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https://github.com/libsdl-org/SDL.git
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GPU: Rename struct members and parameters for SDL3 naming conventions (#10730)
--------- Co-authored-by: Evan Hemsley <2342303+thatcosmonaut@users.noreply.github.com>
This commit is contained in:
1404
src/gpu/SDL_gpu.c
1404
src/gpu/SDL_gpu.c
File diff suppressed because it is too large
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@@ -28,18 +28,18 @@
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typedef struct Pass
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{
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SDL_GPUCommandBuffer *commandBuffer;
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bool inProgress;
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SDL_GPUCommandBuffer *command_buffer;
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bool in_progress;
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} Pass;
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typedef struct CommandBufferCommonHeader
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{
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SDL_GPUDevice *device;
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Pass renderPass;
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bool graphicsPipelineBound;
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Pass computePass;
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bool computePipelineBound;
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Pass copyPass;
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Pass render_pass;
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bool graphics_pipeline_bound;
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Pass compute_pass;
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bool compute_pipeline_bound;
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Pass copy_pass;
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bool submitted;
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} CommandBufferCommonHeader;
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@@ -56,8 +56,8 @@ typedef struct BlitFragmentUniforms
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float width;
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float height;
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Uint32 mipLevel;
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float layerOrDepth;
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Uint32 mip_level;
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float layer_or_depth;
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} BlitFragmentUniforms;
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typedef struct BlitPipelineCacheEntry
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@@ -266,7 +266,7 @@ void SDL_GPU_BlitCommon(
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const SDL_GPUBlitRegion *source,
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const SDL_GPUBlitRegion *destination,
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SDL_FlipMode flipMode,
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SDL_GPUFilter filterMode,
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SDL_GPUFilter filter,
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bool cycle,
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SDL_GPUSampler *blitLinearSampler,
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SDL_GPUSampler *blitNearestSampler,
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@@ -297,33 +297,33 @@ struct SDL_GPUDevice
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SDL_GPUComputePipeline *(*CreateComputePipeline)(
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SDL_GPURenderer *driverData,
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const SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo);
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const SDL_GPUComputePipelineCreateInfo *createinfo);
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SDL_GPUGraphicsPipeline *(*CreateGraphicsPipeline)(
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SDL_GPURenderer *driverData,
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const SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo);
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const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
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SDL_GPUSampler *(*CreateSampler)(
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SDL_GPURenderer *driverData,
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const SDL_GPUSamplerCreateInfo *samplerCreateInfo);
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const SDL_GPUSamplerCreateInfo *createinfo);
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SDL_GPUShader *(*CreateShader)(
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SDL_GPURenderer *driverData,
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const SDL_GPUShaderCreateInfo *shaderCreateInfo);
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const SDL_GPUShaderCreateInfo *createinfo);
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SDL_GPUTexture *(*CreateTexture)(
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SDL_GPURenderer *driverData,
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const SDL_GPUTextureCreateInfo *textureCreateInfo);
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const SDL_GPUTextureCreateInfo *createinfo);
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SDL_GPUBuffer *(*CreateBuffer)(
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SDL_GPURenderer *driverData,
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SDL_GPUBufferUsageFlags usageFlags,
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Uint32 sizeInBytes);
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Uint32 size);
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SDL_GPUTransferBuffer *(*CreateTransferBuffer)(
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SDL_GPURenderer *driverData,
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SDL_GPUTransferBufferUsage usage,
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Uint32 sizeInBytes);
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Uint32 size);
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// Debug Naming
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@@ -382,9 +382,9 @@ struct SDL_GPUDevice
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void (*BeginRenderPass)(
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SDL_GPUCommandBuffer *commandBuffer,
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const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
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Uint32 colorAttachmentCount,
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const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo);
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const SDL_GPUColorTargetInfo *colorTargetInfos,
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Uint32 numColorTargets,
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const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo);
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void (*BindGraphicsPipeline)(
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SDL_GPUCommandBuffer *commandBuffer,
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@@ -409,90 +409,90 @@ struct SDL_GPUDevice
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void (*BindVertexBuffers)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstBinding,
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const SDL_GPUBufferBinding *pBindings,
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Uint32 bindingCount);
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const SDL_GPUBufferBinding *bindings,
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Uint32 numBindings);
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void (*BindIndexBuffer)(
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SDL_GPUCommandBuffer *commandBuffer,
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const SDL_GPUBufferBinding *pBinding,
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const SDL_GPUBufferBinding *binding,
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SDL_GPUIndexElementSize indexElementSize);
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void (*BindVertexSamplers)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstSlot,
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const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
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Uint32 bindingCount);
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Uint32 numBindings);
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void (*BindVertexStorageTextures)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstSlot,
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SDL_GPUTexture *const *storageTextures,
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Uint32 bindingCount);
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Uint32 numBindings);
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void (*BindVertexStorageBuffers)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstSlot,
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SDL_GPUBuffer *const *storageBuffers,
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Uint32 bindingCount);
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Uint32 numBindings);
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void (*BindFragmentSamplers)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstSlot,
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const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
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Uint32 bindingCount);
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Uint32 numBindings);
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void (*BindFragmentStorageTextures)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstSlot,
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SDL_GPUTexture *const *storageTextures,
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Uint32 bindingCount);
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Uint32 numBindings);
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void (*BindFragmentStorageBuffers)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstSlot,
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SDL_GPUBuffer *const *storageBuffers,
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Uint32 bindingCount);
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Uint32 numBindings);
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void (*PushVertexUniformData)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 slotIndex,
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const void *data,
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Uint32 dataLengthInBytes);
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Uint32 length);
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void (*PushFragmentUniformData)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 slotIndex,
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const void *data,
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Uint32 dataLengthInBytes);
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Uint32 length);
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void (*DrawIndexedPrimitives)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 indexCount,
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Uint32 instanceCount,
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Uint32 numIndices,
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Uint32 numInstances,
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Uint32 firstIndex,
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Sint32 vertexOffset,
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Uint32 firstInstance);
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void (*DrawPrimitives)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 vertexCount,
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Uint32 instanceCount,
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Uint32 numVertices,
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Uint32 numInstances,
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Uint32 firstVertex,
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Uint32 firstInstance);
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void (*DrawPrimitivesIndirect)(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offsetInBytes,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 stride);
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Uint32 pitch);
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void (*DrawIndexedPrimitivesIndirect)(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offsetInBytes,
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Uint32 offset,
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Uint32 drawCount,
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Uint32 stride);
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Uint32 pitch);
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void (*EndRenderPass)(
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SDL_GPUCommandBuffer *commandBuffer);
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@@ -502,9 +502,9 @@ struct SDL_GPUDevice
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void (*BeginComputePass)(
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SDL_GPUCommandBuffer *commandBuffer,
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const SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
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Uint32 storageTextureBindingCount,
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Uint32 numStorageTextureBindings,
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const SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
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Uint32 storageBufferBindingCount);
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Uint32 numStorageBufferBindings);
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void (*BindComputePipeline)(
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SDL_GPUCommandBuffer *commandBuffer,
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@@ -514,30 +514,30 @@ struct SDL_GPUDevice
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstSlot,
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SDL_GPUTexture *const *storageTextures,
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Uint32 bindingCount);
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Uint32 numBindings);
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void (*BindComputeStorageBuffers)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 firstSlot,
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SDL_GPUBuffer *const *storageBuffers,
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Uint32 bindingCount);
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Uint32 numBindings);
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void (*PushComputeUniformData)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 slotIndex,
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const void *data,
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Uint32 dataLengthInBytes);
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Uint32 length);
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void (*DispatchCompute)(
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SDL_GPUCommandBuffer *commandBuffer,
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Uint32 groupCountX,
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Uint32 groupCountY,
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Uint32 groupCountZ);
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Uint32 groupcountX,
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Uint32 groupcountY,
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Uint32 groupcountZ);
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void (*DispatchComputeIndirect)(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_GPUBuffer *buffer,
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Uint32 offsetInBytes);
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Uint32 offset);
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void (*EndComputePass)(
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SDL_GPUCommandBuffer *commandBuffer);
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@@ -608,7 +608,7 @@ struct SDL_GPUDevice
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const SDL_GPUBlitRegion *source,
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const SDL_GPUBlitRegion *destination,
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SDL_FlipMode flipMode,
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SDL_GPUFilter filterMode,
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SDL_GPUFilter filter,
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bool cycle);
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// Submission/Presentation
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@@ -647,8 +647,8 @@ struct SDL_GPUDevice
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SDL_GPUTexture *(*AcquireSwapchainTexture)(
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SDL_GPUCommandBuffer *commandBuffer,
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SDL_Window *window,
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Uint32 *pWidth,
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Uint32 *pHeight);
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Uint32 *w,
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Uint32 *h);
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void (*Submit)(
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SDL_GPUCommandBuffer *commandBuffer);
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@@ -662,8 +662,8 @@ struct SDL_GPUDevice
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void (*WaitForFences)(
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SDL_GPURenderer *driverData,
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bool waitAll,
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SDL_GPUFence *const *pFences,
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Uint32 fenceCount);
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SDL_GPUFence *const *fences,
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Uint32 numFences);
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bool (*QueryFence)(
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SDL_GPURenderer *driverData,
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@@ -693,8 +693,8 @@ struct SDL_GPUDevice
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SDL_GPUDriver backend;
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// Store this for SDL_gpu.c's debug layer
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bool debugMode;
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SDL_GPUShaderFormat shaderFormats;
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bool debug_mode;
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SDL_GPUShaderFormat shader_formats;
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};
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#define ASSIGN_DRIVER_FUNC(func, name) \
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@@ -780,11 +780,11 @@ struct SDL_GPUDevice
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typedef struct SDL_GPUBootstrap
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{
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const char *Name;
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const char *name;
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const SDL_GPUDriver backendflag;
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const SDL_GPUShaderFormat shaderFormats;
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const SDL_GPUShaderFormat shader_formats;
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bool (*PrepareDriver)(SDL_VideoDevice *_this);
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SDL_GPUDevice *(*CreateDevice)(bool debugMode, bool preferLowPower, SDL_PropertiesID props);
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SDL_GPUDevice *(*CreateDevice)(bool debug_mode, bool prefer_low_power, SDL_PropertiesID props);
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} SDL_GPUBootstrap;
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#ifdef __cplusplus
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File diff suppressed because it is too large
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