GPU: More robust error reporting (#10958)

---------

Co-authored-by: Ethan Lee <flibitijibibo@gmail.com>
Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com>
This commit is contained in:
Evan Hemsley 2024-09-27 00:30:18 -07:00 committed by GitHub
parent 48e213b4cd
commit be401dd1e3
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
11 changed files with 805 additions and 844 deletions

View file

@ -50,7 +50,7 @@ SDL_DYNAPI_PROC(int,SDL_swprintf,(SDL_OUT_Z_CAP(b) wchar_t *a, size_t b, SDL_PRI
// New API symbols are added at the end
SDL_DYNAPI_PROC(SDL_Surface*,SDL_AcquireCameraFrame,(SDL_Camera *a, Uint64 *b),(a,b),return)
SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, SDL_GPUTexture **c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_AddAtomicInt,(SDL_AtomicInt *a, int b),(a,b),return)
SDL_DYNAPI_PROC(bool,SDL_AddEventWatch,(SDL_EventFilter a, void *b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_AddGamepadMapping,(const char *a),(a),return)
@ -953,7 +953,7 @@ SDL_DYNAPI_PROC(bool,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_StopTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(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_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUCommandBufferAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
@ -1006,8 +1006,8 @@ SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),)
SDL_DYNAPI_PROC(bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WaitForGPUFences,(SDL_GPUDevice *a, bool b, SDL_GPUFence *const *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_WaitForGPUFences,(SDL_GPUDevice *a, bool b, SDL_GPUFence *const *c, Uint32 d),(a,b,c,d),return)
SDL_DYNAPI_PROC(bool,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),return)
SDL_DYNAPI_PROC(bool,SDL_WaitProcess,(SDL_Process *a, bool b, int *c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
SDL_DYNAPI_PROC(bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)