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Renamed GPU device creation properties
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@@ -1193,15 +1193,15 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
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goto error;
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}
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bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, false);
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bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, false);
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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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// 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_CREATEDEVICE_DEBUGMODE_BOOL, debug);
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, 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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GPU_FillSupportedShaderFormats(create_props);
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data->device = SDL_CreateGPUDeviceWithProperties(create_props);
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@@ -232,10 +232,10 @@ 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_CREATEDEVICE_SHADERS_SPIRV_BOOL, HAVE_SPIRV_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL, HAVE_DXBC50_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL, HAVE_DXIL60_SHADERS);
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SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL, HAVE_METAL_SHADERS);
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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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}
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#endif // SDL_VIDEO_RENDER_GPU
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