mirror of https://github.com/libsdl-org/SDL
gpu: Update GPU support queries to better match naming conventions
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d21c1de651
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16ff7503b7
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@ -1688,7 +1688,7 @@ typedef struct SDL_GPUStorageTextureWriteOnlyBinding
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*
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*
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* \sa SDL_CreateGPUDevice
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* \sa SDL_CreateGPUDevice
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*/
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGPUSupport(
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUSupportsShaderFormats(
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SDL_GPUShaderFormat format_flags,
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SDL_GPUShaderFormat format_flags,
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const char *name);
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const char *name);
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@ -1702,7 +1702,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGPUSupport(
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*
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*
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* \sa SDL_CreateGPUDeviceWithProperties
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* \sa SDL_CreateGPUDeviceWithProperties
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*/
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*/
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGPUSupportWithProperties(
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extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUSupportsProperties(
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SDL_PropertiesID props);
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SDL_PropertiesID props);
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/**
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/**
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@ -1720,7 +1720,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGPUSupportWithProperties(
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* \sa SDL_GetGPUShaderFormats
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* \sa SDL_GetGPUShaderFormats
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* \sa SDL_GetGPUDeviceDriver
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* \sa SDL_GetGPUDeviceDriver
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* \sa SDL_DestroyGPUDevice
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* \sa SDL_DestroyGPUDevice
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* \sa SDL_QueryGPUSupport
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* \sa SDL_GPUSupportsShaderFormats
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*/
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*/
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extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
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extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
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SDL_GPUShaderFormat format_flags,
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SDL_GPUShaderFormat format_flags,
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@ -1767,7 +1767,7 @@ extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
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* \sa SDL_GetGPUShaderFormats
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* \sa SDL_GetGPUShaderFormats
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* \sa SDL_GetGPUDeviceDriver
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* \sa SDL_GetGPUDeviceDriver
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* \sa SDL_DestroyGPUDevice
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* \sa SDL_DestroyGPUDevice
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* \sa SDL_QueryGPUSupportWithProperties
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* \sa SDL_GPUSupportsProperties
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*/
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*/
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extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties(
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extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties(
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SDL_PropertiesID props);
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SDL_PropertiesID props);
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@ -192,6 +192,8 @@ SDL3_0.0.0 {
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SDL_GL_SetSwapInterval;
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SDL_GL_SetSwapInterval;
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SDL_GL_SwapWindow;
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SDL_GL_SwapWindow;
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SDL_GL_UnloadLibrary;
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SDL_GL_UnloadLibrary;
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SDL_GPUSupportsProperties;
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SDL_GPUSupportsShaderFormats;
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SDL_GPUTextureFormatTexelBlockSize;
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SDL_GPUTextureFormatTexelBlockSize;
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SDL_GPUTextureSupportsFormat;
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SDL_GPUTextureSupportsFormat;
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SDL_GPUTextureSupportsSampleCount;
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SDL_GPUTextureSupportsSampleCount;
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@ -675,8 +677,6 @@ SDL3_0.0.0 {
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SDL_PushGPUVertexUniformData;
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SDL_PushGPUVertexUniformData;
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SDL_PutAudioStreamData;
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SDL_PutAudioStreamData;
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SDL_QueryGPUFence;
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SDL_QueryGPUFence;
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SDL_QueryGPUSupport;
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SDL_QueryGPUSupportWithProperties;
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SDL_Quit;
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SDL_Quit;
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SDL_QuitSubSystem;
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SDL_QuitSubSystem;
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SDL_RaiseWindow;
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SDL_RaiseWindow;
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@ -217,6 +217,8 @@
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#define SDL_GL_SetSwapInterval SDL_GL_SetSwapInterval_REAL
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#define SDL_GL_SetSwapInterval SDL_GL_SetSwapInterval_REAL
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#define SDL_GL_SwapWindow SDL_GL_SwapWindow_REAL
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#define SDL_GL_SwapWindow SDL_GL_SwapWindow_REAL
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#define SDL_GL_UnloadLibrary SDL_GL_UnloadLibrary_REAL
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#define SDL_GL_UnloadLibrary SDL_GL_UnloadLibrary_REAL
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#define SDL_GPUSupportsProperties SDL_GPUSupportsProperties_REAL
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#define SDL_GPUSupportsShaderFormats SDL_GPUSupportsShaderFormats_REAL
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#define SDL_GPUTextureFormatTexelBlockSize SDL_GPUTextureFormatTexelBlockSize_REAL
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#define SDL_GPUTextureFormatTexelBlockSize SDL_GPUTextureFormatTexelBlockSize_REAL
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#define SDL_GPUTextureSupportsFormat SDL_GPUTextureSupportsFormat_REAL
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#define SDL_GPUTextureSupportsFormat SDL_GPUTextureSupportsFormat_REAL
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#define SDL_GPUTextureSupportsSampleCount SDL_GPUTextureSupportsSampleCount_REAL
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#define SDL_GPUTextureSupportsSampleCount SDL_GPUTextureSupportsSampleCount_REAL
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@ -700,8 +702,6 @@
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#define SDL_PushGPUVertexUniformData SDL_PushGPUVertexUniformData_REAL
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#define SDL_PushGPUVertexUniformData SDL_PushGPUVertexUniformData_REAL
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#define SDL_PutAudioStreamData SDL_PutAudioStreamData_REAL
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#define SDL_PutAudioStreamData SDL_PutAudioStreamData_REAL
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#define SDL_QueryGPUFence SDL_QueryGPUFence_REAL
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#define SDL_QueryGPUFence SDL_QueryGPUFence_REAL
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#define SDL_QueryGPUSupport SDL_QueryGPUSupport_REAL
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#define SDL_QueryGPUSupportWithProperties SDL_QueryGPUSupportWithProperties_REAL
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#define SDL_Quit SDL_Quit_REAL
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#define SDL_Quit SDL_Quit_REAL
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#define SDL_QuitSubSystem SDL_QuitSubSystem_REAL
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#define SDL_QuitSubSystem SDL_QuitSubSystem_REAL
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#define SDL_RaiseWindow SDL_RaiseWindow_REAL
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#define SDL_RaiseWindow SDL_RaiseWindow_REAL
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@ -237,6 +237,8 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetAttribute,(SDL_GLattr a, int b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetSwapInterval,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetSwapInterval,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUSupportsProperties,(SDL_PropertiesID a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUSupportsShaderFormats,(SDL_GPUShaderFormat a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return)
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SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
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@ -711,8 +713,6 @@ SDL_DYNAPI_PROC(void,SDL_PushGPUFragmentUniformData,(SDL_GPUCommandBuffer *a, Ui
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SDL_DYNAPI_PROC(void,SDL_PushGPUVertexUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_PushGPUVertexUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_PutAudioStreamData,(SDL_AudioStream *a, const void *b, int c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUSupport,(SDL_GPUShaderFormat a, const char *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUSupportWithProperties,(SDL_PropertiesID a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_Quit,(void),(),)
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SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(SDL_InitFlags a),(a),)
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SDL_DYNAPI_PROC(void,SDL_QuitSubSystem,(SDL_InitFlags a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RaiseWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RaiseWindow,(SDL_Window *a),(a),return)
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@ -468,7 +468,7 @@ static void SDL_GPU_FillProperties(
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SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
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SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
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}
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}
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SDL_bool SDL_QueryGPUSupport(
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SDL_bool SDL_GPUSupportsShaderFormats(
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SDL_GPUShaderFormat format_flags,
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SDL_GPUShaderFormat format_flags,
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const char *name)
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const char *name)
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{
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{
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@ -476,7 +476,7 @@ SDL_bool SDL_QueryGPUSupport(
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bool result;
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bool result;
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_GPU_FillProperties(props, format_flags, SDL_FALSE, name);
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SDL_GPU_FillProperties(props, format_flags, SDL_FALSE, name);
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result = SDL_QueryGPUSupportWithProperties(props);
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result = SDL_GPUSupportsProperties(props);
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SDL_DestroyProperties(props);
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SDL_DestroyProperties(props);
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return result;
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return result;
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#else
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#else
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@ -485,7 +485,7 @@ SDL_bool SDL_QueryGPUSupport(
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#endif
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#endif
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}
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}
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SDL_bool SDL_QueryGPUSupportWithProperties(SDL_PropertiesID props)
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SDL_bool SDL_GPUSupportsProperties(SDL_PropertiesID props)
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{
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{
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#ifndef SDL_GPU_DISABLED
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#ifndef SDL_GPU_DISABLED
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return (SDL_GPUSelectBackend(props) != NULL);
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return (SDL_GPUSelectBackend(props) != NULL);
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