From b8e7ef27f348b38bd4929dfd249219059e20463c Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Thu, 29 Aug 2024 16:20:26 -0700
Subject: [PATCH] Renamed GPU device creation properties
---
include/SDL3/SDL_gpu.h | 40 ++++++++++++++---------------
src/gpu/SDL_gpu.c | 36 +++++++++++++-------------
src/gpu/d3d12/SDL_gpu_d3d12.c | 2 +-
src/render/sdlgpu/SDL_render_gpu.c | 8 +++---
src/render/sdlgpu/SDL_shaders_gpu.c | 8 +++---
5 files changed, 47 insertions(+), 47 deletions(-)
diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index b106dc4efb9ea..e2d508d7932d4 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -948,28 +948,28 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
*
* These are the supported properties:
*
- * - `SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL`: enable debug mode properties
+ * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL`: enable debug mode properties
* and validations, default is true
- * - `SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL`: enable to prefer energy
+ * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL`: enable to prefer energy
* efficiency over maximum GPU performance
- * - `SDL_PROP_GPU_CREATEDEVICE_NAME_STRING`: the name of the GPU driver to
+ * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to
* use, if a specific one is desired
*
* These are the current shader format properties:
*
- * `SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL`: The app is able to provide
- * shaders for an NDA platform `SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL`:
+ * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL`: The app is able to provide
+ * shaders for an NDA platform `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL`:
* The app is able to provide SPIR-V shaders if applicable
- * `SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL`: The app is able to provide
- * DXBC shaders if applicable `SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL`:
+ * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL`: The app is able to provide
+ * DXBC shaders if applicable `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL`:
* The app is able to provide DXIL shaders if applicable
- * `SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL`: The app is able to provide
+ * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL`: The app is able to provide
* MSL shaders if applicable
- * `SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL`: The app is able to
+ * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL`: The app is able to
* provide Metal shader libraries if applicable
*
* With the D3D12 renderer: -
- * `SDL_PROP_GPU_CREATEDEVICE_D3D12_SEMANTIC_NAME_STRING`: the prefix to use
+ * `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to use
* for all vertex semantics, default is "TEXCOORD"
*
* \param props the properties to use.
@@ -983,16 +983,16 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties(
SDL_PropertiesID props);
-#define SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL "SDL.gpu.createdevice.debugmode"
-#define SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL "SDL.gpu.createdevice.preferlowpower"
-#define SDL_PROP_GPU_CREATEDEVICE_NAME_STRING "SDL.gpu.createdevice.name"
-#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL "SDL.gpu.createdevice.shaders.secret"
-#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL "SDL.gpu.createdevice.shaders.spirv"
-#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL "SDL.gpu.createdevice.shaders.dxbc"
-#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL "SDL.gpu.createdevice.shaders.dxil"
-#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL "SDL.gpu.createdevice.shaders.msl"
-#define SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL "SDL.gpu.createdevice.shaders.metallib"
-#define SDL_PROP_GPU_CREATEDEVICE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.createdevice.d3d12.semantic"
+#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL "SDL.gpu.device.create.debugmode"
+#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL "SDL.gpu.device.create.preferlowpower"
+#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name"
+#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL "SDL.gpu.device.create.shaders.secret"
+#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL "SDL.gpu.device.create.shaders.spirv"
+#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL "SDL.gpu.device.create.shaders.dxbc"
+#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL "SDL.gpu.device.create.shaders.dxil"
+#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL "SDL.gpu.device.create.shaders.msl"
+#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL "SDL.gpu.device.create.shaders.metallib"
+#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
/**
* Destroys a GPU context previously returned by SDL_CreateGPUDevice.
diff --git a/src/gpu/SDL_gpu.c b/src/gpu/SDL_gpu.c
index 697cb3fd008d5..ed498fe7ae851 100644
--- a/src/gpu/SDL_gpu.c
+++ b/src/gpu/SDL_gpu.c
@@ -400,26 +400,26 @@ SDL_GPUDevice *SDL_CreateGPUDevice(
SDL_GPUDevice *result;
SDL_PropertiesID props = SDL_CreateProperties();
if (formatFlags & SDL_GPU_SHADERFORMAT_SECRET) {
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL, SDL_TRUE);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_TRUE);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_SPIRV) {
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL, SDL_TRUE);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_TRUE);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_DXBC) {
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL, SDL_TRUE);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_TRUE);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_DXIL) {
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL, SDL_TRUE);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_TRUE);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_MSL) {
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL, SDL_TRUE);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_TRUE);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_METALLIB) {
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL, SDL_TRUE);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_TRUE);
}
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, debugMode);
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, preferLowPower);
- SDL_SetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_NAME_STRING, name);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debugMode);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, preferLowPower);
+ SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
result = SDL_CreateGPUDeviceWithProperties(props);
SDL_DestroyProperties(props);
return result;
@@ -442,31 +442,31 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
return NULL;
}
- if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL, SDL_FALSE)) {
+ if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_FALSE)) {
formatFlags |= SDL_GPU_SHADERFORMAT_SECRET;
}
- if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL, SDL_FALSE)) {
+ if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_FALSE)) {
formatFlags |= SDL_GPU_SHADERFORMAT_SPIRV;
}
- if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL, SDL_FALSE)) {
+ if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_FALSE)) {
formatFlags |= SDL_GPU_SHADERFORMAT_DXBC;
}
- if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL, SDL_FALSE)) {
+ if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_FALSE)) {
formatFlags |= SDL_GPU_SHADERFORMAT_DXIL;
}
- if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL, SDL_FALSE)) {
+ if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_FALSE)) {
formatFlags |= SDL_GPU_SHADERFORMAT_MSL;
}
- if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_METALLIB_BOOL, SDL_FALSE)) {
+ if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_FALSE)) {
formatFlags |= SDL_GPU_SHADERFORMAT_METALLIB;
}
- debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, SDL_TRUE);
- preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, SDL_TRUE);
+ debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, SDL_TRUE);
+ preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, SDL_TRUE);
gpudriver = SDL_GetHint(SDL_HINT_GPU_DRIVER);
if (gpudriver == NULL) {
- gpudriver = SDL_GetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_NAME_STRING, NULL);
+ gpudriver = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, NULL);
}
selectedBackend = SDL_GPUSelectBackend(_this, gpudriver, formatFlags);
diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c
index fb968c1325c4b..568cf3b2e14f0 100644
--- a/src/gpu/d3d12/SDL_gpu_d3d12.c
+++ b/src/gpu/d3d12/SDL_gpu_d3d12.c
@@ -8161,7 +8161,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
renderer->debugMode = debugMode;
- renderer->semantic = SDL_GetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_D3D12_SEMANTIC_NAME_STRING, "TEXCOORD");
+ renderer->semantic = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING, "TEXCOORD");
// Blit resources
D3D12_INTERNAL_InitBlitResources(renderer);
diff --git a/src/render/sdlgpu/SDL_render_gpu.c b/src/render/sdlgpu/SDL_render_gpu.c
index 17f8e7c5ff5c8..6a6aa9dcdfb07 100644
--- a/src/render/sdlgpu/SDL_render_gpu.c
+++ b/src/render/sdlgpu/SDL_render_gpu.c
@@ -1193,15 +1193,15 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
goto error;
}
- bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, false);
- bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, false);
+ bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, false);
+ bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false);
// Prefer environment variables/hints if they exist, otherwise defer to properties
debug = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_DEBUG, debug);
lowpower = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_LOW_POWER, lowpower);
- SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, debug);
- SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, lowpower);
+ SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug);
+ SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, lowpower);
GPU_FillSupportedShaderFormats(create_props);
data->device = SDL_CreateGPUDeviceWithProperties(create_props);
diff --git a/src/render/sdlgpu/SDL_shaders_gpu.c b/src/render/sdlgpu/SDL_shaders_gpu.c
index 8bb026a4c1ec1..ac4da1ae6f2ec 100644
--- a/src/render/sdlgpu/SDL_shaders_gpu.c
+++ b/src/render/sdlgpu/SDL_shaders_gpu.c
@@ -232,10 +232,10 @@ SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID
void GPU_FillSupportedShaderFormats(SDL_PropertiesID props)
{
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SPIRV_BOOL, HAVE_SPIRV_SHADERS);
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXBC_BOOL, HAVE_DXBC50_SHADERS);
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_DXIL_BOOL, HAVE_DXIL60_SHADERS);
- SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_MSL_BOOL, HAVE_METAL_SHADERS);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, HAVE_SPIRV_SHADERS);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, HAVE_DXBC50_SHADERS);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, HAVE_DXIL60_SHADERS);
+ SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, HAVE_METAL_SHADERS);
}
#endif // SDL_VIDEO_RENDER_GPU