SDL: Renamed SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 to SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER

From 18fbe6a92f24ebc3100f4ccd08255a9b1fe7080d Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Tue, 22 Apr 2025 10:27:27 -0700
Subject: [PATCH] Renamed SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8
 to SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER

Typically we will name the property with the function that is used to set it, and document the range of values.
---
 include/SDL3/SDL_gpu.h        | 18 +++++++++---------
 src/gpu/d3d12/SDL_gpu_d3d12.c |  2 +-
 2 files changed, 10 insertions(+), 10 deletions(-)

diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h
index e4932c8d979a0..5b00eeac8b29b 100644
--- a/include/SDL3/SDL_gpu.h
+++ b/include/SDL3/SDL_gpu.h
@@ -2623,9 +2623,9 @@ extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader(
  * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only)
  *   if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear
  *   the texture to a depth of this value. Defaults to zero.
- * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8`: (Direct3D 12
+ * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER`: (Direct3D 12
  *   only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
- *   clear the texture to a stencil of this value. Defaults to zero.
+ *   clear the texture to a stencil of this Uint8 value. Defaults to zero.
  * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed
  *   in debugging tools.
  *
@@ -2651,13 +2651,13 @@ extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture(
     SDL_GPUDevice *device,
     const SDL_GPUTextureCreateInfo *createinfo);
 
-#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT       "SDL.gpu.texture.create.d3d12.clear.r"
-#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT       "SDL.gpu.texture.create.d3d12.clear.g"
-#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT       "SDL.gpu.texture.create.d3d12.clear.b"
-#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT       "SDL.gpu.texture.create.d3d12.clear.a"
-#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT   "SDL.gpu.texture.create.d3d12.clear.depth"
-#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.texture.create.d3d12.clear.stencil"
-#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING               "SDL.gpu.texture.create.name"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT         "SDL.gpu.texture.create.d3d12.clear.r"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT         "SDL.gpu.texture.create.d3d12.clear.g"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT         "SDL.gpu.texture.create.d3d12.clear.b"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT         "SDL.gpu.texture.create.d3d12.clear.a"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT     "SDL.gpu.texture.create.d3d12.clear.depth"
+#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER  "SDL.gpu.texture.create.d3d12.clear.stencil"
+#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING                 "SDL.gpu.texture.create.name"
 
 /**
  * Creates a buffer object to be used in graphics or compute workflows.
diff --git a/src/gpu/d3d12/SDL_gpu_d3d12.c b/src/gpu/d3d12/SDL_gpu_d3d12.c
index 1843acd0e70c6..628ca16c7d4c3 100644
--- a/src/gpu/d3d12/SDL_gpu_d3d12.c
+++ b/src/gpu/d3d12/SDL_gpu_d3d12.c
@@ -3188,7 +3188,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
         resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
         useClearValue = true;
         clearValue.DepthStencil.Depth = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT, 0);
-        clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_UINT8, 0);
+        clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER, 0);
         format = SDLToD3D12_DepthFormat[createinfo->format];
     }