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https://github.com/libsdl-org/SDL.git
synced 2025-09-12 06:18:13 +00:00
Renamed GPU device creation properties
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@@ -400,26 +400,26 @@ SDL_GPUDevice *SDL_CreateGPUDevice(
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SDL_GPUDevice *result;
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SDL_PropertiesID props = SDL_CreateProperties();
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if (formatFlags & SDL_GPU_SHADERFORMAT_SECRET) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_TRUE);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_SPIRV) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_TRUE);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_DXBC) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_TRUE);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_DXIL) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_TRUE);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_MSL) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_TRUE);
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}
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if (formatFlags & SDL_GPU_SHADERFORMAT_METALLIB) {
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL, SDL_TRUE);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_TRUE);
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}
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, debugMode);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, preferLowPower);
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SDL_SetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_NAME_STRING, name);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debugMode);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, preferLowPower);
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SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
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result = SDL_CreateGPUDeviceWithProperties(props);
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SDL_DestroyProperties(props);
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return result;
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@@ -442,31 +442,31 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
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return NULL;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_FALSE)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_SECRET;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_FALSE)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_SPIRV;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_FALSE)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_DXBC;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_FALSE)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_DXIL;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_FALSE)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_MSL;
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}
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL, SDL_FALSE)) {
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if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_FALSE)) {
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formatFlags |= SDL_GPU_SHADERFORMAT_METALLIB;
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}
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debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, SDL_TRUE);
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preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, SDL_TRUE);
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debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, SDL_TRUE);
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preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, SDL_TRUE);
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gpudriver = SDL_GetHint(SDL_HINT_GPU_DRIVER);
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if (gpudriver == NULL) {
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gpudriver = SDL_GetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_NAME_STRING, NULL);
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gpudriver = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, NULL);
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}
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selectedBackend = SDL_GPUSelectBackend(_this, gpudriver, formatFlags);
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