Use stdbool internally in SDL

This commit is contained in:
Sam Lantinga
2024-08-29 18:45:30 -07:00
parent dfcabc3db8
commit 5518aca054
11 changed files with 698 additions and 698 deletions

View File

@@ -29,18 +29,18 @@
typedef struct Pass
{
SDL_GPUCommandBuffer *commandBuffer;
SDL_bool inProgress;
bool inProgress;
} Pass;
typedef struct CommandBufferCommonHeader
{
SDL_GPUDevice *device;
Pass renderPass;
SDL_bool graphicsPipelineBound;
bool graphicsPipelineBound;
Pass computePass;
SDL_bool computePipelineBound;
bool computePipelineBound;
Pass copyPass;
SDL_bool submitted;
bool submitted;
} CommandBufferCommonHeader;
typedef struct TextureCommonHeader
@@ -117,7 +117,7 @@ static inline Sint32 Texture_GetBlockSize(
}
}
static inline SDL_bool IsDepthFormat(
static inline bool IsDepthFormat(
SDL_GPUTextureFormat format)
{
switch (format) {
@@ -126,27 +126,27 @@ static inline SDL_bool IsDepthFormat(
case SDL_GPU_TEXTUREFORMAT_D32_FLOAT:
case SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT:
case SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT:
return SDL_TRUE;
return true;
default:
return SDL_FALSE;
return false;
}
}
static inline SDL_bool IsStencilFormat(
static inline bool IsStencilFormat(
SDL_GPUTextureFormat format)
{
switch (format) {
case SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT:
case SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT:
return SDL_TRUE;
return true;
default:
return SDL_FALSE;
return false;
}
}
static inline SDL_bool IsIntegerFormat(
static inline bool IsIntegerFormat(
SDL_GPUTextureFormat format)
{
switch (format) {
@@ -156,10 +156,10 @@ static inline SDL_bool IsIntegerFormat(
case SDL_GPU_TEXTUREFORMAT_R16_UINT:
case SDL_GPU_TEXTUREFORMAT_R16G16_UINT:
case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT:
return SDL_TRUE;
return true;
default:
return SDL_FALSE;
return false;
}
}
@@ -252,7 +252,7 @@ void SDL_GPU_BlitCommon(
SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filterMode,
SDL_bool cycle,
bool cycle,
SDL_GPUSampler *blitLinearSampler,
SDL_GPUSampler *blitNearestSampler,
SDL_GPUShader *blitVertexShader,
@@ -524,7 +524,7 @@ struct SDL_GPUDevice
void *(*MapTransferBuffer)(
SDL_GPURenderer *device,
SDL_GPUTransferBuffer *transferBuffer,
SDL_bool cycle);
bool cycle);
void (*UnmapTransferBuffer)(
SDL_GPURenderer *device,
@@ -539,13 +539,13 @@ struct SDL_GPUDevice
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUTextureTransferInfo *source,
SDL_GPUTextureRegion *destination,
SDL_bool cycle);
bool cycle);
void (*UploadToBuffer)(
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUTransferBufferLocation *source,
SDL_GPUBufferRegion *destination,
SDL_bool cycle);
bool cycle);
void (*CopyTextureToTexture)(
SDL_GPUCommandBuffer *commandBuffer,
@@ -554,14 +554,14 @@ struct SDL_GPUDevice
Uint32 w,
Uint32 h,
Uint32 d,
SDL_bool cycle);
bool cycle);
void (*CopyBufferToBuffer)(
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUBufferLocation *source,
SDL_GPUBufferLocation *destination,
Uint32 size,
SDL_bool cycle);
bool cycle);
void (*GenerateMipmaps)(
SDL_GPUCommandBuffer *commandBuffer,
@@ -586,21 +586,21 @@ struct SDL_GPUDevice
SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filterMode,
SDL_bool cycle);
bool cycle);
// Submission/Presentation
SDL_bool (*SupportsSwapchainComposition)(
bool (*SupportsSwapchainComposition)(
SDL_GPURenderer *driverData,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchainComposition);
SDL_bool (*SupportsPresentMode)(
bool (*SupportsPresentMode)(
SDL_GPURenderer *driverData,
SDL_Window *window,
SDL_GPUPresentMode presentMode);
SDL_bool (*ClaimWindow)(
bool (*ClaimWindow)(
SDL_GPURenderer *driverData,
SDL_Window *window);
@@ -608,7 +608,7 @@ struct SDL_GPUDevice
SDL_GPURenderer *driverData,
SDL_Window *window);
SDL_bool (*SetSwapchainParameters)(
bool (*SetSwapchainParameters)(
SDL_GPURenderer *driverData,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchainComposition,
@@ -638,11 +638,11 @@ struct SDL_GPUDevice
void (*WaitForFences)(
SDL_GPURenderer *driverData,
SDL_bool waitAll,
bool waitAll,
SDL_GPUFence **pFences,
Uint32 fenceCount);
SDL_bool (*QueryFence)(
bool (*QueryFence)(
SDL_GPURenderer *driverData,
SDL_GPUFence *fence);
@@ -652,13 +652,13 @@ struct SDL_GPUDevice
// Feature Queries
SDL_bool (*SupportsTextureFormat)(
bool (*SupportsTextureFormat)(
SDL_GPURenderer *driverData,
SDL_GPUTextureFormat format,
SDL_GPUTextureType type,
SDL_GPUTextureUsageFlags usage);
SDL_bool (*SupportsSampleCount)(
bool (*SupportsSampleCount)(
SDL_GPURenderer *driverData,
SDL_GPUTextureFormat format,
SDL_GPUSampleCount desiredSampleCount);
@@ -670,7 +670,7 @@ struct SDL_GPUDevice
SDL_GPUDriver backend;
// Store this for SDL_gpu.c's debug layer
SDL_bool debugMode;
bool debugMode;
SDL_GPUShaderFormat shaderFormats;
};
@@ -758,8 +758,8 @@ typedef struct SDL_GPUBootstrap
const char *Name;
const SDL_GPUDriver backendflag;
const SDL_GPUShaderFormat shaderFormats;
SDL_bool (*PrepareDriver)(SDL_VideoDevice *_this);
SDL_GPUDevice *(*CreateDevice)(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props);
bool (*PrepareDriver)(SDL_VideoDevice *_this);
SDL_GPUDevice *(*CreateDevice)(bool debugMode, bool preferLowPower, SDL_PropertiesID props);
} SDL_GPUBootstrap;
#ifdef __cplusplus