Change GPU flag enums to defines (#10681)
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@@ -198,18 +198,15 @@ typedef enum SDL_GPUTextureFormat
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SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT
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} SDL_GPUTextureFormat;
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typedef enum SDL_GPUTextureUsageFlagBits
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{
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SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT = 0x00000001,
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SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000002,
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SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT = 0x00000004,
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SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT = 0x00000008,
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SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT = 0x00000020,
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SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT = 0x00000040
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} SDL_GPUTextureUsageFlagBits;
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typedef Uint32 SDL_GPUTextureUsageFlags;
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#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< & if the texture supports sampling */
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#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< & if the texture is a color render target */
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#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< & if the texture is a depth stencil target */
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#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the texture supports storage reads in graphics stages */
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#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< & if the texture supports storage reads in the compute stage */
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#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the texture supports storage writes in the compute stage */
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typedef enum SDL_GPUTextureType
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{
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SDL_GPU_TEXTURETYPE_2D,
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@@ -236,18 +233,15 @@ typedef enum SDL_GPUCubeMapFace
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SDL_GPU_CUBEMAPFACE_NEGATIVEZ
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} SDL_GPUCubeMapFace;
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typedef enum SDL_GPUBufferUsageFlagBits
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{
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SDL_GPU_BUFFERUSAGE_VERTEX_BIT = 0x00000001,
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SDL_GPU_BUFFERUSAGE_INDEX_BIT = 0x00000002,
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SDL_GPU_BUFFERUSAGE_INDIRECT_BIT = 0x00000004,
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SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT = 0x00000008,
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SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT = 0x00000020,
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SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT = 0x00000040
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} SDL_GPUBufferUsageFlagBits;
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typedef Uint32 SDL_GPUBufferUsageFlags;
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#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< & if the buffer is a vertex buffer */
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#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< & if the buffer is an index buffer */
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#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< & if the buffer is an indirect buffer */
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#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the buffer supports storage reads in graphics stages */
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#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< & if the buffer supports storage reads in the compute stage */
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#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the buffer supports storage writes in the compute stage */
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typedef enum SDL_GPUTransferBufferUsage
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{
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SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
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@@ -260,19 +254,15 @@ typedef enum SDL_GPUShaderStage
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SDL_GPU_SHADERSTAGE_FRAGMENT
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} SDL_GPUShaderStage;
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typedef enum SDL_GPUShaderFormatFlagBits
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{
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SDL_GPU_SHADERFORMAT_INVALID = 0x00000000,
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SDL_GPU_SHADERFORMAT_SECRET = 0x00000001, /* NDA'd platforms */
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SDL_GPU_SHADERFORMAT_SPIRV = 0x00000002, /* Vulkan */
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SDL_GPU_SHADERFORMAT_DXBC = 0x00000004, /* D3D11 (Shader Model 5_0) */
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SDL_GPU_SHADERFORMAT_DXIL = 0x00000008, /* D3D12 */
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SDL_GPU_SHADERFORMAT_MSL = 0x00000010, /* Metal */
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SDL_GPU_SHADERFORMAT_METALLIB = 0x00000020 /* Metal */
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} SDL_GPUShaderFormatFlagBits;
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typedef Uint32 SDL_GPUShaderFormat;
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#define SDL_GPU_SHADERFORMAT_SECRET (1u << 0) /**< & if you are providing shaders for NDA'd platforms */
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#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< & if you are providing SPIR-V shaders for Vulkan */
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#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< & if you are providing DXBC SM5_0 shaders for D3D11 */
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#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< & if you are providing DXIL shaders for D3D12 */
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#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< & if you are providing MSL shaders for Metal */
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#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< & if you are providing precompiled metallib shaders for Metal */
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typedef enum SDL_GPUVertexElementFormat
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{
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/* 32-bit Signed Integers */
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@@ -405,16 +395,13 @@ typedef enum SDL_GPUBlendFactor
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SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE
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} SDL_GPUBlendFactor;
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typedef enum SDL_GPUColorComponentFlagBits
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{
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SDL_GPU_COLORCOMPONENT_R_BIT = 0x00000001,
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SDL_GPU_COLORCOMPONENT_G_BIT = 0x00000002,
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SDL_GPU_COLORCOMPONENT_B_BIT = 0x00000004,
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SDL_GPU_COLORCOMPONENT_A_BIT = 0x00000008
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} SDL_GPUColorComponentFlagBits;
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typedef Uint8 SDL_GPUColorComponentFlags;
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#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< & for the Red component */
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#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< & for the Green component */
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#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< & for the Blue component */
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#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< & for the Alpha component */
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typedef enum SDL_GPUFilter
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{
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SDL_GPU_FILTER_NEAREST,
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@@ -1670,7 +1657,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
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/**
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* Binds texture-sampler pairs for use on the vertex shader.
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*
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* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT.
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* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
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*
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* \param renderPass a render pass handle.
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* \param firstSlot the vertex sampler slot to begin binding from.
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@@ -1690,7 +1677,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
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* Binds storage textures for use on the vertex shader.
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*
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* These textures must have been created with
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* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT.
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* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
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*
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* \param renderPass a render pass handle.
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* \param firstSlot the vertex storage texture slot to begin binding from.
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@@ -1709,7 +1696,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
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* Binds storage buffers for use on the vertex shader.
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*
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* These buffers must have been created with
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* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT.
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* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
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*
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* \param renderPass a render pass handle.
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* \param firstSlot the vertex storage buffer slot to begin binding from.
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@@ -1727,7 +1714,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
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/**
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* Binds texture-sampler pairs for use on the fragment shader.
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*
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* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT.
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* The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
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*
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* \param renderPass a render pass handle.
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* \param firstSlot the fragment sampler slot to begin binding from.
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@@ -1747,7 +1734,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
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* Binds storage textures for use on the fragment shader.
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*
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* These textures must have been created with
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* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT.
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* SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
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*
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* \param renderPass a render pass handle.
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* \param firstSlot the fragment storage texture slot to begin binding from.
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@@ -1766,7 +1753,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
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* Binds storage buffers for use on the fragment shader.
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*
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* These buffers must have been created with
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* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT.
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* SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
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*
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* \param renderPass a render pass handle.
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* \param firstSlot the fragment storage buffer slot to begin binding from.
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@@ -1953,7 +1940,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
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* Binds storage textures as readonly for use on the compute pipeline.
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*
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* These textures must have been created with
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* SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT.
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* SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
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*
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* \param computePass a compute pass handle.
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* \param firstSlot the compute storage texture slot to begin binding from.
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@@ -1972,7 +1959,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
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* Binds storage buffers as readonly for use on the compute pipeline.
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*
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* These buffers must have been created with
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* SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT.
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* SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
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*
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* \param computePass a compute pass handle.
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* \param firstSlot the compute storage buffer slot to begin binding from.
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