mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-05-30 16:37:39 +00:00
Use stdbool internally in SDL
This commit is contained in:
parent
dfcabc3db8
commit
5518aca054
11 changed files with 698 additions and 698 deletions
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@ -176,7 +176,7 @@ SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
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blitPipelineCreateInfo.attachmentInfo.colorAttachmentDescriptions = &colorAttachmentDesc;
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blitPipelineCreateInfo.attachmentInfo.colorAttachmentCount = 1;
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blitPipelineCreateInfo.attachmentInfo.depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary
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blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = SDL_FALSE;
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blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = false;
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blitPipelineCreateInfo.vertexShader = blitVertexShader;
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if (sourceTextureType == SDL_GPU_TEXTURETYPE_CUBE) {
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@ -230,7 +230,7 @@ void SDL_GPU_BlitCommon(
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SDL_GPUBlitRegion *destination,
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SDL_FlipMode flipMode,
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SDL_GPUFilter filterMode,
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SDL_bool cycle,
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bool cycle,
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SDL_GPUSampler *blitLinearSampler,
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SDL_GPUSampler *blitNearestSampler,
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SDL_GPUShader *blitVertexShader,
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@ -399,22 +399,22 @@ SDL_GPUDevice *SDL_CreateGPUDevice(
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SDL_GPUDevice *result;
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SDL_PropertiesID props = SDL_CreateProperties();
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if (formatFlags & SDL_GPU_SHADERFORMAT_SECRET) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, true);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_SPIRV) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, true);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_DXBC) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, true);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_DXIL) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, true);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_MSL) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, true);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_METALLIB) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, true);
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}
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debugMode);
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SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
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@ -426,8 +426,8 @@ SDL_GPUDevice *SDL_CreateGPUDevice(
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SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
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{
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SDL_GPUShaderFormat formatFlags = 0;
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SDL_bool debugMode;
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SDL_bool preferLowPower;
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bool debugMode;
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bool preferLowPower;
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int i;
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const char *gpudriver;
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@ -440,27 +440,27 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
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return NULL;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, false)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_SECRET;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, false)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_SPIRV;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, false)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_DXBC;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, false)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_DXIL;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, false)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_MSL;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, false)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_METALLIB;
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}
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debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, SDL_TRUE);
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preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, SDL_FALSE);
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debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, true);
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preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false);
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gpudriver = SDL_GetHint(SDL_HINT_GPU_DRIVER);
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if (gpudriver == NULL) {
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@ -552,10 +552,10 @@ SDL_bool SDL_SupportsGPUTextureFormat(
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SDL_GPUTextureType type,
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SDL_GPUTextureUsageFlags usage)
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{
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CHECK_DEVICE_MAGIC(device, SDL_FALSE);
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CHECK_DEVICE_MAGIC(device, false);
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if (device->debugMode) {
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CHECK_TEXTUREFORMAT_ENUM_INVALID(format, SDL_FALSE)
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CHECK_TEXTUREFORMAT_ENUM_INVALID(format, false)
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}
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return device->SupportsTextureFormat(
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@ -701,7 +701,7 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
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}
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if (device->debugMode) {
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SDL_bool failed = SDL_FALSE;
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bool failed = false;
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const Uint32 MAX_2D_DIMENSION = 16384;
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const Uint32 MAX_3D_DIMENSION = 2048;
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@ -711,86 +711,86 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
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if (textureCreateInfo->width <= 0 || textureCreateInfo->height <= 0 || textureCreateInfo->layerCountOrDepth <= 0) {
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SDL_assert_release(!"For any texture: width, height, and layerCountOrDepth must be >= 1");
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failed = SDL_TRUE;
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failed = true;
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}
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if (textureCreateInfo->levelCount <= 0) {
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SDL_assert_release(!"For any texture: levelCount must be >= 1");
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failed = SDL_TRUE;
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failed = true;
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}
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if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT)) {
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SDL_assert_release(!"For any texture: usageFlags cannot contain both GRAPHICS_STORAGE_READ_BIT and SAMPLER_BIT");
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failed = SDL_TRUE;
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failed = true;
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}
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if (IsDepthFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & ~(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT))) {
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SDL_assert_release(!"For depth textures: usageFlags cannot contain any flags except for DEPTH_STENCIL_TARGET_BIT and SAMPLER_BIT");
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failed = SDL_TRUE;
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failed = true;
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}
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if (IsIntegerFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT)) {
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SDL_assert_release(!"For any texture: usageFlags cannot contain SAMPLER_BIT for textures with an integer format");
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failed = SDL_TRUE;
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failed = true;
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}
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if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
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// Cubemap validation
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if (textureCreateInfo->width != textureCreateInfo->height) {
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SDL_assert_release(!"For cube textures: width and height must be identical");
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failed = SDL_TRUE;
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failed = true;
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}
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if (textureCreateInfo->width > MAX_2D_DIMENSION || textureCreateInfo->height > MAX_2D_DIMENSION) {
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SDL_assert_release(!"For cube textures: width and height must be <= 16384");
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failed = SDL_TRUE;
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failed = true;
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}
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if (textureCreateInfo->layerCountOrDepth != 6) {
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SDL_assert_release(!"For cube textures: layerCountOrDepth must be 6");
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failed = SDL_TRUE;
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failed = true;
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}
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if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
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SDL_assert_release(!"For cube textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
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failed = SDL_TRUE;
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failed = true;
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}
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if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_CUBE, textureCreateInfo->usageFlags)) {
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SDL_assert_release(!"For cube textures: the format is unsupported for the given usageFlags");
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failed = SDL_TRUE;
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failed = true;
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}
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} else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) {
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// 3D Texture Validation
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if (textureCreateInfo->width > MAX_3D_DIMENSION || textureCreateInfo->height > MAX_3D_DIMENSION || textureCreateInfo->layerCountOrDepth > MAX_3D_DIMENSION) {
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SDL_assert_release(!"For 3D textures: width, height, and layerCountOrDepth must be <= 2048");
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failed = SDL_TRUE;
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failed = true;
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}
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if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
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SDL_assert_release(!"For 3D textures: usageFlags must not contain DEPTH_STENCIL_TARGET_BIT");
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failed = SDL_TRUE;
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failed = true;
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}
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if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
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SDL_assert_release(!"For 3D textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
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failed = SDL_TRUE;
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failed = true;
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}
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if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_3D, textureCreateInfo->usageFlags)) {
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SDL_assert_release(!"For 3D textures: the format is unsupported for the given usageFlags");
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failed = SDL_TRUE;
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failed = true;
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}
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} else {
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if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
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// Array Texture Validation
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if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
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SDL_assert_release(!"For array textures: usageFlags must not contain DEPTH_STENCIL_TARGET_BIT");
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failed = SDL_TRUE;
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failed = true;
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}
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if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
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SDL_assert_release(!"For array textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
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failed = SDL_TRUE;
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failed = true;
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}
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} else {
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// 2D Texture Validation
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if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1 && textureCreateInfo->levelCount > 1) {
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SDL_assert_release(!"For 2D textures: if sampleCount is >= SDL_GPU_SAMPLECOUNT_1, then levelCount must be 1");
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failed = SDL_TRUE;
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failed = true;
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}
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}
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if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_2D, textureCreateInfo->usageFlags)) {
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SDL_assert_release(!"For 2D textures: the format is unsupported for the given usageFlags");
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failed = SDL_TRUE;
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failed = true;
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}
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}
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@ -1058,14 +1058,14 @@ SDL_GPUCommandBuffer *SDL_AcquireGPUCommandBuffer(
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commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
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commandBufferHeader->device = device;
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commandBufferHeader->renderPass.commandBuffer = commandBuffer;
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commandBufferHeader->renderPass.inProgress = SDL_FALSE;
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commandBufferHeader->graphicsPipelineBound = SDL_FALSE;
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commandBufferHeader->renderPass.inProgress = false;
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commandBufferHeader->graphicsPipelineBound = false;
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commandBufferHeader->computePass.commandBuffer = commandBuffer;
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commandBufferHeader->computePass.inProgress = SDL_FALSE;
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commandBufferHeader->computePipelineBound = SDL_FALSE;
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commandBufferHeader->computePass.inProgress = false;
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commandBufferHeader->computePipelineBound = false;
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commandBufferHeader->copyPass.commandBuffer = commandBuffer;
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commandBufferHeader->copyPass.inProgress = SDL_FALSE;
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commandBufferHeader->submitted = SDL_FALSE;
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commandBufferHeader->copyPass.inProgress = false;
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commandBufferHeader->submitted = false;
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return commandBuffer;
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}
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@ -1196,7 +1196,7 @@ SDL_GPURenderPass *SDL_BeginGPURenderPass(
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depthStencilAttachmentInfo);
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commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
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commandBufferHeader->renderPass.inProgress = SDL_TRUE;
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commandBufferHeader->renderPass.inProgress = true;
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return (SDL_GPURenderPass *)&(commandBufferHeader->renderPass);
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}
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@ -1220,7 +1220,7 @@ void SDL_BindGPUGraphicsPipeline(
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graphicsPipeline);
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commandBufferHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
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commandBufferHeader->graphicsPipelineBound = SDL_TRUE;
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commandBufferHeader->graphicsPipelineBound = true;
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}
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void SDL_SetGPUViewport(
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@ -1601,8 +1601,8 @@ void SDL_EndGPURenderPass(
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RENDERPASS_COMMAND_BUFFER);
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commandBufferCommonHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
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commandBufferCommonHeader->renderPass.inProgress = SDL_FALSE;
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commandBufferCommonHeader->graphicsPipelineBound = SDL_FALSE;
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commandBufferCommonHeader->renderPass.inProgress = false;
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commandBufferCommonHeader->graphicsPipelineBound = false;
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}
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// Compute Pass
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@ -1649,7 +1649,7 @@ SDL_GPUComputePass *SDL_BeginGPUComputePass(
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storageBufferBindingCount);
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commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
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commandBufferHeader->computePass.inProgress = SDL_TRUE;
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commandBufferHeader->computePass.inProgress = true;
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return (SDL_GPUComputePass *)&(commandBufferHeader->computePass);
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}
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@ -1677,7 +1677,7 @@ void SDL_BindGPUComputePipeline(
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computePipeline);
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commandBufferHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
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commandBufferHeader->computePipelineBound = SDL_TRUE;
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commandBufferHeader->computePipelineBound = true;
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}
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void SDL_BindGPUComputeStorageTextures(
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@ -1794,8 +1794,8 @@ void SDL_EndGPUComputePass(
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COMPUTEPASS_COMMAND_BUFFER);
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commandBufferCommonHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
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commandBufferCommonHeader->computePass.inProgress = SDL_FALSE;
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commandBufferCommonHeader->computePipelineBound = SDL_FALSE;
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commandBufferCommonHeader->computePass.inProgress = false;
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commandBufferCommonHeader->computePipelineBound = false;
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}
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// TransferBuffer Data
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@ -1853,7 +1853,7 @@ SDL_GPUCopyPass *SDL_BeginGPUCopyPass(
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commandBuffer);
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commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
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commandBufferHeader->copyPass.inProgress = SDL_TRUE;
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commandBufferHeader->copyPass.inProgress = true;
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return (SDL_GPUCopyPass *)&(commandBufferHeader->copyPass);
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}
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@ -2036,7 +2036,7 @@ void SDL_EndGPUCopyPass(
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COPYPASS_DEVICE->EndCopyPass(
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COPYPASS_COMMAND_BUFFER);
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((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = SDL_FALSE;
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((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = false;
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}
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void SDL_GenerateGPUMipmaps(
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@ -2099,7 +2099,7 @@ void SDL_BlitGPU(
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CHECK_ANY_PASS_IN_PROGRESS("Cannot blit during a pass!", )
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// Validation
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SDL_bool failed = SDL_FALSE;
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bool failed = false;
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TextureCommonHeader *srcHeader = (TextureCommonHeader *)source->texture;
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TextureCommonHeader *dstHeader = (TextureCommonHeader *)destination->texture;
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@ -2109,19 +2109,19 @@ void SDL_BlitGPU(
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}
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if ((srcHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) == 0) {
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SDL_assert_release(!"Blit source texture must be created with the SAMPLER_BIT usage flag");
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failed = SDL_TRUE;
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failed = true;
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}
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if ((dstHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) == 0) {
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SDL_assert_release(!"Blit destination texture must be created with the COLOR_TARGET_BIT usage flag");
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failed = SDL_TRUE;
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failed = true;
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}
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if (IsDepthFormat(srcHeader->info.format)) {
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SDL_assert_release(!"Blit source texture cannot have a depth format");
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failed = SDL_TRUE;
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failed = true;
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}
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if (source->w == 0 || source->h == 0 || destination->w == 0 || destination->h == 0) {
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SDL_assert_release(!"Blit source/destination regions must have non-zero width, height, and depth");
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failed = SDL_TRUE;
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failed = true;
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}
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if (failed) {
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@ -2145,14 +2145,14 @@ SDL_bool SDL_SupportsGPUSwapchainComposition(
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SDL_Window *window,
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SDL_GPUSwapchainComposition swapchainComposition)
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{
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CHECK_DEVICE_MAGIC(device, SDL_FALSE);
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CHECK_DEVICE_MAGIC(device, false);
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if (window == NULL) {
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SDL_InvalidParamError("window");
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return SDL_FALSE;
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return false;
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}
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if (device->debugMode) {
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CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, SDL_FALSE)
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CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, false)
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}
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return device->SupportsSwapchainComposition(
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@ -2166,14 +2166,14 @@ SDL_bool SDL_SupportsGPUPresentMode(
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SDL_Window *window,
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SDL_GPUPresentMode presentMode)
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{
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CHECK_DEVICE_MAGIC(device, SDL_FALSE);
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CHECK_DEVICE_MAGIC(device, false);
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if (window == NULL) {
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SDL_InvalidParamError("window");
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return SDL_FALSE;
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||||
return false;
|
||||
}
|
||||
|
||||
if (device->debugMode) {
|
||||
CHECK_PRESENTMODE_ENUM_INVALID(presentMode, SDL_FALSE)
|
||||
CHECK_PRESENTMODE_ENUM_INVALID(presentMode, false)
|
||||
}
|
||||
|
||||
return device->SupportsPresentMode(
|
||||
|
@ -2186,10 +2186,10 @@ SDL_bool SDL_ClaimGPUWindow(
|
|||
SDL_GPUDevice *device,
|
||||
SDL_Window *window)
|
||||
{
|
||||
CHECK_DEVICE_MAGIC(device, SDL_FALSE);
|
||||
CHECK_DEVICE_MAGIC(device, false);
|
||||
if (window == NULL) {
|
||||
SDL_InvalidParamError("window");
|
||||
return SDL_FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return device->ClaimWindow(
|
||||
|
@ -2218,15 +2218,15 @@ SDL_bool SDL_SetGPUSwapchainParameters(
|
|||
SDL_GPUSwapchainComposition swapchainComposition,
|
||||
SDL_GPUPresentMode presentMode)
|
||||
{
|
||||
CHECK_DEVICE_MAGIC(device, SDL_FALSE);
|
||||
CHECK_DEVICE_MAGIC(device, false);
|
||||
if (window == NULL) {
|
||||
SDL_InvalidParamError("window");
|
||||
return SDL_FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
if (device->debugMode) {
|
||||
CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, SDL_FALSE)
|
||||
CHECK_PRESENTMODE_ENUM_INVALID(presentMode, SDL_FALSE)
|
||||
CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, false)
|
||||
CHECK_PRESENTMODE_ENUM_INVALID(presentMode, false)
|
||||
}
|
||||
|
||||
return device->SetSwapchainParameters(
|
||||
|
@ -2307,7 +2307,7 @@ void SDL_SubmitGPU(
|
|||
}
|
||||
}
|
||||
|
||||
commandBufferHeader->submitted = SDL_TRUE;
|
||||
commandBufferHeader->submitted = true;
|
||||
|
||||
COMMAND_BUFFER_DEVICE->Submit(
|
||||
commandBuffer);
|
||||
|
@ -2334,7 +2334,7 @@ SDL_GPUFence *SDL_SubmitGPUAndAcquireFence(
|
|||
}
|
||||
}
|
||||
|
||||
commandBufferHeader->submitted = SDL_TRUE;
|
||||
commandBufferHeader->submitted = true;
|
||||
|
||||
return COMMAND_BUFFER_DEVICE->SubmitAndAcquireFence(
|
||||
commandBuffer);
|
||||
|
@ -2372,10 +2372,10 @@ SDL_bool SDL_QueryGPUFence(
|
|||
SDL_GPUDevice *device,
|
||||
SDL_GPUFence *fence)
|
||||
{
|
||||
CHECK_DEVICE_MAGIC(device, SDL_FALSE);
|
||||
CHECK_DEVICE_MAGIC(device, false);
|
||||
if (fence == NULL) {
|
||||
SDL_InvalidParamError("fence");
|
||||
return SDL_FALSE;
|
||||
return false;
|
||||
}
|
||||
|
||||
return device->QueryFence(
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue