Renamed SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 to SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER

Typically we will name the property with the function that is used to set it, and document the range of values.

(cherry picked from commit 18fbe6a92f)
This commit is contained in:
Sam Lantinga
2025-04-22 10:27:27 -07:00
parent b8abfeb7f3
commit cf95db46a7
2 changed files with 10 additions and 10 deletions

View File

@@ -3217,7 +3217,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
useClearValue = true;
clearValue.DepthStencil.Depth = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT, 0);
clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8, 0);
clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER, 0);
format = SDLToD3D12_DepthFormat[createinfo->format];
}