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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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