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https://github.com/libsdl-org/SDL.git
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GPU: Align D3D12 clear properties to naming convention
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@@ -2420,22 +2420,22 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
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* - `SDL_PROP_PROCESS_CREATE_ARGS_POINTER`: an array of strings containing
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* - `SDL_PROP_PROCESS_CREATE_ARGS_POINTER`: an array of strings containing
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* the program to run, any arguments, and a NULL pointer, e.g. const char
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* the program to run, any arguments, and a NULL pointer, e.g. const char
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* *args[] = { "myprogram", "argument", NULL }. This is a required property.
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* *args[] = { "myprogram", "argument", NULL }. This is a required property.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
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* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
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* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
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* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
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* to a color with this red intensity. Defaults to zero.
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* to a color with this red intensity. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
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* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
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* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
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* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
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* to a color with this green intensity. Defaults to zero.
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* to a color with this green intensity. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
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* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
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* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
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* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
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* to a color with this blue intensity. Defaults to zero.
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* to a color with this blue intensity. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
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* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
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* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
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* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
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* to a color with this alpha intensity. Defaults to zero.
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* to a color with this alpha intensity. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
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* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
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* if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
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* if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
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* the texture to a depth of this value. Defaults to zero.
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* the texture to a depth of this value. Defaults to zero.
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* - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
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* - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
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* only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
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* only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
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* clear the texture to a stencil of this value. Defaults to zero.
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* clear the texture to a stencil of this value. Defaults to zero.
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* - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
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* - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
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@@ -2463,12 +2463,12 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
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SDL_GPUDevice *device,
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SDL_GPUDevice *device,
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const SDL_GPUTextureCreateInfo *createinfo);
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const SDL_GPUTextureCreateInfo *createinfo);
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT "SDL.gpu.createtexture.d3d12.clear.r"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT "SDL.gpu.createtexture.d3d12.clear.g"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT "SDL.gpu.createtexture.d3d12.clear.b"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT "SDL.gpu.createtexture.d3d12.clear.a"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth"
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#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
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#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.texture.create.d3d12.clear.stencil"
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#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
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#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
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/**
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/**
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@@ -3209,17 +3209,17 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
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if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
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if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
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resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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useClearValue = true;
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useClearValue = true;
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clearValue.Color[0] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT, 0);
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clearValue.Color[0] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT, 0);
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clearValue.Color[1] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT, 0);
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clearValue.Color[1] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT, 0);
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clearValue.Color[2] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT, 0);
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clearValue.Color[2] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT, 0);
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clearValue.Color[3] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT, 0);
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clearValue.Color[3] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT, 0);
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}
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}
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if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
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if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
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resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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useClearValue = true;
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useClearValue = true;
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clearValue.DepthStencil.Depth = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT, 0);
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clearValue.DepthStencil.Depth = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT, 0);
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clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8, 0);
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clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8, 0);
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format = SDLToD3D12_DepthFormat[createinfo->format];
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format = SDLToD3D12_DepthFormat[createinfo->format];
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}
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}
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