From 97f1da73daa2c2bfc2b98000b7506b60637d224a Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Tue, 15 Oct 2024 15:20:01 -0700 Subject: [PATCH] Rename GPU properties for consistency --- include/SDL3/SDL_gpu.h | 32 ++++++++++++++++---------------- src/gpu/SDL_gpu.c | 30 +++++++++++++++--------------- src/render/gpu/SDL_render_gpu.c | 8 ++++---- src/render/gpu/SDL_shaders_gpu.c | 8 ++++---- 4 files changed, 39 insertions(+), 39 deletions(-) diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index 9ce563a1dc..a058d9723f 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -1947,26 +1947,26 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice( * * These are the supported properties: * - * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL`: enable debug mode properties + * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode properties * and validations, defaults to true. - * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL`: enable to prefer energy + * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer energy * efficiency over maximum GPU performance, defaults to false. * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to * use, if a specific one is desired. * * These are the current shader format properties: * - * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL`: The app is able to + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to * provide shaders for an NDA platform. - * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL`: The app is able to + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to * provide SPIR-V shaders if applicable. - * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL`: The app is able to + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to * provide DXBC shaders if applicable - * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL`: The app is able to + * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to * provide DXIL shaders if applicable. - * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL`: The app is able to provide + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to provide * MSL shaders if applicable. - * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL`: The app is able to + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to * provide Metal shader libraries if applicable. * * With the D3D12 renderer: @@ -1988,15 +1988,15 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice( extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties( SDL_PropertiesID props); -#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL "SDL.gpu.device.create.debugmode" -#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL "SDL.gpu.device.create.preferlowpower" +#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode" +#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower" #define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name" -#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL "SDL.gpu.device.create.shaders.private" -#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL "SDL.gpu.device.create.shaders.spirv" -#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL "SDL.gpu.device.create.shaders.dxbc" -#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL "SDL.gpu.device.create.shaders.dxil" -#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL "SDL.gpu.device.create.shaders.msl" -#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL "SDL.gpu.device.create.shaders.metallib" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib" #define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic" /** diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c index 0ec1fcecc6..1957ac5deb 100644 --- a/src/gpu/SDL_gpu.c +++ b/src/gpu/SDL_gpu.c @@ -386,22 +386,22 @@ static const SDL_GPUBootstrap * SDL_GPUSelectBackend(SDL_PropertiesID props) return NULL; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, false)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN, false)) { format_flags |= SDL_GPU_SHADERFORMAT_PRIVATE; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, false)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, false)) { format_flags |= SDL_GPU_SHADERFORMAT_SPIRV; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, false)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, false)) { format_flags |= SDL_GPU_SHADERFORMAT_DXBC; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, false)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, false)) { format_flags |= SDL_GPU_SHADERFORMAT_DXIL; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, false)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, false)) { format_flags |= SDL_GPU_SHADERFORMAT_MSL; } - if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, false)) { + if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN, false)) { format_flags |= SDL_GPU_SHADERFORMAT_METALLIB; } @@ -449,24 +449,24 @@ static void SDL_GPU_FillProperties( const char *name) { if (format_flags & SDL_GPU_SHADERFORMAT_PRIVATE) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, true); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN, true); } if (format_flags & SDL_GPU_SHADERFORMAT_SPIRV) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, true); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, true); } if (format_flags & SDL_GPU_SHADERFORMAT_DXBC) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, true); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, true); } if (format_flags & SDL_GPU_SHADERFORMAT_DXIL) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, true); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, true); } if (format_flags & SDL_GPU_SHADERFORMAT_MSL) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, true); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, true); } if (format_flags & SDL_GPU_SHADERFORMAT_METALLIB) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, true); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN, true); } - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug_mode); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, debug_mode); SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name); } #endif // SDL_GPU_DISABLED @@ -526,8 +526,8 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props) selectedBackend = SDL_GPUSelectBackend(props); if (selectedBackend != NULL) { - debug_mode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, true); - preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false); + debug_mode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, true); + preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, false); result = selectedBackend->CreateDevice(debug_mode, preferLowPower, props); if (result != NULL) { diff --git a/src/render/gpu/SDL_render_gpu.c b/src/render/gpu/SDL_render_gpu.c index bf67551b95..1ecc0ae97b 100644 --- a/src/render/gpu/SDL_render_gpu.c +++ b/src/render/gpu/SDL_render_gpu.c @@ -1215,15 +1215,15 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P renderer->window = window; renderer->name = GPU_RenderDriver.name; - bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, false); - bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false); + bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, false); + bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, false); // Prefer environment variables/hints if they exist, otherwise defer to properties debug = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_DEBUG, debug); lowpower = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_LOW_POWER, lowpower); - SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug); - SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, lowpower); + SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, debug); + SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, lowpower); GPU_FillSupportedShaderFormats(create_props); data->device = SDL_CreateGPUDeviceWithProperties(create_props); diff --git a/src/render/gpu/SDL_shaders_gpu.c b/src/render/gpu/SDL_shaders_gpu.c index 49be1e47d3..ce5a55e2cc 100644 --- a/src/render/gpu/SDL_shaders_gpu.c +++ b/src/render/gpu/SDL_shaders_gpu.c @@ -247,10 +247,10 @@ SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID void GPU_FillSupportedShaderFormats(SDL_PropertiesID props) { - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, HAVE_SPIRV_SHADERS); - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, HAVE_DXBC50_SHADERS); - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, HAVE_DXIL60_SHADERS); - SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, HAVE_METAL_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, HAVE_SPIRV_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, HAVE_DXBC50_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS); + SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS); } #endif // SDL_VIDEO_RENDER_GPU