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
No known key found for this signature in database
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;
/* 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.
*
* 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_BindGPUFragmentStorageTextures
* \sa SDL_BindGPUComputeStorageTextures
* \sa SDL_BlitGPU
* \sa SDL_BlitGPUTexture
* \sa SDL_ReleaseGPUTexture
* \sa SDL_SupportsGPUTextureFormat
* \sa SDL_GPUTextureSupportsFormat
*/
extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
SDL_GPUDevice *device,
@ -1436,8 +1436,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SubmitGPU
* \sa SDL_SubmitGPUAndAcquireFence
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
SDL_GPUDevice *device);
@ -2241,7 +2241,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
*
* \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_GPUTexture *texture);
@ -2260,7 +2260,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_GenerateGPUMipmaps(
*
* \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_GPUBlitRegion *source,
SDL_GPUBlitRegion *destination,
@ -2282,9 +2282,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BlitGPU(
*
* \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_Window *window,
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.
*
* \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_Window *window,
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.
*
* \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_UnclaimGPUWindow
* \sa SDL_SupportsGPUPresentMode
* \sa SDL_SupportsGPUSwapchainComposition
* \sa SDL_ReleaseWindowFromGPUDevice
* \sa SDL_WindowSupportsGPUPresentMode
* \sa SDL_WindowSupportsGPUSwapchainComposition
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimGPUWindow(
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimWindowForGPUDevice(
SDL_GPUDevice *device,
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.
*
* \sa SDL_ClaimGPUWindow
* \sa SDL_ClaimWindowForGPUDevice
*/
extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGPUWindow(
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
SDL_GPUDevice *device,
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
* composition are unsupported by the device. Check if the parameters are
* supported via SDL_SupportsGPUPresentMode /
* SDL_SupportsGPUSwapchainComposition prior to calling this function.
* supported via SDL_WindowSupportsGPUPresentMode /
* SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
*
* SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always
* supported.
@ -2366,8 +2366,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGPUWindow(
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SupportsGPUPresentMode
* \sa SDL_SupportsGPUSwapchainComposition
* \sa SDL_WindowSupportsGPUPresentMode
* \sa SDL_WindowSupportsGPUSwapchainComposition
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetGPUSwapchainParameters(
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.
*
* \sa SDL_ClaimGPUWindow
* \sa SDL_SubmitGPU
* \sa SDL_SubmitGPUAndAcquireFence
* \sa SDL_ClaimWindowForGPUDevice
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *commandBuffer,
@ -2433,9 +2433,9 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
*
* \sa SDL_AcquireGPUCommandBuffer
* \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);
/**
@ -2457,10 +2457,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPU(
*
* \sa SDL_AcquireGPUCommandBuffer
* \sa SDL_AcquireGPUSwapchainTexture
* \sa SDL_SubmitGPU
* \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_ReleaseGPUFence
*/
extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUAndAcquireFence(
extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence(
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.
*
* \sa SDL_WaitGPUForFences
* \sa SDL_WaitForGPUFences
*/
extern SDL_DECLSPEC void SDLCALL SDL_WaitGPU(
extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUIdle(
SDL_GPUDevice *device);
/**
@ -2486,10 +2486,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitGPU(
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SubmitGPUAndAcquireFence
* \sa SDL_WaitGPU
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
* \sa SDL_WaitForGPUIdle
*/
extern SDL_DECLSPEC void SDLCALL SDL_WaitGPUForFences(
extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUFences(
SDL_GPUDevice *device,
SDL_bool waitAll,
SDL_GPUFence **pFences,
@ -2504,21 +2504,21 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitGPUForFences(
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SubmitGPUAndAcquireFence
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGPUFence(
SDL_GPUDevice *device,
SDL_GPUFence *fence);
/**
* Releases a fence obtained from SDL_SubmitGPUAndAcquireFence.
* Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
*
* \param device a GPU context.
* \param fence a fence.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SubmitGPUAndAcquireFence
* \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
SDL_GPUDevice *device,
@ -2551,7 +2551,7 @@ extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
*
* \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_GPUTextureFormat format,
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.
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUSampleCount(
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUTextureSupportsSampleCount(
SDL_GPUDevice *device,
SDL_GPUTextureFormat format,
SDL_GPUSampleCount sampleCount);

View file

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

View file

@ -65,7 +65,7 @@
#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL
#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_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_BlitSurface9Grid SDL_BlitSurface9Grid_REAL
#define SDL_BlitSurfaceScaled SDL_BlitSurfaceScaled_REAL
@ -75,7 +75,7 @@
#define SDL_BlitSurfaceUncheckedScaled SDL_BlitSurfaceUncheckedScaled_REAL
#define SDL_BroadcastCondition SDL_BroadcastCondition_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_ClearAudioStream SDL_ClearAudioStream_REAL
#define SDL_ClearClipboardData SDL_ClearClipboardData_REAL
@ -222,7 +222,7 @@
#define SDL_GamepadHasButton SDL_GamepadHasButton_REAL
#define SDL_GamepadHasSensor SDL_GamepadHasSensor_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_GetAndroidCachePath SDL_GetAndroidCachePath_REAL
#define SDL_GetAndroidExternalStoragePath SDL_GetAndroidExternalStoragePath_REAL
@ -911,12 +911,12 @@
#define SDL_StopTextInput SDL_StopTextInput_REAL
#define SDL_StorageReady SDL_StorageReady_REAL
#define SDL_StringToGUID SDL_StringToGUID_REAL
#define SDL_SubmitGPU SDL_SubmitGPU_REAL
#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL
#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL
#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL
#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL
#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL
#define SDL_SubmitGPUCommandBuffer SDL_SubmitGPUCommandBuffer_REAL
#define SDL_SubmitGPUCommandBufferAndAcquireFence SDL_SubmitGPUCommandBufferAndAcquireFence_REAL
#define SDL_WindowSupportsGPUPresentMode SDL_WindowSupportsGPUPresentMode_REAL
#define SDL_GPUTextureSupportsSampleCount SDL_GPUTextureSupportsSampleCount_REAL
#define SDL_WindowSupportsGPUSwapchainComposition SDL_WindowSupportsGPUSwapchainComposition_REAL
#define SDL_GPUTextureSupportsFormat SDL_GPUTextureSupportsFormat_REAL
#define SDL_SurfaceHasAlternateImages SDL_SurfaceHasAlternateImages_REAL
#define SDL_SurfaceHasColorKey SDL_SurfaceHasColorKey_REAL
#define SDL_SurfaceHasRLE SDL_SurfaceHasRLE_REAL
@ -934,7 +934,7 @@
#define SDL_UCS4ToUTF8 SDL_UCS4ToUTF8_REAL
#define SDL_UnbindAudioStream SDL_UnbindAudioStream_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_UnlockAudioStream SDL_UnlockAudioStream_REAL
#define SDL_UnlockJoysticks SDL_UnlockJoysticks_REAL
@ -968,8 +968,8 @@
#define SDL_WaitConditionTimeout SDL_WaitConditionTimeout_REAL
#define SDL_WaitEvent SDL_WaitEvent_REAL
#define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL
#define SDL_WaitGPU SDL_WaitGPU_REAL
#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL
#define SDL_WaitForGPUIdle SDL_WaitForGPUIdle_REAL
#define SDL_WaitForGPUFences SDL_WaitForGPUFences_REAL
#define SDL_WaitSemaphore SDL_WaitSemaphore_REAL
#define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_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_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_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_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)
@ -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(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_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(SDL_bool,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),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_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(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(const char*,SDL_GetAndroidCachePath,(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_StorageReady,(SDL_Storage *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(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(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_SupportsGPUSampleCount,(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_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
SDL_DYNAPI_PROC(void,SDL_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),)
SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUCommandBufferAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),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_GPUTextureSupportsSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount 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_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_SurfaceHasColorKey,(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(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_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(SDL_bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
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_WaitEvent,(SDL_Event *a),(a),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_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),)
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(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),)

View file

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

View file

@ -604,7 +604,7 @@ struct SDL_GPUDevice
SDL_GPURenderer *driverData,
SDL_Window *window);
void (*UnclaimWindow)(
void (*ReleaseWindow)(
SDL_GPURenderer *driverData,
SDL_Window *window);
@ -739,7 +739,7 @@ struct SDL_GPUDevice
ASSIGN_DRIVER_FUNC(SupportsSwapchainComposition, name) \
ASSIGN_DRIVER_FUNC(SupportsPresentMode, name) \
ASSIGN_DRIVER_FUNC(ClaimWindow, name) \
ASSIGN_DRIVER_FUNC(UnclaimWindow, name) \
ASSIGN_DRIVER_FUNC(ReleaseWindow, name) \
ASSIGN_DRIVER_FUNC(SetSwapchainParameters, name) \
ASSIGN_DRIVER_FUNC(GetSwapchainTextureFormat, 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
static void D3D11_Wait(SDL_GPURenderer *driverData);
static void D3D11_UnclaimWindow(
static void D3D11_ReleaseWindow(
SDL_GPURenderer *driverData,
SDL_Window *window);
static void D3D11_INTERNAL_DestroyBlitPipelines(SDL_GPURenderer *driverData);
@ -898,7 +898,7 @@ static void D3D11_DestroyDevice(
// Release the window data
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);
@ -5161,7 +5161,7 @@ static void D3D11_INTERNAL_DestroySwapchain(
}
}
static void D3D11_UnclaimWindow(
static void D3D11_ReleaseWindow(
SDL_GPURenderer *driverData,
SDL_Window *window)
{

View file

@ -843,7 +843,7 @@ struct D3D12UniformBuffer
// 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_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence **pFences, Uint32 fenceCount);
static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GPURenderer *driverData);
@ -1391,7 +1391,7 @@ static void D3D12_DestroyDevice(SDL_GPUDevice *device)
// Release window data
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);
@ -5724,7 +5724,7 @@ static void D3D12_GenerateMipmaps(
dstRegion.w = container->header.info.width >> levelIndex;
dstRegion.h = container->header.info.height >> levelIndex;
SDL_BlitGPU(
SDL_BlitGPUTexture(
commandBuffer,
&srcRegion,
&dstRegion,
@ -6357,7 +6357,7 @@ static bool D3D12_ClaimWindow(
}
}
static void D3D12_UnclaimWindow(
static void D3D12_ReleaseWindow(
SDL_GPURenderer *driverData,
SDL_Window *window)
{

View file

@ -60,7 +60,7 @@
// Forward Declarations
static void METAL_Wait(SDL_GPURenderer *driverData);
static void METAL_UnclaimWindow(
static void METAL_ReleaseWindow(
SDL_GPURenderer *driverData,
SDL_Window *window);
static void METAL_INTERNAL_DestroyBlitResources(SDL_GPURenderer *driverData);
@ -617,7 +617,7 @@ static void METAL_DestroyDevice(SDL_GPUDevice *device)
// Release the window data
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);
@ -3439,7 +3439,7 @@ static bool METAL_ClaimWindow(
}
}
static void METAL_UnclaimWindow(
static void METAL_ReleaseWindow(
SDL_GPURenderer *driverData,
SDL_Window *window)
{

View file

@ -1160,7 +1160,7 @@ struct VulkanRenderer
static Uint8 VULKAN_INTERNAL_DefragmentMemory(VulkanRenderer *renderer);
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_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence **pFences, Uint32 fenceCount);
static void VULKAN_Submit(SDL_GPUCommandBuffer *commandBuffer);
@ -4788,7 +4788,7 @@ static void VULKAN_DestroyDevice(
VULKAN_Wait(device->driverData);
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);
@ -9740,7 +9740,7 @@ static bool VULKAN_ClaimWindow(
}
}
static void VULKAN_UnclaimWindow(
static void VULKAN_ReleaseWindow(
SDL_GPURenderer *driverData,
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_EndGPUCopyPass(pass);
SDL_GPUFence *fence = SDL_SubmitGPUAndAcquireFence(data->state.command_buffer);
SDL_WaitGPUForFences(data->device, true, &fence, 1);
SDL_GPUFence *fence = SDL_SubmitGPUCommandBufferAndAcquireFence(data->state.command_buffer);
SDL_WaitForGPUFences(data->device, true, &fence, 1);
SDL_ReleaseGPUFence(data->device, fence);
data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
@ -960,7 +960,7 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
dst.w = swapchain_w;
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);
CreateBackbuffer(data, swapchain_w, swapchain_h, swapchain_fmt);
} else {
@ -986,13 +986,13 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
submit:
#if 1
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);
}
data->present_fence = SDL_SubmitGPUAndAcquireFence(data->state.command_buffer);
data->present_fence = SDL_SubmitGPUCommandBufferAndAcquireFence(data->state.command_buffer);
#else
SDL_SubmitGPU(data->state.command_buffer);
SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
#endif
data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
@ -1028,12 +1028,12 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
}
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);
}
if (data->state.command_buffer) {
SDL_SubmitGPU(data->state.command_buffer);
SDL_SubmitGPUCommandBuffer(data->state.command_buffer);
data->state.command_buffer = NULL;
}
@ -1046,7 +1046,7 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
}
if (renderer->window) {
SDL_UnclaimGPUWindow(data->device, renderer->window);
SDL_ReleaseWindowFromGPUDevice(data->device, renderer->window);
}
ReleaseVertexBuffer(data);
@ -1065,10 +1065,10 @@ static bool ChoosePresentMode(SDL_GPUDevice *device, SDL_Window *window, const i
case 0:
mode = SDL_GPU_PRESENTMODE_MAILBOX;
if (!SDL_SupportsGPUPresentMode(device, window, mode)) {
if (!SDL_WindowSupportsGPUPresentMode(device, window, mode)) {
mode = SDL_GPU_PRESENTMODE_IMMEDIATE;
if (!SDL_SupportsGPUPresentMode(device, window, mode)) {
if (!SDL_WindowSupportsGPUPresentMode(device, window, mode)) {
mode = SDL_GPU_PRESENTMODE_VSYNC;
}
}
@ -1239,7 +1239,7 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
return false;
}
if (!SDL_ClaimGPUWindow(data->device, window)) {
if (!SDL_ClaimWindowForGPUDevice(data->device, window)) {
return false;
}

View file

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