diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index b106dc4ef..e2d508d79 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -948,28 +948,28 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice( * * These are the supported properties: * - * - `SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL`: enable debug mode properties + * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL`: enable debug mode properties * and validations, default is true - * - `SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL`: enable to prefer energy + * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL`: enable to prefer energy * efficiency over maximum GPU performance - * - `SDL_PROP_GPU_CREATEDEVICE_NAME_STRING`: the name of the GPU driver to + * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to * use, if a specific one is desired * * These are the current shader format properties: * - * `SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL`: The app is able to provide - * shaders for an NDA platform `SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL`: + * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL`: The app is able to provide + * shaders for an NDA platform `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL`: * The app is able to provide SPIR-V shaders if applicable - * `SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL`: The app is able to provide - * DXBC shaders if applicable `SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL`: + * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL`: The app is able to provide + * DXBC shaders if applicable `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL`: * The app is able to provide DXIL shaders if applicable - * `SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL`: The app is able to provide + * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL`: The app is able to provide * MSL shaders if applicable - * `SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL`: The app is able to + * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL`: The app is able to * provide Metal shader libraries if applicable * * With the D3D12 renderer: - - * `SDL_PROP_GPU_CREATEDEVICE_D3D12_SEMANTIC_NAME_STRING`: the prefix to use + * `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to use * for all vertex semantics, default is "TEXCOORD" * * \param props the properties to use. @@ -983,16 +983,16 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice( extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties( SDL_PropertiesID props); -#define SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL "SDL.gpu.createdevice.debugmode" -#define SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL "SDL.gpu.createdevice.preferlowpower" -#define SDL_PROP_GPU_CREATEDEVICE_NAME_STRING "SDL.gpu.createdevice.name" -#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL "SDL.gpu.createdevice.shaders.secret" -#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL "SDL.gpu.createdevice.shaders.spirv" -#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL "SDL.gpu.createdevice.shaders.dxbc" -#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL "SDL.gpu.createdevice.shaders.dxil" -#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL "SDL.gpu.createdevice.shaders.msl" -#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL "SDL.gpu.createdevice.shaders.metallib" -#define SDL_PROP_GPU_CREATEDEVICE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.createdevice.d3d12.semantic" +#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL "SDL.gpu.device.create.debugmode" +#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL "SDL.gpu.device.create.preferlowpower" +#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL "SDL.gpu.device.create.shaders.secret" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL "SDL.gpu.device.create.shaders.spirv" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL "SDL.gpu.device.create.shaders.dxbc" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL "SDL.gpu.device.create.shaders.dxil" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL "SDL.gpu.device.create.shaders.msl" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL "SDL.gpu.device.create.shaders.metallib" +#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic" /** * Destroys a GPU context previously returned by SDL_CreateGPUDevice. diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c index 697cb3fd0..ed498fe7a 100644 --- a/src/gpu/SDL_gpu.c +++ b/src/gpu/SDL_gpu.c @@ -400,26 +400,26 @@ SDL_GPUDevice *SDL_CreateGPUDevice( SDL_GPUDevice *result; SDL_PropertiesID props = SDL_CreateProperties(); if (formatFlags & SDL_GPU_SHADERFORMAT_SECRET) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL, SDL_TRUE); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_TRUE); } if (formatFlags & SDL_GPU_SHADERFORMAT_SPIRV) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL, SDL_TRUE); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_TRUE); } if (formatFlags & SDL_GPU_SHADERFORMAT_DXBC) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL, SDL_TRUE); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_TRUE); } if (formatFlags & SDL_GPU_SHADERFORMAT_DXIL) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL, SDL_TRUE); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_TRUE); } if (formatFlags & SDL_GPU_SHADERFORMAT_MSL) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL, SDL_TRUE); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_TRUE); } if (formatFlags & SDL_GPU_SHADERFORMAT_METALLIB) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL, SDL_TRUE); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_TRUE); } - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, debugMode); - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, preferLowPower); - SDL_SetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_NAME_STRING, name); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debugMode); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, preferLowPower); + SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name); result = SDL_CreateGPUDeviceWithProperties(props); SDL_DestroyProperties(props); return result; @@ -442,31 +442,31 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props) return NULL; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL, SDL_FALSE)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_FALSE)) { formatFlags |= SDL_GPU_SHADERFORMAT_SECRET; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL, SDL_FALSE)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_FALSE)) { formatFlags |= SDL_GPU_SHADERFORMAT_SPIRV; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL, SDL_FALSE)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_FALSE)) { formatFlags |= SDL_GPU_SHADERFORMAT_DXBC; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL, SDL_FALSE)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_FALSE)) { formatFlags |= SDL_GPU_SHADERFORMAT_DXIL; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL, SDL_FALSE)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_FALSE)) { formatFlags |= SDL_GPU_SHADERFORMAT_MSL; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL, SDL_FALSE)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_FALSE)) { formatFlags |= SDL_GPU_SHADERFORMAT_METALLIB; } - debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, SDL_TRUE); - preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, SDL_TRUE); + debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, SDL_TRUE); + preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, SDL_TRUE); gpudriver = SDL_GetHint(SDL_HINT_GPU_DRIVER); if (gpudriver == NULL) { - gpudriver = SDL_GetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_NAME_STRING, NULL); + gpudriver = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, NULL); } selectedBackend = SDL_GPUSelectBackend(_this, gpudriver, formatFlags); diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c index fb968c132..568cf3b2e 100644 --- a/src/gpu/d3d12/SDL_gpu_d3d12.c +++ b/src/gpu/d3d12/SDL_gpu_d3d12.c @@ -8161,7 +8161,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP renderer->debugMode = debugMode; - renderer->semantic = SDL_GetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_D3D12_SEMANTIC_NAME_STRING, "TEXCOORD"); + renderer->semantic = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING, "TEXCOORD"); // Blit resources D3D12_INTERNAL_InitBlitResources(renderer); diff --git a/src/render/sdlgpu/SDL_render_gpu.c b/src/render/sdlgpu/SDL_render_gpu.c index 17f8e7c5f..6a6aa9dcd 100644 --- a/src/render/sdlgpu/SDL_render_gpu.c +++ b/src/render/sdlgpu/SDL_render_gpu.c @@ -1193,15 +1193,15 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P goto error; } - bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, false); - bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, false); + bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, false); + bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false); // Prefer environment variables/hints if they exist, otherwise defer to properties debug = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_DEBUG, debug); lowpower = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_LOW_POWER, lowpower); - SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, debug); - SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, lowpower); + SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug); + SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, lowpower); GPU_FillSupportedShaderFormats(create_props); data->device = SDL_CreateGPUDeviceWithProperties(create_props); diff --git a/src/render/sdlgpu/SDL_shaders_gpu.c b/src/render/sdlgpu/SDL_shaders_gpu.c index 8bb026a4c..ac4da1ae6 100644 --- a/src/render/sdlgpu/SDL_shaders_gpu.c +++ b/src/render/sdlgpu/SDL_shaders_gpu.c @@ -232,10 +232,10 @@ SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID void GPU_FillSupportedShaderFormats(SDL_PropertiesID props) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL, HAVE_SPIRV_SHADERS); - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL, HAVE_DXBC50_SHADERS); - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL, HAVE_DXIL60_SHADERS); - SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL, HAVE_METAL_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, HAVE_SPIRV_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, HAVE_DXBC50_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, HAVE_DXIL60_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, HAVE_METAL_SHADERS); } #endif // SDL_VIDEO_RENDER_GPU