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gpu: Add D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN property
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@@ -2259,6 +2259,11 @@ extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice(
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*
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* - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to
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* use for all vertex semantics, default is "TEXCOORD".
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* - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN`:
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* By default, Resourcing Binding Tier 2 is required for D3D12 support.
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* However, an application can enable this property to enable Tier 1 support,
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* if (and only if) the application uses 8 or fewer storage resources across
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* all shader stages.
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*
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* With the Vulkan renderer:
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*
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@@ -2293,21 +2298,22 @@ 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_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_VERBOSE_BOOLEAN "SDL.gpu.device.create.verbose"
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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_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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#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN "SDL.gpu.device.create.vulkan.shaderclipdistance"
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#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN "SDL.gpu.device.create.vulkan.depthclamp"
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#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN "SDL.gpu.device.create.vulkan.drawindirectfirstinstance"
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#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN "SDL.gpu.device.create.vulkan.sampleranisotropy"
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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_VERBOSE_BOOLEAN "SDL.gpu.device.create.verbose"
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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_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_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN "SDL.gpu.device.create.d3d12.allowtier1resourcebinding"
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#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
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#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN "SDL.gpu.device.create.vulkan.shaderclipdistance"
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#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN "SDL.gpu.device.create.vulkan.depthclamp"
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#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN "SDL.gpu.device.create.vulkan.drawindirectfirstinstance"
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#define SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN "SDL.gpu.device.create.vulkan.sampleranisotropy"
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/**
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* Destroys a GPU context previously returned by SDL_CreateGPUDevice.
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