SDL: GPU: Rename some awkwardly named functions (#10642)

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.)