From d590e1f12247dc1de78b1512e6125b91e9588d7f Mon Sep 17 00:00:00 2001
From: cosmonaut <[EMAIL REDACTED]>
Date: Mon, 13 Jan 2025 17:06:35 -0800
Subject: [PATCH] GPU: Align D3D12 clear properties to naming convention
---
include/SDL3/SDL_gpu.h | 26 +++++++++++++-------------
src/gpu/d3d12/SDL_gpu_d3d12.c | 12 ++++++------
2 files changed, 19 insertions(+), 19 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index f0f847b05605b..0ccd552072947 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -2420,22 +2420,22 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
* - `SDL_PROP_PROCESS_CREATE_ARGS_POINTER`: an array of strings containing
* the program to run, any arguments, and a NULL pointer, e.g. const char
* *args[] = { "myprogram", "argument", NULL }. This is a required property.
- * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
+ * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if
* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
* to a color with this red intensity. Defaults to zero.
- * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
+ * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if
* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
* to a color with this green intensity. Defaults to zero.
- * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
+ * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if
* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
* to a color with this blue intensity. Defaults to zero.
- * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
+ * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if
* the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture
* to a color with this alpha intensity. Defaults to zero.
- * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
+ * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
* if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
* the texture to a depth of this value. Defaults to zero.
- * - `SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
+ * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
* only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
* clear the texture to a stencil of this value. Defaults to zero.
* - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
@@ -2463,13 +2463,13 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
SDL_GPUDevice *device,
const SDL_GPUTextureCreateInfo *createinfo);
-#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT "SDL.gpu.createtexture.d3d12.clear.r"
-#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT "SDL.gpu.createtexture.d3d12.clear.g"
-#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT "SDL.gpu.createtexture.d3d12.clear.b"
-#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT "SDL.gpu.createtexture.d3d12.clear.a"
-#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.createtexture.d3d12.clear.depth"
-#define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
-#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.texture.create.d3d12.clear.stencil"
+#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name"
/**
* Creates a buffer object to be used in graphics or compute workflows.
diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c
index 39c8b62b6be67..1ea3734555497 100644
--- a/src/gpu/d3d12/SDL_gpu_d3d12.c
+++ b/src/gpu/d3d12/SDL_gpu_d3d12.c
@@ -3209,17 +3209,17 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
useClearValue = true;
- clearValue.Color[0] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT, 0);
- clearValue.Color[1] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT, 0);
- clearValue.Color[2] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT, 0);
- clearValue.Color[3] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT, 0);
+ clearValue.Color[0] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT, 0);
+ clearValue.Color[1] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT, 0);
+ clearValue.Color[2] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT, 0);
+ clearValue.Color[3] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT, 0);
}
if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
useClearValue = true;
- clearValue.DepthStencil.Depth = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT, 0);
- clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8, 0);
+ 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);
format = SDLToD3D12_DepthFormat[createinfo->format];
}