Renamed GPU device creation properties

This commit is contained in:
Sam Lantinga committed 2024-08-29 17:33:52 -07:00
1 parent d70578b9aa
commit b8e7ef27f3
5 files changed
+47 -47

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+4 -4
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@@ -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);
+4 -4
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@@ -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