Removed SDL_bool in favor of plain bool
We require stdbool.h in the build environment, so we might as well use the plain bool type. If your environment doesn't have stdbool.h, this simple replacement will suffice: typedef signed char bool;
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@@ -398,8 +398,8 @@ Render(SDL_Window *window, const int windownum)
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color_target.store_op = SDL_GPU_STOREOP_RESOLVE;
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color_target.texture = winstate->tex_msaa;
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color_target.resolve_texture = winstate->tex_resolve;
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color_target.cycle = SDL_TRUE;
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color_target.cycle_resolve_texture = SDL_TRUE;
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color_target.cycle = true;
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color_target.cycle_resolve_texture = true;
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} else {
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color_target.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target.store_op = SDL_GPU_STOREOP_STORE;
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@@ -413,7 +413,7 @@ Render(SDL_Window *window, const int windownum)
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depth_target.stencil_load_op = SDL_GPU_LOADOP_DONT_CARE;
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depth_target.stencil_store_op = SDL_GPU_STOREOP_DONT_CARE;
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depth_target.texture = winstate->tex_depth;
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depth_target.cycle = SDL_TRUE;
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depth_target.cycle = true;
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/* Set up the bindings */
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@@ -454,7 +454,7 @@ Render(SDL_Window *window, const int windownum)
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}
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static SDL_GPUShader*
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load_shader(SDL_bool is_vertex)
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load_shader(bool is_vertex)
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{
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SDL_GPUShaderCreateInfo createinfo;
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createinfo.num_samplers = 0;
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@@ -512,7 +512,7 @@ init_render_state(int msaa)
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gpu_device = SDL_CreateGPUDevice(
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TESTGPU_SUPPORTED_FORMATS,
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SDL_TRUE,
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true,
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state->gpudriver
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);
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CHECK_CREATE(gpu_device, "GPU device");
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@@ -528,9 +528,9 @@ init_render_state(int msaa)
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/* Create shaders */
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vertex_shader = load_shader(SDL_TRUE);
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vertex_shader = load_shader(true);
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CHECK_CREATE(vertex_shader, "Vertex Shader")
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fragment_shader = load_shader(SDL_FALSE);
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fragment_shader = load_shader(false);
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CHECK_CREATE(fragment_shader, "Fragment Shader")
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/* Create buffers */
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@@ -556,7 +556,7 @@ init_render_state(int msaa)
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CHECK_CREATE(buf_transfer, "Vertex transfer buffer")
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/* We just need to upload the static data once. */
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map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, SDL_FALSE);
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map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, false);
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SDL_memcpy(map, vertex_data, sizeof(vertex_data));
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SDL_UnmapGPUTransferBuffer(gpu_device, buf_transfer);
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@@ -567,7 +567,7 @@ init_render_state(int msaa)
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dst_region.buffer = render_state.buf_vertex;
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dst_region.offset = 0;
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dst_region.size = sizeof(vertex_data);
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SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, SDL_FALSE);
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SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, false);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_SubmitGPUCommandBuffer(cmd);
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@@ -592,10 +592,10 @@ init_render_state(int msaa)
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pipelinedesc.target_info.num_color_targets = 1;
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pipelinedesc.target_info.color_target_descriptions = &color_target_desc;
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pipelinedesc.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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pipelinedesc.target_info.has_depth_stencil_target = SDL_TRUE;
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pipelinedesc.target_info.has_depth_stencil_target = true;
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pipelinedesc.depth_stencil_state.enable_depth_test = SDL_TRUE;
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pipelinedesc.depth_stencil_state.enable_depth_write = SDL_TRUE;
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pipelinedesc.depth_stencil_state.enable_depth_test = true;
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pipelinedesc.depth_stencil_state.enable_depth_write = true;
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pipelinedesc.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
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pipelinedesc.multisample_state.sample_count = render_state.sample_count;
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