From 12ecdb9ddea6830ac4fbde1a5dce8d5e2e72d3e3 Mon Sep 17 00:00:00 2001
From: Evan Hemsley <[EMAIL REDACTED]>
Date: Fri, 30 Aug 2024 15:31:10 -0700
Subject: [PATCH] GPU: Rename some awkwardly named functions (#10642)
---
include/SDL3/SDL_gpu.h | 76 +++++++++++++++---------------
src/dynapi/SDL_dynapi.sym | 24 +++++-----
src/dynapi/SDL_dynapi_overrides.h | 24 +++++-----
src/dynapi/SDL_dynapi_procs.h | 24 +++++-----
src/gpu/SDL_gpu.c | 34 ++++++-------
src/gpu/SDL_sysgpu.h | 4 +-
src/gpu/d3d11/SDL_gpu_d3d11.c | 6 +--
src/gpu/d3d12/SDL_gpu_d3d12.c | 8 ++--
src/gpu/metal/SDL_gpu_metal.m | 6 +--
src/gpu/vulkan/SDL_gpu_vulkan.c | 6 +--
src/render/sdlgpu/SDL_render_gpu.c | 24 +++++-----
test/testgpu_spinning_cube.c | 14 +++---
12 files changed, 125 insertions(+), 125 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 2041144e3fec5..25494308351f1 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -81,7 +81,7 @@ typedef enum SDL_GPUIndexElementSize
} SDL_GPUIndexElementSize;
/* Texture format support varies depending on driver, hardware, and usage flags.
- * In general, you should use SDL_SupportsGPUTextureFormat to query if a format
+ * In general, you should use SDL_GPUTextureSupportsFormat to query if a format
* is supported before using it. However, there are a few guaranteed formats.
*
* For SAMPLER usage, the following formats are universally supported:
@@ -1165,9 +1165,9 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
* \sa SDL_BindGPUFragmentSamplers
* \sa SDL_BindGPUFragmentStorageTextures
* \sa SDL_BindGPUComputeStorageTextures
- * \sa SDL_BlitGPU
+ * \sa SDL_BlitGPUTexture
* \sa SDL_ReleaseGPUTexture
- * \sa SDL_SupportsGPUTextureFormat
+ * \sa SDL_GPUTextureSupportsFormat
*/
extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
SDL_GPUDevice *device,
@@ -1436,8 +1436,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_SubmitGPU
- * \sa SDL_SubmitGPUAndAcquireFence
+ * \sa SDL_SubmitGPUCommandBuffer
+ * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
SDL_GPUDevice *device);
@@ -2241,7 +2241,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
*
* \since This function is available since SDL 3.0.0.
*/
-extern SDL_DECLSPEC void SDLCALL SDL_GenerateGPUMipmaps(
+extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUTexture *texture);
@@ -2260,7 +2260,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_GenerateGPUMipmaps(
*
* \since This function is available since SDL 3.0.0.
*/
-extern SDL_DECLSPEC void SDLCALL SDL_BlitGPU(
+extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUBlitRegion *source,
SDL_GPUBlitRegion *destination,
@@ -2282,9 +2282,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BlitGPU(
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_ClaimGPUWindow
+ * \sa SDL_ClaimWindowForGPUDevice
*/
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUSwapchainComposition(
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchainComposition);
@@ -2301,9 +2301,9 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUSwapchainComposition(
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_ClaimGPUWindow
+ * \sa SDL_ClaimWindowForGPUDevice
*/
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUPresentMode(
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUPresentMode(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUPresentMode presentMode);
@@ -2325,11 +2325,11 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUPresentMode(
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_AcquireGPUSwapchainTexture
- * \sa SDL_UnclaimGPUWindow
- * \sa SDL_SupportsGPUPresentMode
- * \sa SDL_SupportsGPUSwapchainComposition
+ * \sa SDL_ReleaseWindowFromGPUDevice
+ * \sa SDL_WindowSupportsGPUPresentMode
+ * \sa SDL_WindowSupportsGPUSwapchainComposition
*/
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimGPUWindow(
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimWindowForGPUDevice(
SDL_GPUDevice *device,
SDL_Window *window);
@@ -2341,9 +2341,9 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimGPUWindow(
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_ClaimGPUWindow
+ * \sa SDL_ClaimWindowForGPUDevice
*/
-extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGPUWindow(
+extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
SDL_GPUDevice *device,
SDL_Window *window);
@@ -2352,8 +2352,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGPUWindow(
*
* This function will fail if the requested present mode or swapchain
* composition are unsupported by the device. Check if the parameters are
- * supported via SDL_SupportsGPUPresentMode /
- * SDL_SupportsGPUSwapchainComposition prior to calling this function.
+ * supported via SDL_WindowSupportsGPUPresentMode /
+ * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function.
*
* SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always
* supported.
@@ -2366,8 +2366,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGPUWindow(
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_SupportsGPUPresentMode
- * \sa SDL_SupportsGPUSwapchainComposition
+ * \sa SDL_WindowSupportsGPUPresentMode
+ * \sa SDL_WindowSupportsGPUSwapchainComposition
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetGPUSwapchainParameters(
SDL_GPUDevice *device,
@@ -2407,9 +2407,9 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_ClaimGPUWindow
- * \sa SDL_SubmitGPU
- * \sa SDL_SubmitGPUAndAcquireFence
+ * \sa SDL_ClaimWindowForGPUDevice
+ * \sa SDL_SubmitGPUCommandBuffer
+ * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
SDL_GPUCommandBuffer *commandBuffer,
@@ -2433,9 +2433,9 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
*
* \sa SDL_AcquireGPUCommandBuffer
* \sa SDL_AcquireGPUSwapchainTexture
- * \sa SDL_SubmitGPUAndAcquireFence
+ * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
-extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPU(
+extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPUCommandBuffer(
SDL_GPUCommandBuffer *commandBuffer);
/**
@@ -2457,10 +2457,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPU(
*
* \sa SDL_AcquireGPUCommandBuffer
* \sa SDL_AcquireGPUSwapchainTexture
- * \sa SDL_SubmitGPU
+ * \sa SDL_SubmitGPUCommandBuffer
* \sa SDL_ReleaseGPUFence
*/
-extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUAndAcquireFence(
+extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence(
SDL_GPUCommandBuffer *commandBuffer);
/**
@@ -2470,9 +2470,9 @@ extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUAndAcquireFence(
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_WaitGPUForFences
+ * \sa SDL_WaitForGPUFences
*/
-extern SDL_DECLSPEC void SDLCALL SDL_WaitGPU(
+extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUIdle(
SDL_GPUDevice *device);
/**
@@ -2486,10 +2486,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitGPU(
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_SubmitGPUAndAcquireFence
- * \sa SDL_WaitGPU
+ * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
+ * \sa SDL_WaitForGPUIdle
*/
-extern SDL_DECLSPEC void SDLCALL SDL_WaitGPUForFences(
+extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUFences(
SDL_GPUDevice *device,
SDL_bool waitAll,
SDL_GPUFence **pFences,
@@ -2504,21 +2504,21 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitGPUForFences(
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_SubmitGPUAndAcquireFence
+ * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGPUFence(
SDL_GPUDevice *device,
SDL_GPUFence *fence);
/**
- * Releases a fence obtained from SDL_SubmitGPUAndAcquireFence.
+ * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence.
*
* \param device a GPU context.
* \param fence a fence.
*
* \since This function is available since SDL 3.0.0.
*
- * \sa SDL_SubmitGPUAndAcquireFence
+ * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
SDL_GPUDevice *device,
@@ -2551,7 +2551,7 @@ extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
*
* \since This function is available since SDL 3.0.0.
*/
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUTextureFormat(
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUTextureSupportsFormat(
SDL_GPUDevice *device,
SDL_GPUTextureFormat format,
SDL_GPUTextureType type,
@@ -2567,7 +2567,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUTextureFormat(
*
* \since This function is available since SDL 3.0.0.
*/
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUSampleCount(
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUTextureSupportsSampleCount(
SDL_GPUDevice *device,
SDL_GPUTextureFormat format,
SDL_GPUSampleCount sampleCount);
diff --git a/src/dynapi/SDL_dynapi.sym b/src/dynapi/SDL_dynapi.sym
index 5f5c739039372..82443e13b2a38 100644
--- a/src/dynapi/SDL_dynapi.sym
+++ b/src/dynapi/SDL_dynapi.sym
@@ -40,7 +40,7 @@ SDL3_0.0.0 {
SDL_BindGPUVertexSamplers;
SDL_BindGPUVertexStorageBuffers;
SDL_BindGPUVertexStorageTextures;
- SDL_BlitGPU;
+ SDL_BlitGPUTexture;
SDL_BlitSurface9Grid;
SDL_BlitSurface;
SDL_BlitSurfaceScaled;
@@ -50,7 +50,7 @@ SDL3_0.0.0 {
SDL_BlitSurfaceUncheckedScaled;
SDL_BroadcastCondition;
SDL_CaptureMouse;
- SDL_ClaimGPUWindow;
+ SDL_ClaimWindowForGPUDevice;
SDL_CleanupTLS;
SDL_ClearAudioStream;
SDL_ClearClipboardData;
@@ -197,7 +197,7 @@ SDL3_0.0.0 {
SDL_GamepadHasButton;
SDL_GamepadHasSensor;
SDL_GamepadSensorEnabled;
- SDL_GenerateGPUMipmaps;
+ SDL_GenerateMipmapsForGPUTexture;
SDL_GetAndroidActivity;
SDL_GetAndroidCachePath;
SDL_GetAndroidExternalStoragePath;
@@ -886,12 +886,12 @@ SDL3_0.0.0 {
SDL_StopTextInput;
SDL_StorageReady;
SDL_StringToGUID;
- SDL_SubmitGPU;
- SDL_SubmitGPUAndAcquireFence;
- SDL_SupportsGPUPresentMode;
- SDL_SupportsGPUSampleCount;
- SDL_SupportsGPUSwapchainComposition;
- SDL_SupportsGPUTextureFormat;
+ SDL_SubmitGPUCommandBuffer;
+ SDL_SubmitGPUCommandBufferAndAcquireFence;
+ SDL_WindowSupportsGPUPresentMode;
+ SDL_GPUTextureSupportsSampleCount;
+ SDL_WindowSupportsGPUSwapchainComposition;
+ SDL_GPUTextureSupportsFormat;
SDL_SurfaceHasAlternateImages;
SDL_SurfaceHasColorKey;
SDL_SurfaceHasRLE;
@@ -909,7 +909,7 @@ SDL3_0.0.0 {
SDL_UCS4ToUTF8;
SDL_UnbindAudioStream;
SDL_UnbindAudioStreams;
- SDL_UnclaimGPUWindow;
+ SDL_ReleaseWindowFromGPUDevice;
SDL_UnloadObject;
SDL_UnlockAudioStream;
SDL_UnlockJoysticks;
@@ -943,8 +943,8 @@ SDL3_0.0.0 {
SDL_WaitConditionTimeout;
SDL_WaitEvent;
SDL_WaitEventTimeout;
- SDL_WaitGPU;
- SDL_WaitGPUForFences;
+ SDL_WaitForGPUIdle;
+ SDL_WaitForGPUFences;
SDL_WaitSemaphore;
SDL_WaitSemaphoreTimeout;
SDL_WaitThread;
diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h
index b31a0212d4b98..258fb19f5196a 100644
--- a/src/dynapi/SDL_dynapi_overrides.h
+++ b/src/dynapi/SDL_dynapi_overrides.h
@@ -65,7 +65,7 @@
#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL
#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL
#define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL
-#define SDL_BlitGPU SDL_BlitGPU_REAL
+#define SDL_BlitGPUTexture SDL_BlitGPUTexture_REAL
#define SDL_BlitSurface SDL_BlitSurface_REAL
#define SDL_BlitSurface9Grid SDL_BlitSurface9Grid_REAL
#define SDL_BlitSurfaceScaled SDL_BlitSurfaceScaled_REAL
@@ -75,7 +75,7 @@
#define SDL_BlitSurfaceUncheckedScaled SDL_BlitSurfaceUncheckedScaled_REAL
#define SDL_BroadcastCondition SDL_BroadcastCondition_REAL
#define SDL_CaptureMouse SDL_CaptureMouse_REAL
-#define SDL_ClaimGPUWindow SDL_ClaimGPUWindow_REAL
+#define SDL_ClaimWindowForGPUDevice SDL_ClaimWindowForGPUDevice_REAL
#define SDL_CleanupTLS SDL_CleanupTLS_REAL
#define SDL_ClearAudioStream SDL_ClearAudioStream_REAL
#define SDL_ClearClipboardData SDL_ClearClipboardData_REAL
@@ -222,7 +222,7 @@
#define SDL_GamepadHasButton SDL_GamepadHasButton_REAL
#define SDL_GamepadHasSensor SDL_GamepadHasSensor_REAL
#define SDL_GamepadSensorEnabled SDL_GamepadSensorEnabled_REAL
-#define SDL_GenerateGPUMipmaps SDL_GenerateGPUMipmaps_REAL
+#define SDL_GenerateMipmapsForGPUTexture SDL_GenerateMipmapsForGPUTexture_REAL
#define SDL_GetAndroidActivity SDL_GetAndroidActivity_REAL
#define SDL_GetAndroidCachePath SDL_GetAndroidCachePath_REAL
#define SDL_GetAndroidExternalStoragePath SDL_GetAndroidExternalStoragePath_REAL
@@ -911,12 +911,12 @@
#define SDL_StopTextInput SDL_StopTextInput_REAL
#define SDL_StorageReady SDL_StorageReady_REAL
#define SDL_StringToGUID SDL_StringToGUID_REAL
-#define SDL_SubmitGPU SDL_SubmitGPU_REAL
-#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL
-#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL
-#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL
-#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL
-#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL
+#define SDL_SubmitGPUCommandBuffer SDL_SubmitGPUCommandBuffer_REAL
+#define SDL_SubmitGPUCommandBufferAndAcquireFence SDL_SubmitGPUCommandBufferAndAcquireFence_REAL
+#define SDL_WindowSupportsGPUPresentMode SDL_WindowSupportsGPUPresentMode_REAL
+#define SDL_GPUTextureSupportsSampleCount SDL_GPUTextureSupportsSampleCount_REAL
+#define SDL_WindowSupportsGPUSwapchainComposition SDL_WindowSupportsGPUSwapchainComposition_REAL
+#define SDL_GPUTextureSupportsFormat SDL_GPUTextureSupportsFormat_REAL
#define SDL_SurfaceHasAlternateImages SDL_SurfaceHasAlternateImages_REAL
#define SDL_SurfaceHasColorKey SDL_SurfaceHasColorKey_REAL
#define SDL_SurfaceHasRLE SDL_SurfaceHasRLE_REAL
@@ -934,7 +934,7 @@
#define SDL_UCS4ToUTF8 SDL_UCS4ToUTF8_REAL
#define SDL_UnbindAudioStream SDL_UnbindAudioStream_REAL
#define SDL_UnbindAudioStreams SDL_UnbindAudioStreams_REAL
-#define SDL_UnclaimGPUWindow SDL_UnclaimGPUWindow_REAL
+#define SDL_ReleaseWindowFromGPUDevice SDL_ReleaseWindowFromGPUDevice_REAL
#define SDL_UnloadObject SDL_UnloadObject_REAL
#define SDL_UnlockAudioStream SDL_UnlockAudioStream_REAL
#define SDL_UnlockJoysticks SDL_UnlockJoysticks_REAL
@@ -968,8 +968,8 @@
#define SDL_WaitConditionTimeout SDL_WaitConditionTimeout_REAL
#define SDL_WaitEvent SDL_WaitEvent_REAL
#define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL
-#define SDL_WaitGPU SDL_WaitGPU_REAL
-#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL
+#define SDL_WaitForGPUIdle SDL_WaitForGPUIdle_REAL
+#define SDL_WaitForGPUFences SDL_WaitForGPUFences_REAL
#define SDL_WaitSemaphore SDL_WaitSemaphore_REAL
#define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_REAL
#define SDL_WaitThread SDL_WaitThread_REAL
diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h
index e0bddc346ac31..17061e75fadc9 100644
--- a/src/dynapi/SDL_dynapi_procs.h
+++ b/src/dynapi/SDL_dynapi_procs.h
@@ -85,7 +85,7 @@ SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, S
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BlitGPU,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),)
+SDL_DYNAPI_PROC(void,SDL_BlitGPUTexture,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurface9Grid,(SDL_Surface *a, const SDL_Rect *b, int c, int d, int e, int f, float g, SDL_ScaleMode h, SDL_Surface *i, const SDL_Rect *j),(a,b,c,d,e,f,g,h,i,j),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
@@ -95,7 +95,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUnchecked,(SDL_Surface *a, const SDL_Rec
SDL_DYNAPI_PROC(SDL_bool,SDL_BlitSurfaceUncheckedScaled,(SDL_Surface *a, const SDL_Rect *b, SDL_Surface *c, const SDL_Rect *d, SDL_ScaleMode e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(void,SDL_BroadcastCondition,(SDL_Condition *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_CaptureMouse,(SDL_bool a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimWindowForGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_CleanupTLS,(void),(),)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_ClearClipboardData,(void),(),return)
@@ -242,7 +242,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadHasSensor,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadSensorEnabled,(SDL_Gamepad *a, SDL_SensorType b),(a,b),return)
-SDL_DYNAPI_PROC(void,SDL_GenerateGPUMipmaps,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_GenerateMipmapsForGPUTexture,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
SDL_DYNAPI_PROC(void*,SDL_GetAndroidActivity,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidCachePath,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidExternalStoragePath,(void),(),return)
@@ -921,12 +921,12 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_StopHapticRumble,(SDL_Haptic *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StopTextInput,(SDL_Window *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_StorageReady,(SDL_Storage *a),(a),return)
SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return)
-SDL_DYNAPI_PROC(void,SDL_SubmitGPU,(SDL_GPUCommandBuffer *a),(a),)
-SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(void,SDL_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),)
+SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUCommandBufferAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
@@ -944,7 +944,7 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_UnclaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseWindowFromGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
@@ -978,8 +978,8 @@ SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
-SDL_DYNAPI_PROC(void,SDL_WaitGPU,(SDL_GPUDevice *a),(a),)
-SDL_DYNAPI_PROC(void,SDL_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_WaitForGPUFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c
index 0c63b9d33dc2e..32d41529f45df 100644
--- a/src/gpu/SDL_gpu.c
+++ b/src/gpu/SDL_gpu.c
@@ -1,4 +1,4 @@
-/*
+/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
@@ -546,7 +546,7 @@ Uint32 SDL_GPUTextureFormatTexelBlockSize(
}
}
-SDL_bool SDL_SupportsGPUTextureFormat(
+SDL_bool SDL_GPUTextureSupportsFormat(
SDL_GPUDevice *device,
SDL_GPUTextureFormat format,
SDL_GPUTextureType type,
@@ -565,7 +565,7 @@ SDL_bool SDL_SupportsGPUTextureFormat(
usage);
}
-SDL_bool SDL_SupportsGPUSampleCount(
+SDL_bool SDL_GPUTextureSupportsSampleCount(
SDL_GPUDevice *device,
SDL_GPUTextureFormat format,
SDL_GPUSampleCount sampleCount)
@@ -748,7 +748,7 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
SDL_assert_release(!"For cube textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
failed = true;
}
- if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_CUBE, textureCreateInfo->usageFlags)) {
+ if (!SDL_GPUTextureSupportsFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_CUBE, textureCreateInfo->usageFlags)) {
SDL_assert_release(!"For cube textures: the format is unsupported for the given usageFlags");
failed = true;
}
@@ -766,7 +766,7 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
SDL_assert_release(!"For 3D textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
failed = true;
}
- if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_3D, textureCreateInfo->usageFlags)) {
+ if (!SDL_GPUTextureSupportsFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_3D, textureCreateInfo->usageFlags)) {
SDL_assert_release(!"For 3D textures: the format is unsupported for the given usageFlags");
failed = true;
}
@@ -788,7 +788,7 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
failed = true;
}
}
- if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_2D, textureCreateInfo->usageFlags)) {
+ if (!SDL_GPUTextureSupportsFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_2D, textureCreateInfo->usageFlags)) {
SDL_assert_release(!"For 2D textures: the format is unsupported for the given usageFlags");
failed = true;
}
@@ -2039,7 +2039,7 @@ void SDL_EndGPUCopyPass(
((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = false;
}
-void SDL_GenerateGPUMipmaps(
+void SDL_GenerateMipmapsForGPUTexture(
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUTexture *texture)
{
@@ -2073,7 +2073,7 @@ void SDL_GenerateGPUMipmaps(
texture);
}
-void SDL_BlitGPU(
+void SDL_BlitGPUTexture(
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUBlitRegion *source,
SDL_GPUBlitRegion *destination,
@@ -2140,7 +2140,7 @@ void SDL_BlitGPU(
// Submission/Presentation
-SDL_bool SDL_SupportsGPUSwapchainComposition(
+SDL_bool SDL_WindowSupportsGPUSwapchainComposition(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchainComposition)
@@ -2161,7 +2161,7 @@ SDL_bool SDL_SupportsGPUSwapchainComposition(
swapchainComposition);
}
-SDL_bool SDL_SupportsGPUPresentMode(
+SDL_bool SDL_WindowSupportsGPUPresentMode(
SDL_GPUDevice *device,
SDL_Window *window,
SDL_GPUPresentMode presentMode)
@@ -2182,7 +2182,7 @@ SDL_bool SDL_SupportsGPUPresentMode(
presentMode);
}
-SDL_bool SDL_ClaimGPUWindow(
+SDL_bool SDL_ClaimWindowForGPUDevice(
SDL_GPUDevice *device,
SDL_Window *window)
{
@@ -2197,7 +2197,7 @@ SDL_bool SDL_ClaimGPUWindow(
window);
}
-void SDL_UnclaimGPUWindow(
+void SDL_ReleaseWindowFromGPUDevice(
SDL_GPUDevice *device,
SDL_Window *window)
{
@@ -2207,7 +2207,7 @@ void SDL_UnclaimGPUWindow(
return;
}
- device->UnclaimWindow(
+ device->ReleaseWindow(
device->driverData,
window);
}
@@ -2286,7 +2286,7 @@ SDL_GPUTexture *SDL_AcquireGPUSwapchainTexture(
pHeight);
}
-void SDL_SubmitGPU(
+void SDL_SubmitGPUCommandBuffer(
SDL_GPUCommandBuffer *commandBuffer)
{
CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
@@ -2313,7 +2313,7 @@ void SDL_SubmitGPU(
commandBuffer);
}
-SDL_GPUFence *SDL_SubmitGPUAndAcquireFence(
+SDL_GPUFence *SDL_SubmitGPUCommandBufferAndAcquireFence(
SDL_GPUCommandBuffer *commandBuffer)
{
CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
@@ -2340,7 +2340,7 @@ SDL_GPUFence *SDL_SubmitGPUAndAcquireFence(
commandBuffer);
}
-void SDL_WaitGPU(
+void SDL_WaitForGPUIdle(
SDL_GPUDevice *device)
{
CHECK_DEVICE_MAGIC(device, );
@@ -2349,7 +2349,7 @@ void SDL_WaitGPU(
device->driverData);
}
-void SDL_WaitGPUForFences(
+void SDL_WaitForGPUFences(
SDL_GPUDevice *device,
SDL_bool waitAll,
SDL_GPUFence **pFences,
diff --git a/src/gpu/SDL_sysgpu.h b/src/gpu/SDL_sysgpu.h
index 3d3912f48996d..d8257cd6229bf 100644
--- a/src/gpu/SDL_sysgpu.h
+++ b/src/gpu/SDL_sysgpu.h
@@ -604,7 +604,7 @@ struct SDL_GPUDevice
SDL_GPURenderer *driverData,
SDL_Window *window);
- void (*UnclaimWindow)(
+ void (*ReleaseWindow)(
SDL_GPURenderer *driverData,
SDL_Window *window);
@@ -739,7 +739,7 @@ struct SDL_GPUDevice
ASSIGN_DRIVER_FUNC(SupportsSwapchainComposition, name) \
ASSIGN_DRIVER_FUNC(SupportsPresentMode, name) \
ASSIGN_DRIVER_FUNC(ClaimWindow, name) \
- ASSIGN_DRIVER_FUNC(UnclaimWindow, name) \
+ ASSIGN_DRIVER_FUNC(ReleaseWindow, name) \
ASSIGN_DRIVER_FUNC(SetSwapchainParameters, name) \
ASSIGN_DRIVER_FUNC(GetSwapchainTextureFormat, name) \
ASSIGN_DRIVER_FUNC(AcquireCommandBuffer, name) \
diff --git a/src/gpu/d3d11/SDL_gpu_d3d11.c b/src/gpu/d3d11/SDL_gpu_d3d11.c
index 1bebc3291e92f..664f66f752bde 100644
--- a/src/gpu/d3d11/SDL_gpu_d3d11.c
+++ b/src/gpu/d3d11/SDL_gpu_d3d11.c
@@ -140,7 +140,7 @@ static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87,
// Forward Declarations
static void D3D11_Wait(SDL_GPURenderer *driverData);
-static void D3D11_UnclaimWindow(
+static void D3D11_ReleaseWindow(
SDL_GPURenderer *driverData,
SDL_Window *window);
static void D3D11_INTERNAL_DestroyBlitPipelines(SDL_GPURenderer *driverData);
@@ -898,7 +898,7 @@ static void D3D11_DestroyDevice(
// Release the window data
for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) {
- D3D11_UnclaimWindow(device->driverData, renderer->claimedWindows[i]->window);
+ D3D11_ReleaseWindow(device->driverData, renderer->claimedWindows[i]->window);
}
SDL_free(renderer->claimedWindows);
@@ -5161,7 +5161,7 @@ static void D3D11_INTERNAL_DestroySwapchain(
}
}
-static void D3D11_UnclaimWindow(
+static void D3D11_ReleaseWindow(
SDL_GPURenderer *driverData,
SDL_Window *window)
{
diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c
index 7e3c1be0b73ac..c1e1bed4f60c6 100644
--- a/src/gpu/d3d12/SDL_gpu_d3d12.c
+++ b/src/gpu/d3d12/SDL_gpu_d3d12.c
@@ -843,7 +843,7 @@ struct D3D12UniformBuffer
// Foward function declarations
-static void D3D12_UnclaimWindow(SDL_GPURenderer *driverData, SDL_Window *window);
+static void D3D12_ReleaseWindow(SDL_GPURenderer *driverData, SDL_Window *window);
static void D3D12_Wait(SDL_GPURenderer *driverData);
static void D3D12_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence **pFences, Uint32 fenceCount);
static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GPURenderer *driverData);
@@ -1391,7 +1391,7 @@ static void D3D12_DestroyDevice(SDL_GPUDevice *device)
// Release window data
for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) {
- D3D12_UnclaimWindow((SDL_GPURenderer *)renderer, renderer->claimedWindows[i]->window);
+ D3D12_ReleaseWindow((SDL_GPURenderer *)renderer, renderer->claimedWindows[i]->window);
}
D3D12_INTERNAL_DestroyRenderer(renderer);
@@ -5724,7 +5724,7 @@ static void D3D12_GenerateMipmaps(
dstRegion.w = container->header.info.width >> levelIndex;
dstRegion.h = container->header.info.height >> levelIndex;
- SDL_BlitGPU(
+ SDL_BlitGPUTexture(
commandBuffer,
&srcRegion,
&dstRegion,
@@ -6357,7 +6357,7 @@ static bool D3D12_ClaimWindow(
}
}
-static void D3D12_UnclaimWindow(
+
(Patch may be truncated, please check the link at the top of this post.)