,7 @@ SDL3_0.0.0 {
SDL_BlitSurfaceUncheckedScaled; SDL_BlitSurfaceUncheckedScaled;
SDL_BroadcastCondition; SDL_BroadcastCondition;
SDL_CaptureMouse; SDL_CaptureMouse;
SDL_ClaimGPUWindow; SDL_ClaimWindowForGPUDevice;
SDL_CleanupTLS; SDL_CleanupTLS;
SDL_ClearAudioStream; SDL_ClearAudioStream;
SDL_ClearClipboardData; SDL_ClearClipboardData;
@ -197,7 +197,7 @@ SDL3_0.0.0 {
SDL_GamepadHasButton; SDL_GamepadHasButton;
SDL_GamepadHasSensor; SDL_GamepadHasSensor;
SDL_GamepadSensorEnabled; SDL_GamepadSensorEnabled;
SDL_GenerateGPUMipmaps; SDL_GenerateMipmapsForGPUTexture;
SDL_GetAndroidActivity; SDL_GetAndroidActivity;
SDL_GetAndroidCachePath; SDL_GetAndroidCachePath;
SDL_GetAndroidExternalStoragePath; SDL_GetAndroidExternalStoragePath;
@ -886,12 +886,12 @@ SDL3_0.0.0 {
SDL_StopTextInput; SDL_StopTextInput;
SDL_StorageReady; SDL_StorageReady;
SDL_StringToGUID; SDL_StringToGUID;
SDL_SubmitGPU; SDL_SubmitGPUCommandBuffer;
SDL_SubmitGPUAndAcquireFence; SDL_SubmitGPUCommandBufferAndAcquireFence;
SDL_SupportsGPUPresentMode; SDL_WindowSupportsGPUPresentMode;
SDL_SupportsGPUSampleCount; SDL_GPUTextureSupportsSampleCount;
SDL_SupportsGPUSwapchainComposition; SDL_WindowSupportsGPUSwapchainComposition;
SDL_SupportsGPUTextureFormat; SDL_GPUTextureSupportsFormat;
SDL_SurfaceHasAlternateImages; SDL_SurfaceHasAlternateImages;
SDL_SurfaceHasColorKey; SDL_SurfaceHasColorKey;
SDL_SurfaceHasRLE; SDL_SurfaceHasRLE;
@ -909,7 +909,7 @@ SDL3_0.0.0 {
SDL_UCS4ToUTF8; SDL_UCS4ToUTF8;
SDL_UnbindAudioStream; SDL_UnbindAudioStream;
SDL_UnbindAudioStreams; SDL_UnbindAudioStreams;
SDL_UnclaimGPUWindow; SDL_ReleaseWindowFromGPUDevice;
SDL_UnloadObject; SDL_UnloadObject;
SDL_UnlockAudioStream; SDL_UnlockAudioStream;
SDL_UnlockJoysticks; SDL_UnlockJoysticks;
@ -943,8 +943,8 @@ SDL3_0.0.0 {
SDL_WaitConditionTimeout; SDL_WaitConditionTimeout;
SDL_WaitEvent; SDL_WaitEvent;
SDL_WaitEventTimeout; SDL_WaitEventTimeout;
SDL_WaitGPU; SDL_WaitForGPUIdle;
SDL_WaitGPUForFences; SDL_WaitForGPUFences;
SDL_WaitSemaphore; SDL_WaitSemaphore;
SDL_WaitSemaphoreTimeout; SDL_WaitSemaphoreTimeout;
SDL_WaitThread; SDL_WaitThread;

View file

@ -65,7 +65,7 @@
#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL #define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL
#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL #define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL
#define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL #define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL
#define SDL_BlitGPU SDL_BlitGPU_REAL #define SDL_BlitGPUTexture SDL_BlitGPUTexture_REAL
#define SDL_BlitSurface SDL_BlitSurface_REAL #define SDL_BlitSurface SDL_BlitSurface_REAL
#define SDL_BlitSurface9Grid SDL_BlitSurface9Grid_REAL #define SDL_BlitSurface9Grid SDL_BlitSurface9Grid_REAL
#define SDL_BlitSurfaceScaled SDL_BlitSurfaceScaled_REAL #define SDL_BlitSurfaceScaled SDL_BlitSurfaceScaled_REAL
@ -75,7 +75,7 @@
#define SDL_BlitSurfaceUncheckedScaled SDL_BlitSurfaceUncheckedScaled_REAL #define SDL_BlitSurfaceUncheckedScaled SDL_BlitSurfaceUncheckedScaled_REAL
#define SDL_BroadcastCondition SDL_BroadcastCondition_REAL #define SDL_BroadcastCondition SDL_BroadcastCondition_REAL
#define SDL_CaptureMouse SDL_CaptureMouse_REAL #define SDL_CaptureMouse SDL_CaptureMouse_REAL
#define SDL_ClaimGPUWindow SDL_ClaimGPUWindow_REAL #define SDL_ClaimWindowForGPUDevice SDL_ClaimWindowForGPUDevice_REAL
#define SDL_CleanupTLS SDL_CleanupTLS_REAL #define SDL_CleanupTLS SDL_CleanupTLS_REAL
#define SDL_ClearAudioStream SDL_ClearAudioStream_REAL #define SDL_ClearAudioStream SDL_ClearAudioStream_REAL
#define SDL_ClearClipboardData SDL_ClearClipboardData_REAL #define SDL_ClearClipboardData SDL_ClearClipboardData_REAL
@ -222,7 +222,7 @@
#define SDL_GamepadHasButton SDL_GamepadHasButton_REAL #define SDL_GamepadHasButton SDL_GamepadHasButton_REAL
#define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL #define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL
#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL #define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
#define SDL_GenerateGPUMipmaps SDL_GenerateGPUMipmaps_REAL #define SDL_GenerateMipmapsForGPUTexture SDL_GenerateMipmapsForGPUTexture_REAL
#define SDL_GetAndroidActivity SDL_GetAndroidActivity_REAL #define SDL_GetAndroidActivity SDL_GetAndroidActivity_REAL
#define SDL_GetAndroidCachePath SDL_GetAndroidCachePath_REAL #define SDL_GetAndroidCachePath SDL_GetAndroidCachePath_REAL
#define SDL_GetAndroidExternalStoragePath SDL_GetAndroidExternalStoragePath_REAL #define SDL_GetAndroidExternalStoragePath SDL_GetAndroidExternalStoragePath_REAL
@ -911,12 +911,12 @@
#define SDL_StopTextInput SDL_StopTextInput_REAL #define SDL_StopTextInput SDL_StopTextInput_REAL
#define SDL_StorageReady SDL_StorageReady_REAL #define SDL_StorageReady SDL_StorageReady_REAL
#define SDL_StringToGUID SDL_StringToGUID_REAL #define SDL_StringToGUID SDL_StringToGUID_REAL
#define SDL_SubmitGPU SDL_SubmitGPU_REAL #define SDL_SubmitGPUCommandBuffer SDL_SubmitGPUCommandBuffer_REAL
#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL #define SDL_SubmitGPUCommandBufferAndAcquireFence SDL_SubmitGPUCommandBufferAndAcquireFence_REAL
#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL #define SDL_WindowSupportsGPUPresentMode SDL_WindowSupportsGPUPresentMode_REAL
#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL #define SDL_GPUTextureSupportsSampleCount SDL_GPUTextureSupportsSampleCount_REAL
#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL #define SDL_WindowSupportsGPUSwapchainComposition SDL_WindowSupportsGPUSwapchainComposition_REAL
#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL #define SDL_GPUTextureSupportsFormat SDL_GPUTextureSupportsFormat_REAL
#define SDL_SurfaceHasAlternateImages SDL_SurfaceHasAlternateImages_REAL #define SDL_SurfaceHasAlternateImages SDL_SurfaceHasAlternateImages_REAL
#define SDL_SurfaceHasColorKey SDL_SurfaceHasColorKey_REAL #define SDL_SurfaceHasColorKey SDL_SurfaceHasColorKey_REAL
#define SDL_SurfaceHasRLE SDL_SurfaceHasRLE_REAL #define SDL_SurfaceHasRLE SDL_SurfaceHasRLE_REAL
@ -934,7 +934,7 @@
#define SDL_UCS4ToUTF8 SDL_UCS4ToUTF8_REAL #define SDL_UCS4ToUTF8 SDL_UCS4ToUTF8_REAL
#define SDL_UnbindAudioStream SDL_UnbindAudioStream_REAL #define SDL_UnbindAudioStream SDL_UnbindAudioStream_REAL
#define SDL_UnbindAudioStreams SDL_UnbindAudioStreams_REAL #define SDL_UnbindAudioStreams SDL_UnbindAudioStreams_REAL
#define SDL_UnclaimGPUWindow SDL_UnclaimGPUWindow_REAL #define SDL_ReleaseWindowFromGPUDevice SDL_ReleaseWindowFromGPUDevice_REAL
#define SDL_UnloadObject SDL_UnloadObject_REAL #define SDL_UnloadObject SDL_UnloadObject_REAL
#define SDL_UnlockAudioStream SDL_UnlockAudioStream_REAL #define SDL_UnlockAudioStream SDL_UnlockAudioStream_REAL
#define SDL_UnlockJoysticks SDL_UnlockJoysticks_REAL #define SDL_UnlockJoysticks SDL_UnlockJoysticks_REAL
@ -968,8 +968,8 @@
#define SDL_WaitConditionTimeout SDL_WaitConditionTimeout_REAL #define SDL_WaitConditionTimeout SDL_WaitConditionTimeout_REAL
#define SDL_WaitEvent SDL_WaitEvent_REAL #define SDL_WaitEvent SDL_WaitEvent_REAL
#define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL #define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL
#define SDL_WaitGPU SDL_WaitGPU_REAL #define SDL_WaitForGPUIdle SDL_WaitForGPUIdle_REAL
#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL #define SDL_WaitForGPUFences SDL_WaitForGPUFences_REAL
#define SDL_WaitSemaphore SDL_WaitSemaphore_REAL #define SDL_WaitSemaphore SDL_WaitSemaphore_REAL
#define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_REAL #define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_REAL
#define SDL_WaitThread SDL_WaitThread_REAL #define SDL_WaitThread SDL_WaitThread_REAL

View file

@ -85,7 +85,7 @@ SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, S
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),) SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),) SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),) SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BlitGPU,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),) SDL_DYNAPI_PROC(void,SDL_BlitGPUTexture,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return) SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface9Grid,(SDL_Surface *a, const SDL_Rect *b, int c, int d, int e, int f, float g, SDL_ScaleMode h, SDL_Surface *i, const SDL_Rect *j),(a,b,c,d,e,f,g,h,i,j),return) SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface9Grid,(SDL_Surface *a, const SDL_Rect *b, int c, int d, int e, int f, float g, SDL_ScaleMode h, SDL_Surface *i, const SDL_Rect *j),(a,b,c,d,e,f,g,h,i,j),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
@ -95,7 +95,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rec
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_BroadcastCondition,(SDL_Condition *a),(a),) SDL_DYNAPI_PROC(void,SDL_BroadcastCondition,(SDL_Condition *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_CaptureMouse,(SDL_bool a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_CaptureMouse,(SDL_bool a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimWindowForGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),) SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearClipboardData,(void),(),return) SDL_DYNAPI_PROC(SDL_bool,SDL_ClearClipboardData,(void),(),return)
@ -242,7 +242,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_GenerateGPUMipmaps,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),) SDL_DYNAPI_PROC(void,SDL_GenerateMipmapsForGPUTexture,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
SDL_DYNAPI_PROC(void*,SDL_GetAndroidActivity,(void),(),return) SDL_DYNAPI_PROC(void*,SDL_GetAndroidActivity,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidCachePath,(void),(),return) SDL_DYNAPI_PROC(const char*,SDL_GetAndroidCachePath,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidExternalStoragePath,(void),(),return) SDL_DYNAPI_PROC(const char*,SDL_GetAndroidExternalStoragePath,(void),(),return)
@ -921,12 +921,12 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StopTextInput,(SDL_Window *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_StopTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StorageReady,(SDL_Storage *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_StorageReady,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return) SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_SubmitGPU,(SDL_GPUCommandBuffer *a),(a),) SDL_DYNAPI_PROC(void,SDL_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),)
SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return) SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUCommandBufferAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return) SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return) SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return) SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
@ -944,7 +944,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return) SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),) SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),) SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_UnclaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),) SDL_DYNAPI_PROC(void,SDL_ReleaseWindowFromGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),) SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),) SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
@ -978,8 +978,8 @@ SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return) SDL_DYNAPI_PROC(SDL_bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEvent,(SDL_Event *a),(a),return) SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WaitGPU,(SDL_GPUDevice *a),(a),) SDL_DYNAPI_PROC(void,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),)
SDL_DYNAPI_PROC(void,SDL_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),) SDL_DYNAPI_PROC(void,SDL_WaitForGPUFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),) SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return) SDL_DYNAPI_PROC(SDL_bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),) SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)

View file

@ -1,4 +1,4 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
@ -546,7 +546,7 @@ Uint32 SDL_GPUTextureFormatTexelBlockSize(
} }
} }
SDL_bool SDL_SupportsGPUTextureFormat( SDL_bool SDL_GPUTextureSupportsFormat(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_GPUTextureFormat format, SDL_GPUTextureFormat format,
SDL_GPUTextureType type, SDL_GPUTextureType type,
@ -565,7 +565,7 @@ SDL_bool SDL_SupportsGPUTextureFormat(
usage); usage);
} }
SDL_bool SDL_SupportsGPUSampleCount( SDL_bool SDL_GPUTextureSupportsSampleCount(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_GPUTextureFormat format, SDL_GPUTextureFormat format,
SDL_GPUSampleCount sampleCount) SDL_GPUSampleCount sampleCount)
@ -748,7 +748,7 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
SDL_assert_release(!"For cube textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1"); SDL_assert_release(!"For cube textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
failed = true; failed = true;
} }
if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_CUBE, textureCreateInfo->usageFlags)) { if (!SDL_GPUTextureSupportsFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_CUBE, textureCreateInfo->usageFlags)) {
SDL_assert_release(!"For cube textures: the format is unsupported for the given usageFlags"); SDL_assert_release(!"For cube textures: the format is unsupported for the given usageFlags");
failed = true; failed = true;
} }
@ -766,7 +766,7 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
SDL_assert_release(!"For 3D textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1"); SDL_assert_release(!"For 3D textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
failed = true; failed = true;
} }
if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_3D, textureCreateInfo->usageFlags)) { if (!SDL_GPUTextureSupportsFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_3D, textureCreateInfo->usageFlags)) {
SDL_assert_release(!"For 3D textures: the format is unsupported for the given usageFlags"); SDL_assert_release(!"For 3D textures: the format is unsupported for the given usageFlags");
failed = true; failed = true;
} }
@ -788,7 +788,7 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
failed = true; failed = true;
} }
} }
if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_2D, textureCreateInfo->usageFlags)) { if (!SDL_GPUTextureSupportsFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_2D, textureCreateInfo->usageFlags)) {
SDL_assert_release(!"For 2D textures: the format is unsupported for the given usageFlags"); SDL_assert_release(!"For 2D textures: the format is unsupported for the given usageFlags");
failed = true; failed = true;
} }
@ -2039,7 +2039,7 @@ void SDL_EndGPUCopyPass(
((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = false; ((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = false;
} }
void SDL_GenerateGPUMipmaps( void SDL_GenerateMipmapsForGPUTexture(
SDL_GPUCommandBuffer *commandBuffer, SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUTexture *texture) SDL_GPUTexture *texture)
{ {
@ -2073,7 +2073,7 @@ void SDL_GenerateGPUMipmaps(
texture); texture);
} }
void SDL_BlitGPU( void SDL_BlitGPUTexture(
SDL_GPUCommandBuffer *commandBuffer, SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUBlitRegion *source, SDL_GPUBlitRegion *source,
SDL_GPUBlitRegion *destination, SDL_GPUBlitRegion *destination,
@ -2140,7 +2140,7 @@ void SDL_BlitGPU(
// Submission/Presentation // Submission/Presentation
SDL_bool SDL_SupportsGPUSwapchainComposition( SDL_bool SDL_WindowSupportsGPUSwapchainComposition(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_Window *window, SDL_Window *window,
SDL_GPUSwapchainComposition swapchainComposition) SDL_GPUSwapchainComposition swapchainComposition)
@ -2161,7 +2161,7 @@ SDL_bool SDL_SupportsGPUSwapchainComposition(
swapchainComposition); swapchainComposition);
} }
SDL_bool SDL_SupportsGPUPresentMode( SDL_bool SDL_WindowSupportsGPUPresentMode(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_Window *window, SDL_Window *window,
SDL_GPUPresentMode presentMode) SDL_GPUPresentMode presentMode)
@ -2182,7 +2182,7 @@ SDL_bool SDL_SupportsGPUPresentMode(
presentMode); presentMode);
} }
SDL_bool SDL_ClaimGPUWindow( SDL_bool SDL_ClaimWindowForGPUDevice(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_Window *window) SDL_Window *window)
{ {
@ -2197,7 +2197,7 @@ SDL_bool SDL_ClaimGPUWindow(
window); window);
} }
void SDL_UnclaimGPUWindow( void SDL_ReleaseWindowFromGPUDevice(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_Window *window) SDL_Window *window)
{ {
@ -2207,7 +2207,7 @@ void SDL_UnclaimGPUWindow(
return; return;
} }
device->UnclaimWindow( device->ReleaseWindow(
device->driverData, device->driverData,
window); window);
} }
@ -2286,7 +2286,7 @@ SDL_GPUTexture *SDL_AcquireGPUSwapchainTexture(
pHeight); pHeight);
} }
void SDL_SubmitGPU( void SDL_SubmitGPUCommandBuffer(
SDL_GPUCommandBuffer *commandBuffer) SDL_GPUCommandBuffer *commandBuffer)
{ {
CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer; CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
@ -2313,7 +2313,7 @@ void SDL_SubmitGPU(
commandBuffer); commandBuffer);
} }
SDL_GPUFence *SDL_SubmitGPUAndAcquireFence( SDL_GPUFence *SDL_SubmitGPUCommandBufferAndAcquireFence(
SDL_GPUCommandBuffer *commandBuffer) SDL_GPUCommandBuffer *commandBuffer)
{ {
CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer; CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
@ -2340,7 +2340,7 @@ SDL_GPUFence *SDL_SubmitGPUAndAcquireFence(
commandBuffer); commandBuffer);
} }
void SDL_WaitGPU( void SDL_WaitForGPUIdle(
SDL_GPUDevice *device) SDL_GPUDevice *device)
{ {
CHECK_DEVICE_MAGIC(device, ); CHECK_DEVICE_MAGIC(device, );
@ -2349,7 +2349,7 @@ void SDL_WaitGPU(
device->driverData); device->driverData);
} }
void SDL_WaitGPUForFences( void SDL_WaitForGPUFences(
SDL_GPUDevice *device, SDL_GPUDevice *device,
SDL_bool waitAll, SDL_bool waitAll,
SDL_GPUFence **pFences, SDL_GPUFence **pFences,

View file

@ -604,7 +604,7 @@ struct SDL_GPUDevice
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_Window *window); SDL_Window *window);
void (*UnclaimWindow)( void (*ReleaseWindow)(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_Window *window); SDL_Window *window);
@ -739,7 +739,7 @@ struct SDL_GPUDevice
ASSIGN_DRIVER_FUNC(SupportsSwapchainComposition, name) \ ASSIGN_DRIVER_FUNC(SupportsSwapchainComposition, name) \
ASSIGN_DRIVER_FUNC(SupportsPresentMode, name) \ ASSIGN_DRIVER_FUNC(SupportsPresentMode, name) \
ASSIGN_DRIVER_FUNC(ClaimWindow, name) \ ASSIGN_DRIVER_FUNC(ClaimWindow, name) \
ASSIGN_DRIVER_FUNC(UnclaimWindow, name) \ ASSIGN_DRIVER_FUNC(ReleaseWindow, name) \
ASSIGN_DRIVER_FUNC(SetSwapchainParameters, name) \ ASSIGN_DRIVER_FUNC(SetSwapchainParameters, name) \
ASSIGN_DRIVER_FUNC(GetSwapchainTextureFormat, name) \ ASSIGN_DRIVER_FUNC(GetSwapchainTextureFormat, name) \
ASSIGN_DRIVER_FUNC(AcquireCommandBuffer, name) \ ASSIGN_DRIVER_FUNC(AcquireCommandBuffer, name) \

View file

@ -140,7 +140,7 @@ static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87,
// Forward Declarations // Forward Declarations
static void D3D11_Wait(SDL_GPURenderer *driverData); static void D3D11_Wait(SDL_GPURenderer *driverData);
static void D3D11_UnclaimWindow( static void D3D11_ReleaseWindow(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_Window *window); SDL_Window *window);
static void D3D11_INTERNAL_DestroyBlitPipelines(SDL_GPURenderer *driverData); static void D3D11_INTERNAL_DestroyBlitPipelines(SDL_GPURenderer *driverData);
@ -898,7 +898,7 @@ static void D3D11_DestroyDevice(
// Release the window data // Release the window data
for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) { for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) {
D3D11_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->window); D3D11_ReleaseWindow(device->driverData, renderer->claimedWindows[i]->window);
} }
SDL_free(renderer->claimedWindows); SDL_free(renderer->claimedWindows);
@ -5161,7 +5161,7 @@ static void D3D11_INTERNAL_DestroySwapchain(
} }
} }
static void D3D11_UnclaimWindow( static void D3D11_ReleaseWindow(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_Window *window) SDL_Window *window)
{ {

View file

@ -843,7 +843,7 @@ struct D3D12UniformBuffer
// Foward function declarations // Foward function declarations
static void D3D12_UnclaimWindow(SDL_GPURenderer *driverData, SDL_Window *window); static void D3D12_ReleaseWindow(SDL_GPURenderer *driverData, SDL_Window *window);
static void D3D12_Wait(SDL_GPURenderer *driverData); static void D3D12_Wait(SDL_GPURenderer *driverData);
static void D3D12_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence **pFences, Uint32 fenceCount); static void D3D12_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence **pFences, Uint32 fenceCount);
static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GPURenderer *driverData); static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GPURenderer *driverData);
@ -1391,7 +1391,7 @@ static void D3D12_DestroyDevice(SDL_GPUDevice *device)
// Release window data // Release window data
for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) { for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) {
D3D12_UnclaimWindow((SDL_GPURenderer *)renderer, renderer->claimedWindows[i]->window); D3D12_ReleaseWindow((SDL_GPURenderer *)renderer, renderer->claimedWindows[i]->window);
} }
D3D12_INTERNAL_DestroyRenderer(renderer); D3D12_INTERNAL_DestroyRenderer(renderer);
@ -5724,7 +5724,7 @@ static void D3D12_GenerateMipmaps(
dstRegion.w = container->header.info.width >> levelIndex; dstRegion.w = container->header.info.width >> levelIndex;
dstRegion.h = container->header.info.height >> levelIndex; dstRegion.h = container->header.info.height >> levelIndex;
SDL_BlitGPU( SDL_BlitGPUTexture(
commandBuffer, commandBuffer,
&srcRegion, &srcRegion,
&dstRegion, &dstRegion,
@ -6357,7 +6357,7 @@ static bool D3D12_ClaimWindow(
} }
} }
static void D3D12_UnclaimWindow( static void D3D12_ReleaseWindow(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_Window *window) SDL_Window *window)
{ {

View file

@ -60,7 +60,7 @@
// Forward Declarations // Forward Declarations
static void METAL_Wait(SDL_GPURenderer *driverData); static void METAL_Wait(SDL_GPURenderer *driverData);
static void METAL_UnclaimWindow( static void METAL_ReleaseWindow(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_Window *window); SDL_Window *window);
static void METAL_INTERNAL_DestroyBlitResources(SDL_GPURenderer *driverData); static void METAL_INTERNAL_DestroyBlitResources(SDL_GPURenderer *driverData);
@ -617,7 +617,7 @@ static void METAL_DestroyDevice(SDL_GPUDevice *device)
// Release the window data // Release the window data
for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) { for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) {
METAL_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->window); METAL_ReleaseWindow(device->driverData, renderer->claimedWindows[i]->window);
} }
SDL_free(renderer->claimedWindows); SDL_free(renderer->claimedWindows);
@ -3439,7 +3439,7 @@ static bool METAL_ClaimWindow(
} }
} }
static void METAL_UnclaimWindow( static void METAL_ReleaseWindow(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_Window *window) SDL_Window *window)
{ {

View file

@ -1160,7 +1160,7 @@ struct VulkanRenderer
static Uint8 VULKAN_INTERNAL_DefragmentMemory(VulkanRenderer *renderer); static Uint8 VULKAN_INTERNAL_DefragmentMemory(VulkanRenderer *renderer);
static void VULKAN_INTERNAL_BeginCommandBuffer(VulkanRenderer *renderer, VulkanCommandBuffer *commandBuffer); static void VULKAN_INTERNAL_BeginCommandBuffer(VulkanRenderer *renderer, VulkanCommandBuffer *commandBuffer);
static void VULKAN_UnclaimWindow(SDL_GPURenderer *driverData, SDL_Window *window); static void VULKAN_ReleaseWindow(SDL_GPURenderer *driverData, SDL_Window *window);
static void VULKAN_Wait(SDL_GPURenderer *driverData); static void VULKAN_Wait(SDL_GPURenderer *driverData);
static void VULKAN_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence **pFences, Uint32 fenceCount); static void VULKAN_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence **pFences, Uint32 fenceCount);
static void VULKAN_Submit(SDL_GPUCommandBuffer *commandBuffer); static void VULKAN_Submit(SDL_GPUCommandBuffer *commandBuffer);
@ -4788,7 +4788,7 @@ static void VULKAN_DestroyDevice(
VULKAN_Wait(device->driverData); VULKAN_Wait(device->driverData);
for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) { for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) {
VULKAN_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->window); VULKAN_ReleaseWindow(device->driverData, renderer->claimedWindows[i]->window);
} }
SDL_free(renderer->claimedWindows); SDL_free(renderer->claimedWindows);
@ -9740,7 +9740,7 @@ static bool VULKAN_ClaimWindow(
} }
} }
static void VULKAN_UnclaimWindow( static void VULKAN_ReleaseWindow(
SDL_GPURenderer *driverData, SDL_GPURenderer *driverData,
SDL_Window *window) SDL_Window *window)
{ {

View file

@ -887,8 +887,8 @@ static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect
SDL_DownloadFromGPUTexture(pass, &src, &dst); SDL_DownloadFromGPUTexture(pass, &src, &dst);
SDL_EndGPUCopyPass(pass); SDL_EndGPUCopyPass(pass);
SDL_GPUFence *fence = SDL_SubmitGPUAndAcquireFence(data->state.command_buffer); SDL_GPUFence *fence = SDL_SubmitGPUCommandBufferAndAcquireFence(data->state.command_buffer);
SDL_WaitGPUForFences(data->device, true, &fence, 1); SDL_WaitForGPUFences(data->device, true, &fence, 1);
SDL_ReleaseGPUFence(data->device, fence); SDL_ReleaseGPUFence(data->device, fence);
data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device); data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
@ -960,7 +960,7 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
dst.w = swapchain_w; dst.w = swapchain_w;
dst.h = swapchain_h; dst.h = swapchain_h;
SDL_BlitGPU(data->state.command_buffer, &src, &dst, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, true); SDL_BlitGPUTexture(data->state.command_buffer, &src, &dst, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, true);
SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture); SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
CreateBackbuffer(data, swapchain_w, swapchain_h, swapchain_fmt); CreateBackbuffer(data, swapchain_w, swapchain_h, swapchain_fmt);
} else { } else {
@ -986,13 +986,13 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
submit: submit:
#if 1 #if 1
if (data->present_fence) { if (data->present_fence) {
SDL_WaitGPUForFences(data->device, true, &data->present_fence, 1); SDL_WaitForGPUFences(data->device, true, &data->present_fence, 1);
SDL_ReleaseGPUFence(data->device, data->present_fence); SDL_ReleaseGPUFence(data->device, data->present_fence);
} }
data->present_fence = SDL_SubmitGPUAndAcquireFence(data->state.command_buffer); data->present_fence = SDL_SubmitGPUCommandBufferAndAcquireFence(data->state.command_buffer);
#else #else
SDL_SubmitGPU(data->state.command_buffer); SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
#endif #endif
data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device); data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
@ -1028,12 +1028,12 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
} }
if (data->present_fence) { if (data->present_fence) {
SDL_WaitGPUForFences(data->device, true, &data->present_fence, 1); SDL_WaitForGPUFences(data->device, true, &data->present_fence, 1);
SDL_ReleaseGPUFence(data->device, data->present_fence); SDL_ReleaseGPUFence(data->device, data->present_fence);
} }
if (data->state.command_buffer) { if (data->state.command_buffer) {
SDL_SubmitGPU(data->state.command_buffer); SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
data->state.command_buffer = NULL; data->state.command_buffer = NULL;
} }
@ -1046,7 +1046,7 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
} }
if (renderer->window) { if (renderer->window) {
SDL_UnclaimGPUWindow(data->device, renderer->window); SDL_ReleaseWindowFromGPUDevice(data->device, renderer->window);
} }
ReleaseVertexBuffer(data); ReleaseVertexBuffer(data);
@ -1065,10 +1065,10 @@ static bool ChoosePresentMode(SDL_GPUDevice *device, SDL_Window *window, const i
case 0: case 0:
mode = SDL_GPU_PRESENTMODE_MAILBOX; mode = SDL_GPU_PRESENTMODE_MAILBOX;
if (!SDL_SupportsGPUPresentMode(device, window, mode)) { if (!SDL_WindowSupportsGPUPresentMode(device, window, mode)) {
mode = SDL_GPU_PRESENTMODE_IMMEDIATE; mode = SDL_GPU_PRESENTMODE_IMMEDIATE;
if (!SDL_SupportsGPUPresentMode(device, window, mode)) { if (!SDL_WindowSupportsGPUPresentMode(device, window, mode)) {
mode = SDL_GPU_PRESENTMODE_VSYNC; mode = SDL_GPU_PRESENTMODE_VSYNC;
} }
} }
@ -1239,7 +1239,7 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
return false; return false;
} }
if (!SDL_ClaimGPUWindow(data->device, window)) { if (!SDL_ClaimWindowForGPUDevice(data->device, window)) {
return false; return false;
} }

View file

@ -59,7 +59,7 @@ static void shutdownGPU(void)
WindowState *winstate = &window_states[i]; WindowState *winstate = &window_states[i];
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth); SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa); SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
SDL_UnclaimGPUWindow(gpu_device, state->windows[i]); SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[i]);
} }
SDL_free(window_states); SDL_free(window_states);
window_states = NULL; window_states = NULL;
@ -316,7 +316,7 @@ Render(SDL_Window *window, const int windownum)
if (!swapchain) { if (!swapchain) {
/* No swapchain was acquired, probably too many frames in flight */ /* No swapchain was acquired, probably too many frames in flight */
SDL_SubmitGPU(cmd); SDL_SubmitGPUCommandBuffer(cmd);
return; return;
} }
@ -401,11 +401,11 @@ Render(SDL_Window *window, const int windownum)
dst_region = src_region; dst_region = src_region;
dst_region.texture = swapchain; dst_region.texture = swapchain;
SDL_BlitGPU(cmd, &src_region, &dst_region, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, SDL_FALSE); SDL_BlitGPUTexture(cmd, &src_region, &dst_region, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, SDL_FALSE);
} }
/* Submit the command buffer! */ /* Submit the command buffer! */
SDL_SubmitGPU(cmd); SDL_SubmitGPUCommandBuffer(cmd);
++frames; ++frames;
} }
@ -477,7 +477,7 @@ init_render_state(int msaa)
/* Claim the windows */ /* Claim the windows */
for (i = 0; i < state->num_windows; i++) { for (i = 0; i < state->num_windows; i++) {
SDL_ClaimGPUWindow( SDL_ClaimWindowForGPUDevice(
gpu_device, gpu_device,
state->windows[i] state->windows[i]
); );
@ -526,13 +526,13 @@ init_render_state(int msaa)
dst_region.size = sizeof(vertex_data); dst_region.size = sizeof(vertex_data);
SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, SDL_FALSE); SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, SDL_FALSE);
SDL_EndGPUCopyPass(copy_pass); SDL_EndGPUCopyPass(copy_pass);
SDL_SubmitGPU(cmd); SDL_SubmitGPUCommandBuffer(cmd);
SDL_ReleaseGPUTransferBuffer(gpu_device, buf_transfer); SDL_ReleaseGPUTransferBuffer(gpu_device, buf_transfer);
/* Determine which sample count to use */ /* Determine which sample count to use */
render_state.sample_count = SDL_GPU_SAMPLECOUNT_1; render_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
if (msaa && SDL_SupportsGPUSampleCount( if (msaa && SDL_GPUTextureSupportsSampleCount(
gpu_device, gpu_device,
SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]), SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]),
SDL_GPU_SAMPLECOUNT_4)) { SDL_GPU_SAMPLECOUNT_4)) {