Renamed GPU device creation properties

This commit is contained in:
Sam Lantinga 2024-08-29 16:20:26 -07:00
parent d70578b9aa
commit b8e7ef27f3
5 changed files with 47 additions and 47 deletions

View file

@ -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);