Renamed SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 to SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER

Typically we will name the property with the function that is used to set it, and document the range of values.
This commit is contained in:
Sam Lantinga
2025-04-22 10:27:27 -07:00
parent 6a6917b0df
commit 18fbe6a92f
2 changed files with 10 additions and 10 deletions

View File

@@ -3188,7 +3188,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
useClearValue = true;
clearValue.DepthStencil.Depth = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT, 0);
clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8, 0);
clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER, 0);
format = SDLToD3D12_DepthFormat[createinfo->format];
}