mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-09 03:16:26 +00:00
GPU: Rename some awkwardly named functions (#10642)
This commit is contained in:
@@ -40,7 +40,7 @@ SDL3_0.0.0 {
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SDL_BindGPUVertexSamplers;
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SDL_BindGPUVertexStorageBuffers;
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SDL_BindGPUVertexStorageTextures;
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SDL_BlitGPU;
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SDL_BlitGPUTexture;
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SDL_BlitSurface9Grid;
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SDL_BlitSurface;
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SDL_BlitSurfaceScaled;
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@@ -50,7 +50,7 @@ SDL3_0.0.0 {
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SDL_BlitSurfaceUncheckedScaled;
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SDL_BroadcastCondition;
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SDL_CaptureMouse;
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SDL_ClaimGPUWindow;
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SDL_ClaimWindowForGPUDevice;
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SDL_CleanupTLS;
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SDL_ClearAudioStream;
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SDL_ClearClipboardData;
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@@ -197,7 +197,7 @@ SDL3_0.0.0 {
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SDL_GamepadHasButton;
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SDL_GamepadHasSensor;
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SDL_GamepadSensorEnabled;
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SDL_GenerateGPUMipmaps;
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SDL_GenerateMipmapsForGPUTexture;
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SDL_GetAndroidActivity;
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SDL_GetAndroidCachePath;
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SDL_GetAndroidExternalStoragePath;
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@@ -886,12 +886,12 @@ SDL3_0.0.0 {
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SDL_StopTextInput;
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SDL_StorageReady;
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SDL_StringToGUID;
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SDL_SubmitGPU;
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SDL_SubmitGPUAndAcquireFence;
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SDL_SupportsGPUPresentMode;
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SDL_SupportsGPUSampleCount;
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SDL_SupportsGPUSwapchainComposition;
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SDL_SupportsGPUTextureFormat;
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SDL_SubmitGPUCommandBuffer;
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SDL_SubmitGPUCommandBufferAndAcquireFence;
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SDL_WindowSupportsGPUPresentMode;
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SDL_GPUTextureSupportsSampleCount;
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SDL_WindowSupportsGPUSwapchainComposition;
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SDL_GPUTextureSupportsFormat;
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SDL_SurfaceHasAlternateImages;
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SDL_SurfaceHasColorKey;
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SDL_SurfaceHasRLE;
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@@ -909,7 +909,7 @@ SDL3_0.0.0 {
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SDL_UCS4ToUTF8;
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SDL_UnbindAudioStream;
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SDL_UnbindAudioStreams;
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SDL_UnclaimGPUWindow;
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SDL_ReleaseWindowFromGPUDevice;
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SDL_UnloadObject;
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SDL_UnlockAudioStream;
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SDL_UnlockJoysticks;
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@@ -943,8 +943,8 @@ SDL3_0.0.0 {
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SDL_WaitConditionTimeout;
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SDL_WaitEvent;
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SDL_WaitEventTimeout;
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SDL_WaitGPU;
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SDL_WaitGPUForFences;
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SDL_WaitForGPUIdle;
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SDL_WaitForGPUFences;
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SDL_WaitSemaphore;
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SDL_WaitSemaphoreTimeout;
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SDL_WaitThread;
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@@ -65,7 +65,7 @@
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#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL
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#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL
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#define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL
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#define SDL_BlitGPU SDL_BlitGPU_REAL
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#define SDL_BlitGPUTexture SDL_BlitGPUTexture_REAL
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#define SDL_BlitSurface SDL_BlitSurface_REAL
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#define SDL_BlitSurface9Grid SDL_BlitSurface9Grid_REAL
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#define SDL_BlitSurfaceScaled SDL_BlitSurfaceScaled_REAL
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@@ -75,7 +75,7 @@
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#define SDL_BlitSurfaceUncheckedScaled SDL_BlitSurfaceUncheckedScaled_REAL
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#define SDL_BroadcastCondition SDL_BroadcastCondition_REAL
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#define SDL_CaptureMouse SDL_CaptureMouse_REAL
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#define SDL_ClaimGPUWindow SDL_ClaimGPUWindow_REAL
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#define SDL_ClaimWindowForGPUDevice SDL_ClaimWindowForGPUDevice_REAL
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#define SDL_CleanupTLS SDL_CleanupTLS_REAL
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#define SDL_ClearAudioStream SDL_ClearAudioStream_REAL
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#define SDL_ClearClipboardData SDL_ClearClipboardData_REAL
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@@ -222,7 +222,7 @@
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#define SDL_GamepadHasButton SDL_GamepadHasButton_REAL
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#define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL
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#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
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#define SDL_GenerateGPUMipmaps SDL_GenerateGPUMipmaps_REAL
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#define SDL_GenerateMipmapsForGPUTexture SDL_GenerateMipmapsForGPUTexture_REAL
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#define SDL_GetAndroidActivity SDL_GetAndroidActivity_REAL
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#define SDL_GetAndroidCachePath SDL_GetAndroidCachePath_REAL
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#define SDL_GetAndroidExternalStoragePath SDL_GetAndroidExternalStoragePath_REAL
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@@ -911,12 +911,12 @@
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#define SDL_StopTextInput SDL_StopTextInput_REAL
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#define SDL_StorageReady SDL_StorageReady_REAL
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#define SDL_StringToGUID SDL_StringToGUID_REAL
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#define SDL_SubmitGPU SDL_SubmitGPU_REAL
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#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL
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#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL
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#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL
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#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL
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#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL
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#define SDL_SubmitGPUCommandBuffer SDL_SubmitGPUCommandBuffer_REAL
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#define SDL_SubmitGPUCommandBufferAndAcquireFence SDL_SubmitGPUCommandBufferAndAcquireFence_REAL
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#define SDL_WindowSupportsGPUPresentMode SDL_WindowSupportsGPUPresentMode_REAL
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#define SDL_GPUTextureSupportsSampleCount SDL_GPUTextureSupportsSampleCount_REAL
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#define SDL_WindowSupportsGPUSwapchainComposition SDL_WindowSupportsGPUSwapchainComposition_REAL
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#define SDL_GPUTextureSupportsFormat SDL_GPUTextureSupportsFormat_REAL
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#define SDL_SurfaceHasAlternateImages SDL_SurfaceHasAlternateImages_REAL
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#define SDL_SurfaceHasColorKey SDL_SurfaceHasColorKey_REAL
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#define SDL_SurfaceHasRLE SDL_SurfaceHasRLE_REAL
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@@ -934,7 +934,7 @@
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#define SDL_UCS4ToUTF8 SDL_UCS4ToUTF8_REAL
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#define SDL_UnbindAudioStream SDL_UnbindAudioStream_REAL
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#define SDL_UnbindAudioStreams SDL_UnbindAudioStreams_REAL
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#define SDL_UnclaimGPUWindow SDL_UnclaimGPUWindow_REAL
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#define SDL_ReleaseWindowFromGPUDevice SDL_ReleaseWindowFromGPUDevice_REAL
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#define SDL_UnloadObject SDL_UnloadObject_REAL
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#define SDL_UnlockAudioStream SDL_UnlockAudioStream_REAL
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#define SDL_UnlockJoysticks SDL_UnlockJoysticks_REAL
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@@ -968,8 +968,8 @@
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#define SDL_WaitConditionTimeout SDL_WaitConditionTimeout_REAL
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#define SDL_WaitEvent SDL_WaitEvent_REAL
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#define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL
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#define SDL_WaitGPU SDL_WaitGPU_REAL
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#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL
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#define SDL_WaitForGPUIdle SDL_WaitForGPUIdle_REAL
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#define SDL_WaitForGPUFences SDL_WaitForGPUFences_REAL
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#define SDL_WaitSemaphore SDL_WaitSemaphore_REAL
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#define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_REAL
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#define SDL_WaitThread SDL_WaitThread_REAL
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@@ -85,7 +85,7 @@ SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, S
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SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
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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),)
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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),)
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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)
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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)
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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)
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@@ -95,7 +95,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rec
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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)
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SDL_DYNAPI_PROC(void,SDL_BroadcastCondition,(SDL_Condition *a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_CaptureMouse,(SDL_bool a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimWindowForGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ClearClipboardData,(void),(),return)
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@@ -242,7 +242,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_GenerateGPUMipmaps,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_GenerateMipmapsForGPUTexture,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
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SDL_DYNAPI_PROC(void*,SDL_GetAndroidActivity,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetAndroidCachePath,(void),(),return)
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SDL_DYNAPI_PROC(const char*,SDL_GetAndroidExternalStoragePath,(void),(),return)
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@@ -921,12 +921,12 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_StopTextInput,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_StorageReady,(SDL_Storage *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_SubmitGPU,(SDL_GPUCommandBuffer *a),(a),)
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SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),)
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SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUCommandBufferAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
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@@ -944,7 +944,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_UnclaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_ReleaseWindowFromGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
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@@ -978,8 +978,8 @@ SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_WaitGPU,(SDL_GPUDevice *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_WaitForGPUFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
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