Rename GPU properties for consistency

This commit is contained in:
Sam Lantinga 2024-10-15 15:20:01 -07:00
parent 9af5ffcfbe
commit 97f1da73da
4 changed files with 39 additions and 39 deletions

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@ -1947,26 +1947,26 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
* *
* These are the supported properties: * These are the supported properties:
* *
* - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL`: enable debug mode properties * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode properties
* and validations, defaults to true. * and validations, defaults to true.
* - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL`: enable to prefer energy * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer energy
* efficiency over maximum GPU performance, defaults to false. * efficiency over maximum GPU performance, defaults to false.
* - `SDL_PROP_GPU_DEVICE_CREATE_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. * use, if a specific one is desired.
* *
* These are the current shader format properties: * These are the current shader format properties:
* *
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL`: The app is able to * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to
* provide shaders for an NDA platform. * provide shaders for an NDA platform.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL`: The app is able to * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to
* provide SPIR-V shaders if applicable. * provide SPIR-V shaders if applicable.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL`: The app is able to * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to
* provide DXBC shaders if applicable * provide DXBC shaders if applicable
* `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL`: The app is able to * `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to
* provide DXIL shaders if applicable. * provide DXIL shaders if applicable.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL`: The app is able to provide * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to provide
* MSL shaders if applicable. * MSL shaders if applicable.
* - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL`: The app is able to * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to
* provide Metal shader libraries if applicable. * provide Metal shader libraries if applicable.
* *
* With the D3D12 renderer: * With the D3D12 renderer:
@ -1988,15 +1988,15 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties( extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties(
SDL_PropertiesID props); SDL_PropertiesID props);
#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL "SDL.gpu.device.create.debugmode" #define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode"
#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL "SDL.gpu.device.create.preferlowpower" #define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower"
#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name" #define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name"
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL "SDL.gpu.device.create.shaders.private" #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private"
#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL "SDL.gpu.device.create.shaders.spirv" #define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "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_DXBC_BOOLEAN "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_DXIL_BOOLEAN "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_MSL_BOOLEAN "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_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib"
#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic" #define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic"
/** /**

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@ -386,22 +386,22 @@ static const SDL_GPUBootstrap * SDL_GPUSelectBackend(SDL_PropertiesID props)
return NULL; return NULL;
} }
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, false)) { if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_PRIVATE; format_flags |= SDL_GPU_SHADERFORMAT_PRIVATE;
} }
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, false)) { if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_SPIRV; format_flags |= SDL_GPU_SHADERFORMAT_SPIRV;
} }
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, false)) { if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_DXBC; format_flags |= SDL_GPU_SHADERFORMAT_DXBC;
} }
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, false)) { if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_DXIL; format_flags |= SDL_GPU_SHADERFORMAT_DXIL;
} }
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, false)) { if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_MSL; format_flags |= SDL_GPU_SHADERFORMAT_MSL;
} }
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, false)) { if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN, false)) {
format_flags |= SDL_GPU_SHADERFORMAT_METALLIB; format_flags |= SDL_GPU_SHADERFORMAT_METALLIB;
} }
@ -449,24 +449,24 @@ static void SDL_GPU_FillProperties(
const char *name) const char *name)
{ {
if (format_flags & SDL_GPU_SHADERFORMAT_PRIVATE) { if (format_flags & SDL_GPU_SHADERFORMAT_PRIVATE) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, true); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN, true);
} }
if (format_flags & SDL_GPU_SHADERFORMAT_SPIRV) { if (format_flags & SDL_GPU_SHADERFORMAT_SPIRV) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, true); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, true);
} }
if (format_flags & SDL_GPU_SHADERFORMAT_DXBC) { if (format_flags & SDL_GPU_SHADERFORMAT_DXBC) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, true); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN, true);
} }
if (format_flags & SDL_GPU_SHADERFORMAT_DXIL) { if (format_flags & SDL_GPU_SHADERFORMAT_DXIL) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, true); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN, true);
} }
if (format_flags & SDL_GPU_SHADERFORMAT_MSL) { if (format_flags & SDL_GPU_SHADERFORMAT_MSL) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, true); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, true);
} }
if (format_flags & SDL_GPU_SHADERFORMAT_METALLIB) { if (format_flags & SDL_GPU_SHADERFORMAT_METALLIB) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, true); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN, true);
} }
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug_mode); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, debug_mode);
SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name); SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
} }
#endif // SDL_GPU_DISABLED #endif // SDL_GPU_DISABLED
@ -526,8 +526,8 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
selectedBackend = SDL_GPUSelectBackend(props); selectedBackend = SDL_GPUSelectBackend(props);
if (selectedBackend != NULL) { if (selectedBackend != NULL) {
debug_mode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, true); debug_mode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, true);
preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false); preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, false);
result = selectedBackend->CreateDevice(debug_mode, preferLowPower, props); result = selectedBackend->CreateDevice(debug_mode, preferLowPower, props);
if (result != NULL) { if (result != NULL) {

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@ -1215,15 +1215,15 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
renderer->window = window; renderer->window = window;
renderer->name = GPU_RenderDriver.name; renderer->name = GPU_RenderDriver.name;
bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, false); bool debug = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, false);
bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false); bool lowpower = SDL_GetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, false);
// Prefer environment variables/hints if they exist, otherwise defer to properties // Prefer environment variables/hints if they exist, otherwise defer to properties
debug = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_DEBUG, debug); debug = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_DEBUG, debug);
lowpower = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_LOW_POWER, lowpower); lowpower = SDL_GetHintBoolean(SDL_HINT_RENDER_GPU_LOW_POWER, lowpower);
SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug); SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN, debug);
SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, lowpower); SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN, lowpower);
GPU_FillSupportedShaderFormats(create_props); GPU_FillSupportedShaderFormats(create_props);
data->device = SDL_CreateGPUDeviceWithProperties(create_props); data->device = SDL_CreateGPUDeviceWithProperties(create_props);

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@ -247,10 +247,10 @@ SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID
void GPU_FillSupportedShaderFormats(SDL_PropertiesID props) void GPU_FillSupportedShaderFormats(SDL_PropertiesID props)
{ {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, HAVE_SPIRV_SHADERS); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN, 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_DXBC_BOOLEAN, 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_DXIL_BOOLEAN, HAVE_DXIL60_SHADERS);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, HAVE_METAL_SHADERS); SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN, HAVE_METAL_SHADERS);
} }
#endif // SDL_VIDEO_RENDER_GPU #endif // SDL_VIDEO_RENDER_GPU