From 9730f62e8cb535646fb28d32b1add493f67bae0d Mon Sep 17 00:00:00 2001
From: Caleb Cornett <[EMAIL REDACTED]>
Date: Fri, 6 Sep 2024 18:38:23 -0500
Subject: [PATCH] GPU: Rename struct members and parameters for SDL3 naming
conventions (#10730)
---------
Co-authored-by: Evan Hemsley <2342303+thatcosmonaut@users.noreply.github.com>
---
include/SDL3/SDL_gpu.h | 833 ++++++++-------
src/dynapi/SDL_dynapi_procs.h | 2 +-
src/gpu/SDL_gpu.c | 1416 +++++++++++++-------------
src/gpu/SDL_sysgpu.h | 116 +--
src/gpu/d3d11/SDL_gpu_d3d11.c | 723 ++++++-------
src/gpu/d3d12/SDL_gpu_d3d12.c | 930 ++++++++---------
src/gpu/metal/SDL_gpu_metal.m | 686 ++++++-------
src/gpu/vulkan/SDL_gpu_vulkan.c | 948 ++++++++---------
src/render/sdlgpu/SDL_pipeline_gpu.c | 62 +-
src/render/sdlgpu/SDL_render_gpu.c | 70 +-
src/render/sdlgpu/SDL_shaders_gpu.c | 8 +-
test/testgpu_simple_clear.c | 23 +-
test/testgpu_spinning_cube.c | 134 +--
13 files changed, 2971 insertions(+), 2980 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index 09f46738b4167..ce026a485a99b 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -494,7 +494,7 @@ typedef enum SDL_GPUTextureType
* Specifies the sample count of a texture.
*
* Used in multisampling. Note that this value only applies when the texture
- * is used as a render pass attachment.
+ * is used as a render target.
*
* \since This enum is available since SDL 3.0.0
*
@@ -751,8 +751,7 @@ typedef enum SDL_GPUStencilOp
} SDL_GPUStencilOp;
/**
- * Specifies the operator to be used when pixels in a render pass texture
- * attachment are blended with existing pixels in the texture.
+ * Specifies the operator to be used when pixels in a render target are blended with existing pixels in the texture.
*
* The source color is the value written by the fragment shader. The
* destination color is the value currently existing in the texture.
@@ -771,8 +770,7 @@ typedef enum SDL_GPUBlendOp
} SDL_GPUBlendOp;
/**
- * Specifies a blending factor to be used when pixels in a render pass texture
- * attachment are blended with existing pixels in the texture.
+ * Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
*
* The source color is the value written by the fragment shader. The
* destination color is the value currently existing in the texture.
@@ -958,28 +956,28 @@ typedef struct SDL_GPUViewport
float y;
float w;
float h;
- float minDepth;
- float maxDepth;
+ float min_depth;
+ float max_depth;
} SDL_GPUViewport;
typedef struct SDL_GPUTextureTransferInfo
{
- SDL_GPUTransferBuffer *transferBuffer;
- Uint32 offset; /* starting location of the image data */
- Uint32 imagePitch; /* number of pixels from one row to the next */
- Uint32 imageHeight; /* number of rows from one layer/depth-slice to the next */
+ SDL_GPUTransferBuffer *transfer_buffer;
+ Uint32 offset; /* starting location of the image data */
+ Uint32 pixels_per_row; /* number of pixels from one row to the next */
+ Uint32 rows_per_layer; /* number of rows from one layer/depth-slice to the next */
} SDL_GPUTextureTransferInfo;
typedef struct SDL_GPUTransferBufferLocation
{
- SDL_GPUTransferBuffer *transferBuffer;
+ SDL_GPUTransferBuffer *transfer_buffer;
Uint32 offset;
} SDL_GPUTransferBufferLocation;
typedef struct SDL_GPUTextureLocation
{
SDL_GPUTexture *texture;
- Uint32 mipLevel;
+ Uint32 mip_level;
Uint32 layer;
Uint32 x;
Uint32 y;
@@ -989,7 +987,7 @@ typedef struct SDL_GPUTextureLocation
typedef struct SDL_GPUTextureRegion
{
SDL_GPUTexture *texture;
- Uint32 mipLevel;
+ Uint32 mip_level;
Uint32 layer;
Uint32 x;
Uint32 y;
@@ -1002,8 +1000,8 @@ typedef struct SDL_GPUTextureRegion
typedef struct SDL_GPUBlitRegion
{
SDL_GPUTexture *texture;
- Uint32 mipLevel;
- Uint32 layerOrDepthPlane;
+ Uint32 mip_level;
+ Uint32 layer_or_depth_plane;
Uint32 x;
Uint32 y;
Uint32 w;
@@ -1023,54 +1021,54 @@ typedef struct SDL_GPUBufferRegion
Uint32 size;
} SDL_GPUBufferRegion;
-/* Note that the `firstVertex` and `firstInstance` parameters are NOT compatible with
+/* Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
* built-in vertex/instance ID variables in shaders (for example, SV_VertexID). If
* your shader depends on these variables, the correlating draw call parameter MUST
* be 0.
*/
typedef struct SDL_GPUIndirectDrawCommand
{
- Uint32 vertexCount; /* number of vertices to draw */
- Uint32 instanceCount; /* number of instances to draw */
- Uint32 firstVertex; /* index of the first vertex to draw */
- Uint32 firstInstance; /* ID of the first instance to draw */
+ Uint32 num_vertices; /* number of vertices to draw */
+ Uint32 num_instances; /* number of instances to draw */
+ Uint32 first_vertex; /* index of the first vertex to draw */
+ Uint32 first_instance; /* ID of the first instance to draw */
} SDL_GPUIndirectDrawCommand;
typedef struct SDL_GPUIndexedIndirectDrawCommand
{
- Uint32 indexCount; /* number of vertices to draw per instance */
- Uint32 instanceCount; /* number of instances to draw */
- Uint32 firstIndex; /* base index within the index buffer */
- Sint32 vertexOffset; /* value added to vertex index before indexing into the vertex buffer */
- Uint32 firstInstance; /* ID of the first instance to draw */
+ Uint32 num_indices; /* number of vertices to draw per instance */
+ Uint32 num_instances; /* number of instances to draw */
+ Uint32 first_index; /* base index within the index buffer */
+ Sint32 vertex_offset; /* value added to vertex index before indexing into the vertex buffer */
+ Uint32 first_instance; /* ID of the first instance to draw */
} SDL_GPUIndexedIndirectDrawCommand;
typedef struct SDL_GPUIndirectDispatchCommand
{
- Uint32 groupCountX;
- Uint32 groupCountY;
- Uint32 groupCountZ;
+ Uint32 groupcount_x;
+ Uint32 groupcount_y;
+ Uint32 groupcount_z;
} SDL_GPUIndirectDispatchCommand;
/* State structures */
typedef struct SDL_GPUSamplerCreateInfo
{
- SDL_GPUFilter minFilter;
- SDL_GPUFilter magFilter;
- SDL_GPUSamplerMipmapMode mipmapMode;
- SDL_GPUSamplerAddressMode addressModeU;
- SDL_GPUSamplerAddressMode addressModeV;
- SDL_GPUSamplerAddressMode addressModeW;
- float mipLodBias;
- float maxAnisotropy;
- SDL_bool anisotropyEnable;
- SDL_bool compareEnable;
+ SDL_GPUFilter min_filter;
+ SDL_GPUFilter mag_filter;
+ SDL_GPUSamplerMipmapMode mipmap_mode;
+ SDL_GPUSamplerAddressMode address_mode_u;
+ SDL_GPUSamplerAddressMode address_mode_v;
+ SDL_GPUSamplerAddressMode address_mode_w;
+ float mip_lod_bias;
+ float max_anisotropy;
+ SDL_bool enable_anisotropy;
+ SDL_bool enable_compare;
Uint8 padding1;
Uint8 padding2;
- SDL_GPUCompareOp compareOp;
- float minLod;
- float maxLod;
+ SDL_GPUCompareOp compare_op;
+ float min_lod;
+ float max_lod;
SDL_PropertiesID props;
} SDL_GPUSamplerCreateInfo;
@@ -1078,9 +1076,9 @@ typedef struct SDL_GPUSamplerCreateInfo
typedef struct SDL_GPUVertexBinding
{
Uint32 binding;
- Uint32 stride;
- SDL_GPUVertexInputRate inputRate;
- Uint32 instanceStepRate; /* ignored unless inputRate is INSTANCE */
+ Uint32 pitch;
+ SDL_GPUVertexInputRate input_rate;
+ Uint32 instance_step_rate; /* ignored unless input_rate is INSTANCE */
} SDL_GPUVertexBinding;
typedef struct SDL_GPUVertexAttribute
@@ -1093,46 +1091,46 @@ typedef struct SDL_GPUVertexAttribute
typedef struct SDL_GPUVertexInputState
{
- const SDL_GPUVertexBinding *vertexBindings;
- Uint32 vertexBindingCount;
- const SDL_GPUVertexAttribute *vertexAttributes;
- Uint32 vertexAttributeCount;
+ const SDL_GPUVertexBinding *vertex_bindings;
+ Uint32 num_vertex_bindings;
+ const SDL_GPUVertexAttribute *vertex_attributes;
+ Uint32 num_vertex_attributes;
} SDL_GPUVertexInputState;
typedef struct SDL_GPUStencilOpState
{
- SDL_GPUStencilOp failOp;
- SDL_GPUStencilOp passOp;
- SDL_GPUStencilOp depthFailOp;
- SDL_GPUCompareOp compareOp;
+ SDL_GPUStencilOp fail_op;
+ SDL_GPUStencilOp pass_op;
+ SDL_GPUStencilOp depth_fail_op;
+ SDL_GPUCompareOp compare_op;
} SDL_GPUStencilOpState;
-typedef struct SDL_GPUColorAttachmentBlendState
+typedef struct SDL_GPUColorTargetBlendState
{
- SDL_bool blendEnable;
+ SDL_bool enable_blend;
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
- SDL_GPUBlendFactor srcColorBlendFactor;
- SDL_GPUBlendFactor dstColorBlendFactor;
- SDL_GPUBlendOp colorBlendOp;
- SDL_GPUBlendFactor srcAlphaBlendFactor;
- SDL_GPUBlendFactor dstAlphaBlendFactor;
- SDL_GPUBlendOp alphaBlendOp;
- SDL_GPUColorComponentFlags colorWriteMask;
-} SDL_GPUColorAttachmentBlendState;
+ SDL_GPUBlendFactor src_color_blendfactor;
+ SDL_GPUBlendFactor dst_color_blendfactor;
+ SDL_GPUBlendOp color_blend_op;
+ SDL_GPUBlendFactor src_alpha_blendfactor;
+ SDL_GPUBlendFactor dst_alpha_blendfactor;
+ SDL_GPUBlendOp alpha_blend_op;
+ SDL_GPUColorComponentFlags color_write_mask;
+} SDL_GPUColorTargetBlendState;
typedef struct SDL_GPUShaderCreateInfo
{
- size_t codeSize;
+ size_t code_size;
const Uint8 *code;
- const char *entryPointName;
+ const char *entrypoint;
SDL_GPUShaderFormat format;
SDL_GPUShaderStage stage;
- Uint32 samplerCount;
- Uint32 storageTextureCount;
- Uint32 storageBufferCount;
- Uint32 uniformBufferCount;
+ Uint32 num_samplers;
+ Uint32 num_storage_textures;
+ Uint32 num_storage_buffers;
+ Uint32 num_uniform_buffers;
SDL_PropertiesID props;
} SDL_GPUShaderCreateInfo;
@@ -1141,12 +1139,12 @@ typedef struct SDL_GPUTextureCreateInfo
{
SDL_GPUTextureType type;
SDL_GPUTextureFormat format;
- SDL_GPUTextureUsageFlags usageFlags;
+ SDL_GPUTextureUsageFlags usage;
Uint32 width;
Uint32 height;
- Uint32 layerCountOrDepth;
- Uint32 levelCount;
- SDL_GPUSampleCount sampleCount;
+ Uint32 layer_count_or_depth;
+ Uint32 num_levels;
+ SDL_GPUSampleCount sample_count;
SDL_PropertiesID props;
} SDL_GPUTextureCreateInfo;
@@ -1160,8 +1158,8 @@ typedef struct SDL_GPUTextureCreateInfo
typedef struct SDL_GPUBufferCreateInfo
{
- SDL_GPUBufferUsageFlags usageFlags;
- Uint32 sizeInBytes;
+ SDL_GPUBufferUsageFlags usage;
+ Uint32 size;
SDL_PropertiesID props;
} SDL_GPUBufferCreateInfo;
@@ -1169,7 +1167,7 @@ typedef struct SDL_GPUBufferCreateInfo
typedef struct SDL_GPUTransferBufferCreateInfo
{
SDL_GPUTransferBufferUsage usage;
- Uint32 sizeInBytes;
+ Uint32 size;
SDL_PropertiesID props;
} SDL_GPUTransferBufferCreateInfo;
@@ -1178,97 +1176,97 @@ typedef struct SDL_GPUTransferBufferCreateInfo
typedef struct SDL_GPURasterizerState
{
- SDL_GPUFillMode fillMode;
- SDL_GPUCullMode cullMode;
- SDL_GPUFrontFace frontFace;
- SDL_bool depthBiasEnable;
+ SDL_GPUFillMode fill_mode;
+ SDL_GPUCullMode cull_mode;
+ SDL_GPUFrontFace front_face;
+ SDL_bool enable_depth_bias;
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
- float depthBiasConstantFactor;
- float depthBiasClamp;
- float depthBiasSlopeFactor;
+ float depth_bias_constant_factor;
+ float depth_bias_clamp;
+ float depth_bias_slope_factor;
} SDL_GPURasterizerState;
typedef struct SDL_GPUMultisampleState
{
- SDL_GPUSampleCount sampleCount;
- Uint32 sampleMask;
+ SDL_GPUSampleCount sample_count;
+ Uint32 sample_mask;
} SDL_GPUMultisampleState;
typedef struct SDL_GPUDepthStencilState
{
- SDL_bool depthTestEnable;
- SDL_bool depthWriteEnable;
- SDL_bool stencilTestEnable;
+ SDL_bool enable_depth_test;
+ SDL_bool enable_depth_write;
+ SDL_bool enable_stencil_test;
Uint8 padding1;
- SDL_GPUCompareOp compareOp;
- SDL_GPUStencilOpState backStencilState;
- SDL_GPUStencilOpState frontStencilState;
- Uint8 compareMask;
- Uint8 writeMask;
+ SDL_GPUCompareOp compare_op;
+ SDL_GPUStencilOpState back_stencil_state;
+ SDL_GPUStencilOpState front_stencil_state;
+ Uint8 compare_mask;
+ Uint8 write_mask;
Uint8 padding2;
Uint8 padding3;
} SDL_GPUDepthStencilState;
-typedef struct SDL_GPUColorAttachmentDescription
+typedef struct SDL_GPUColorTargetDescription
{
SDL_GPUTextureFormat format;
- SDL_GPUColorAttachmentBlendState blendState;
-} SDL_GPUColorAttachmentDescription;
+ SDL_GPUColorTargetBlendState blend_state;
+} SDL_GPUColorTargetDescription;
-typedef struct SDL_GPUGraphicsPipelineAttachmentInfo
+typedef struct SDL_GpuGraphicsPipelineTargetInfo
{
- const SDL_GPUColorAttachmentDescription *colorAttachmentDescriptions;
- Uint32 colorAttachmentCount;
- SDL_bool hasDepthStencilAttachment;
+ const SDL_GPUColorTargetDescription *color_target_descriptions;
+ Uint32 num_color_targets;
+ SDL_bool has_depth_stencil_target;
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
- SDL_GPUTextureFormat depthStencilFormat;
-} SDL_GPUGraphicsPipelineAttachmentInfo;
+ SDL_GPUTextureFormat depth_stencil_format;
+} SDL_GpuGraphicsPipelineTargetInfo;
typedef struct SDL_GPUGraphicsPipelineCreateInfo
{
- SDL_GPUShader *vertexShader;
- SDL_GPUShader *fragmentShader;
- SDL_GPUVertexInputState vertexInputState;
- SDL_GPUPrimitiveType primitiveType;
- SDL_GPURasterizerState rasterizerState;
- SDL_GPUMultisampleState multisampleState;
- SDL_GPUDepthStencilState depthStencilState;
- SDL_GPUGraphicsPipelineAttachmentInfo attachmentInfo;
+ SDL_GPUShader *vertex_shader;
+ SDL_GPUShader *fragment_shader;
+ SDL_GPUVertexInputState vertex_input_state;
+ SDL_GPUPrimitiveType primitive_type;
+ SDL_GPURasterizerState rasterizer_state;
+ SDL_GPUMultisampleState multisample_state;
+ SDL_GPUDepthStencilState depth_stencil_state;
+ SDL_GpuGraphicsPipelineTargetInfo target_info;
SDL_PropertiesID props;
} SDL_GPUGraphicsPipelineCreateInfo;
typedef struct SDL_GPUComputePipelineCreateInfo
{
- size_t codeSize;
+ size_t code_size;
const Uint8 *code;
- const char *entryPointName;
+ const char *entrypoint;
SDL_GPUShaderFormat format;
- Uint32 readOnlyStorageTextureCount;
- Uint32 readOnlyStorageBufferCount;
- Uint32 writeOnlyStorageTextureCount;
- Uint32 writeOnlyStorageBufferCount;
- Uint32 uniformBufferCount;
- Uint32 threadCountX;
- Uint32 threadCountY;
- Uint32 threadCountZ;
+ Uint32 num_readonly_storage_textures;
+ Uint32 num_readonly_storage_buffers;
+ Uint32 num_writeonly_storage_textures;
+ Uint32 num_writeonly_storage_buffers;
+ Uint32 num_uniform_buffers;
+ Uint32 threadcount_x;
+ Uint32 threadcount_y;
+ Uint32 threadcount_z;
SDL_PropertiesID props;
} SDL_GPUComputePipelineCreateInfo;
-typedef struct SDL_GPUColorAttachmentInfo
+typedef struct SDL_GPUColorTargetInfo
{
- /* The texture that will be used as a color attachment by a render pass. */
+ /* The texture that will be used as a color target by a render pass. */
SDL_GPUTexture *texture;
- Uint32 mipLevel;
- Uint32 layerOrDepthPlane; /* For 3D textures, you can bind an individual depth plane as an attachment. */
+ Uint32 mip_level;
+ Uint32 layer_or_depth_plane; /* For 3D textures, you can bind an individual depth plane as a target. */
/* Can be ignored by RenderPass if CLEAR is not used */
- SDL_FColor clearColor;
+ SDL_FColor clear_color;
/* Determines what is done with the texture at the beginning of the render pass.
*
@@ -1282,7 +1280,7 @@ typedef struct SDL_GPUColorAttachmentInfo
* The driver will do whatever it wants with the texture memory.
* This is a good option if you know that every single pixel will be touched in the render pass.
*/
- SDL_GPULoadOp loadOp;
+ SDL_GPULoadOp load_op;
/* Determines what is done with the texture at the end of the render pass.
*
@@ -1293,22 +1291,22 @@ typedef struct SDL_GPUColorAttachmentInfo
* The driver will do whatever it wants with the texture memory.
* This is often a good option for depth/stencil textures.
*/
- SDL_GPUStoreOp storeOp;
+ SDL_GPUStoreOp store_op;
- /* if SDL_TRUE, cycles the texture if the texture is bound and loadOp is not LOAD */
+ /* if SDL_TRUE, cycles the texture if the texture is bound and load_op is not LOAD */
SDL_bool cycle;
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
-} SDL_GPUColorAttachmentInfo;
+} SDL_GPUColorTargetInfo;
-typedef struct SDL_GPUDepthStencilAttachmentInfo
+typedef struct SDL_GPUDepthStencilTargetInfo
{
- /* The texture that will be used as the depth stencil attachment by a render pass. */
+ /* The texture that will be used as the depth stencil target by a render pass. */
SDL_GPUTexture *texture;
/* Can be ignored by the render pass if CLEAR is not used */
- SDL_GPUDepthStencilValue depthStencilClearValue;
+ SDL_GPUDepthStencilValue clear_value;
/* Determines what is done with the depth values at the beginning of the render pass.
*
@@ -1322,7 +1320,7 @@ typedef struct SDL_GPUDepthStencilAttachmentInfo
* The driver will do whatever it wants with the memory.
* This is a good option if you know that every single pixel will be touched in the render pass.
*/
- SDL_GPULoadOp loadOp;
+ SDL_GPULoadOp load_op;
/* Determines what is done with the depth values at the end of the render pass.
*
@@ -1333,7 +1331,7 @@ typedef struct SDL_GPUDepthStencilAttachmentInfo
* The driver will do whatever it wants with the texture memory.
* This is often a good option for depth/stencil textures.
*/
- SDL_GPUStoreOp storeOp;
+ SDL_GPUStoreOp store_op;
/* Determines what is done with the stencil values at the beginning of the render pass.
*
@@ -1347,7 +1345,7 @@ typedef struct SDL_GPUDepthStencilAttachmentInfo
* The driver will do whatever it wants with the memory.
* This is a good option if you know that every single pixel will be touched in the render pass.
*/
- SDL_GPULoadOp stencilLoadOp;
+ SDL_GPULoadOp stencil_load_op;
/* Determines what is done with the stencil values at the end of the render pass.
*
@@ -1358,14 +1356,14 @@ typedef struct SDL_GPUDepthStencilAttachmentInfo
* The driver will do whatever it wants with the texture memory.
* This is often a good option for depth/stencil textures.
*/
- SDL_GPUStoreOp stencilStoreOp;
+ SDL_GPUStoreOp stencil_store_op;
/* if SDL_TRUE, cycles the texture if the texture is bound and any load ops are not LOAD */
SDL_bool cycle;
Uint8 padding1;
Uint8 padding2;
Uint8 padding3;
-} SDL_GPUDepthStencilAttachmentInfo;
+} SDL_GPUDepthStencilTargetInfo;
/* Binding structs */
@@ -1395,7 +1393,7 @@ typedef struct SDL_GPUStorageBufferWriteOnlyBinding
typedef struct SDL_GPUStorageTextureWriteOnlyBinding
{
SDL_GPUTexture *texture;
- Uint32 mipLevel;
+ Uint32 mip_level;
Uint32 layer;
/* if SDL_TRUE, cycles the texture if the texture is bound. */
@@ -1412,9 +1410,9 @@ typedef struct SDL_GPUStorageTextureWriteOnlyBinding
/**
* Creates a GPU context.
*
- * \param formatFlags a bitflag indicating which shader formats the app is
+ * \param format_flags a bitflag indicating which shader formats the app is
* able to provide.
- * \param debugMode enable debug mode properties and validations.
+ * \param debug_mode enable debug mode properties and validations.
* \param name the preferred GPU driver, or NULL to let SDL pick the optimal
* driver.
* \returns a GPU context on success or NULL on failure.
@@ -1425,8 +1423,8 @@ typedef struct SDL_GPUStorageTextureWriteOnlyBinding
* \sa SDL_DestroyGPUDevice
*/
extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
- SDL_GPUShaderFormat formatFlags,
- SDL_bool debugMode,
+ SDL_GPUShaderFormat format_flags,
+ SDL_bool debug_mode,
const char *name);
/**
@@ -1542,8 +1540,7 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
* textures
*
* \param device a GPU Context.
- * \param computePipelineCreateInfo a struct describing the state of the
- * requested compute pipeline.
+ * \param createinfo a struct describing the state of the compute pipeline to create.
* \returns a compute pipeline object on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@@ -1553,14 +1550,13 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
*/
extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline(
SDL_GPUDevice *device,
- const SDL_GPUComputePipelineCreateInfo *computePipelineCreateInfo);
+ const SDL_GPUComputePipelineCreateInfo *createinfo);
/**
* Creates a pipeline object to be used in a graphics workflow.
*
* \param device a GPU Context.
- * \param pipelineCreateInfo a struct describing the state of the desired
- * graphics pipeline.
+ * \param createinfo a struct describing the state of the graphics pipeline to create.
* \returns a graphics pipeline object on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@@ -1571,15 +1567,14 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline
*/
extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeline(
SDL_GPUDevice *device,
- const SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo);
+ const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
/**
* Creates a sampler object to be used when binding textures in a graphics
* workflow.
*
* \param device a GPU Context.
- * \param samplerCreateInfo a struct describing the state of the desired
- * sampler.
+ * \param createinfo a struct describing the state of the sampler to create.
* \returns a sampler object on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@@ -1590,7 +1585,7 @@ extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeli
*/
extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
SDL_GPUDevice *device,
- const SDL_GPUSamplerCreateInfo *samplerCreateInfo);
+ const SDL_GPUSamplerCreateInfo *createinfo);
/**
* Creates a shader to be used when creating a graphics pipeline.
@@ -1648,8 +1643,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
* information from the SDL_GPUPipeline.
*
* \param device a GPU Context.
- * \param shaderCreateInfo a struct describing the state of the desired
- * shader.
+ * \param createinfo a struct describing the state of the shader to create.
* \returns a shader object on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@@ -1659,7 +1653,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
*/
extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
SDL_GPUDevice *device,
- const SDL_GPUShaderCreateInfo *shaderCreateInfo);
+ const SDL_GPUShaderCreateInfo *createinfo);
/**
* Creates a texture object to be used in graphics or compute workflows.
@@ -1675,8 +1669,7 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
* count.
*
* \param device a GPU Context.
- * \param textureCreateInfo a struct describing the state of the texture to
- * create.
+ * \param createinfo a struct describing the state of the texture to create.
* \returns a texture object on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@@ -1694,7 +1687,7 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
*/
extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
SDL_GPUDevice *device,
- const SDL_GPUTextureCreateInfo *textureCreateInfo);
+ const SDL_GPUTextureCreateInfo *createinfo);
/**
* Creates a buffer object to be used in graphics or compute workflows.
@@ -1706,8 +1699,7 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
* buffer cannot have both the VERTEX and INDEX flags.
*
* \param device a GPU Context.
- * \param bufferCreateInfo a struct describing the state of the buffer to
- * create.
+ * \param createinfo a struct describing the state of the buffer to create.
* \returns a buffer object on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@@ -1728,15 +1720,14 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
*/
extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
SDL_GPUDevice *device,
- const SDL_GPUBufferCreateInfo *bufferCreateInfo);
+ const SDL_GPUBufferCreateInfo *createinfo);
/**
* Creates a transfer buffer to be used when uploading to or downloading from
* graphics resources.
*
* \param device a GPU Context.
- * \param transferBufferCreateInfo a struct describing the state of the
- * transfer buffer to create.
+ * \param createinfo a struct describing the state of the transfer buffer to create.
* \returns a transfer buffer on success, or NULL on failure.
*
* \since This function is available since SDL 3.0.0.
@@ -1749,7 +1740,7 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
*/
extern SDL_DECLSPEC SDL_GPUTransferBuffer *SDLCALL SDL_CreateGPUTransferBuffer(
SDL_GPUDevice *device,
- const SDL_GPUTransferBufferCreateInfo *transferBufferCreateInfo);
+ const SDL_GPUTransferBufferCreateInfo *createinfo);
/* Debug Naming */
@@ -1790,13 +1781,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
*
* Useful for debugging.
*
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
* \param text a UTF-8 string constant to insert as the label.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
- SDL_GPUCommandBuffer *commandBuffer,
+ SDL_GPUCommandBuffer *command_buffer,
const char *text);
/**
@@ -1813,7 +1804,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
* pass rather than the command buffer. For best results, if you push a debug
* group during a pass, always pop it in the same pass.
*
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
* \param name a UTF-8 string constant that names the group.
*
* \since This function is available since SDL 3.0.0.
@@ -1821,20 +1812,20 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
* \sa SDL_PopGPUDebugGroup
*/
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
- SDL_GPUCommandBuffer *commandBuffer,
+ SDL_GPUCommandBuffer *command_buffer,
const char *name);
/**
* Ends the most-recently pushed debug group.
*
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_PushGPUDebugGroup
*/
extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
- SDL_GPUCommandBuffer *commandBuffer);
+ SDL_GPUCommandBuffer *command_buffer);
/* Disposal */
@@ -1886,13 +1877,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
* You must not reference the transfer buffer after calling this function.
*
* \param device a GPU context.
- * \param transferBuffer a transfer buffer to be destroyed.
+ * \param transfer_buffer a transfer buffer to be destroyed.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
SDL_GPUDevice *device,
- SDL_GPUTransferBuffer *transferBuffer);
+ SDL_GPUTransferBuffer *transfer_buffer);
/**
* Frees the given compute pipeline as soon as it is safe to do so.
@@ -1900,13 +1891,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
* You must not reference the compute pipeline after calling this function.
*
* \param device a GPU context.
- * \param computePipeline a compute pipeline to be destroyed.
+ * \param compute_pipeline a compute pipeline to be destroyed.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
SDL_GPUDevice *device,
- SDL_GPUComputePipeline *computePipeline);
+ SDL_GPUComputePipeline *compute_pipeline);
/**
* Frees the given shader as soon as it is safe to do so.
@@ -1928,13 +1919,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
* You must not reference the graphics pipeline after calling this function.
*
* \param device a GPU context.
- * \param graphicsPipeline a graphics pipeline to be destroyed.
+ * \param graphics_pipeline a graphics pipeline to be destroyed.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
SDL_GPUDevice *device,
- SDL_GPUGraphicsPipeline *graphicsPipeline);
+ SDL_GPUGraphicsPipeline *graphics_pipeline);
/**
* Acquire a command buffer.
@@ -1980,54 +1971,54 @@ extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
*
* Subsequent draw calls will use this uniform data.
*
- * \param commandBuffer a command buffer.
- * \param slotIndex the vertex uniform slot to push data to.
+ * \param command_buffer a command buffer.
+ * \param slot_index the vertex uniform slot to push data to.
* \param data client data to write.
- * \param dataLengthInBytes the length of the data to write.
+ * \param length the length of the data to write.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
- SDL_GPUCommandBuffer *commandBuffer,
- Uint32 slotIndex,
+ SDL_GPUCommandBuffer *command_buffer,
+ Uint32 slot_index,
const void *data,
- Uint32 dataLengthInBytes);
+ Uint32 length);
/**
* Pushes data to a fragment uniform slot on the command buffer.
*
* Subsequent draw calls will use this uniform data.
*
- * \param commandBuffer a command buffer.
- * \param slotIndex the fragment uniform slot to push data to.
+ * \param command_buffer a command buffer.
+ * \param slot_index the fragment uniform slot to push data to.
* \param data client data to write.
- * \param dataLengthInBytes the length of the data to write.
+ * \param length the length of the data to write.
*
* \since This function is available since SDL 3.0.0.
*/
extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
- SDL_GPUCommandBuffer *commandBuffer,
- Uint32 slotIndex,
+ SDL_GPUCommandBuffer *command_buffer,
+ Uint32 slot_index,
const void *data,
- Uint32 dataLengthInBytes);
+ Uint32 length);
/**
* Pushes data to a uniform slot on the command buffer.
*
* Subs
(Patch may be truncated, please check the link at the top of this post.)