mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-04-21 14:55:39 +00:00
Rename GPU properties for consistency
This commit is contained in:
@@ -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) {
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user