Generalize and validate optional GPU feature properties
Fixes https://github.com/libsdl-org/SDL/issues/13139 Fixes https://github.com/libsdl-org/SDL/issues/13138
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@@ -1313,17 +1313,17 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_ALLOW_FEWER_RESOURCE_SLOTS_BOOLEAN, true);
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}
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// These properties allow using the renderer on more Android devices.
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if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN)) {
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SHADERCLIPDISTANCE_BOOLEAN, false);
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if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN)) {
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN, false);
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}
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if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN)) {
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DEPTHCLAMP_BOOLEAN, false);
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if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN)) {
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, false);
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}
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if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN)) {
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_DRAWINDIRECTFIRST_BOOLEAN, false);
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if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN)) {
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN, false);
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}
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if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN)) {
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_VULKAN_SAMPLERANISOTROPY_BOOLEAN, false);
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if (!SDL_HasProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN)) {
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SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN, false);
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}
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GPU_FillSupportedShaderFormats(create_props);
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