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Rename GPU properties for consistency
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@@ -1947,26 +1947,26 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
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*
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* These are the supported properties:
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*
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* - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL`: enable debug mode properties
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* - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode properties
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* and validations, defaults to true.
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* - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL`: enable to prefer energy
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* - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer energy
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* efficiency over maximum GPU performance, defaults to false.
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* - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
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* use, if a specific one is desired.
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*
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* These are the current shader format properties:
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*
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL`: The app is able to
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to
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* provide shaders for an NDA platform.
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL`: The app is able to
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to
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* provide SPIR-V shaders if applicable.
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL`: The app is able to
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to
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* provide DXBC shaders if applicable
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* `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL`: The app is able to
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* `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to
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* provide DXIL shaders if applicable.
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL`: The app is able to provide
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to provide
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* MSL shaders if applicable.
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL`: The app is able to
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* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to
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* provide Metal shader libraries if applicable.
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*
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* With the D3D12 renderer:
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@@ -1988,15 +1988,15 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
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extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties(
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SDL_PropertiesID props);
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#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL "SDL.gpu.device.create.debugmode"
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#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL "SDL.gpu.device.create.preferlowpower"
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#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode"
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#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower"
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#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL "SDL.gpu.device.create.shaders.private"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL "SDL.gpu.device.create.shaders.spirv"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL "SDL.gpu.device.create.shaders.dxbc"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL "SDL.gpu.device.create.shaders.dxil"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL "SDL.gpu.device.create.shaders.msl"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL "SDL.gpu.device.create.shaders.metallib"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl"
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#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib"
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#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
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/**
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@@ -386,22 +386,22 @@ static const SDL_GPUBootstrap * SDL_GPUSelectBackend(SDL_PropertiesID props)
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return NULL;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, false)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN, false)) {
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format_flags |= SDL_GPU_SHADERFORMAT_PRIVATE;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, false)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, false)) {
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format_flags |= SDL_GPU_SHADERFORMAT_SPIRV;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, false)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, false)) {
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format_flags |= SDL_GPU_SHADERFORMAT_DXBC;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, false)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, false)) {
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format_flags |= SDL_GPU_SHADERFORMAT_DXIL;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, false)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, false)) {
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format_flags |= SDL_GPU_SHADERFORMAT_MSL;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, false)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN, false)) {
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format_flags |= SDL_GPU_SHADERFORMAT_METALLIB;
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}
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@@ -449,24 +449,24 @@ static void SDL_GPU_FillProperties(
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const char *name)
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{
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if (format_flags & SDL_GPU_SHADERFORMAT_PRIVATE) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, true);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN, true);
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}
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if (format_flags & SDL_GPU_SHADERFORMAT_SPIRV) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, true);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, true);
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}
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if (format_flags & SDL_GPU_SHADERFORMAT_DXBC) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, true);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, true);
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}
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if (format_flags & SDL_GPU_SHADERFORMAT_DXIL) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, true);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, true);
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}
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if (format_flags & SDL_GPU_SHADERFORMAT_MSL) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, true);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, true);
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}
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if (format_flags & SDL_GPU_SHADERFORMAT_METALLIB) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, true);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN, true);
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}
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug_mode);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, debug_mode);
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SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
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}
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#endif // SDL_GPU_DISABLED
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@@ -526,8 +526,8 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
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selectedBackend = SDL_GPUSelectBackend(props);
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if (selectedBackend != NULL) {
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debug_mode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, true);
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preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false);
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debug_mode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, true);
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preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, false);
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result = selectedBackend->CreateDevice(debug_mode, preferLowPower, props);
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if (result != NULL) {
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@@ -1215,15 +1215,15 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
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renderer->window = window;
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renderer->name = GPU_RenderDriver.name;
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bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, false);
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bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false);
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bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, false);
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bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, false);
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// Prefer environment variables/hints if they exist, otherwise defer to properties
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debug = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_DEBUG, debug);
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lowpower = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_LOW_POWER, lowpower);
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug);
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, lowpower);
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, debug);
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, lowpower);
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GPU_FillSupportedShaderFormats(create_props);
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data->device = SDL_CreateGPUDeviceWithProperties(create_props);
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@@ -247,10 +247,10 @@ SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID
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void GPU_FillSupportedShaderFormats(SDL_PropertiesID props)
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{
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, HAVE_SPIRV_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, HAVE_DXBC50_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, HAVE_DXIL60_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, HAVE_METAL_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, HAVE_DXBC50_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
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}
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#endif // SDL_VIDEO_RENDER_GPU
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