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@@ -3038,7 +3038,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
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resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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}
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#if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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- if (usage & SDL_GPU_BUFFERUSAGE_INDIRECT) {
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+ if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
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resourceFlags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
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}
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#endif
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@@ -5828,8 +5828,8 @@ static bool D3D12_SupportsSwapchainComposition(
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{
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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// FIXME: HDR support would be nice to add, but it seems complicated...
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- return swapchain_composition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR ||
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- swapchain_composition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR;
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+ return swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR ||
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+ swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR;
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#else
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D3D12Renderer *renderer = (D3D12Renderer *)driverData;
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DXGI_FORMAT format;
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@@ -5937,7 +5937,7 @@ static bool D3D12_INTERNAL_CreateSwapchain(
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// Initialize the swapchain data
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windowData->present_mode = present_mode;
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- windowData->swapchain_composition = swapchain_composition;
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+ windowData->swapchainComposition = swapchain_composition;
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windowData->swapchainColorSpace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709;
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windowData->frameCounter = 0;
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windowData->swapchainWidth = width;
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@@ -5999,7 +5999,7 @@ static bool D3D12_INTERNAL_ResizeSwapchainIfNeeded(
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D3D12_INTERNAL_CreateSwapchain(
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renderer,
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windowData,
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- windowData->swapchain_composition,
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+ windowData->swapchainComposition,
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windowData->present_mode);
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}
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@@ -7525,7 +7525,7 @@ static void D3D12_INTERNAL_InitBlitResources(
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}
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}
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-static bool D3D12_PrepareDriver(SDL_VideoDevice *this)
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+static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
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{
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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return true;
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@@ -7922,7 +7922,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
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#if defined(SDL_PLATFORM_XBOXSERIES)
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createDeviceParams.DisableDXR = TRUE;
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#endif
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- if (debug_mode) {
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+ if (debugMode) {
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createDeviceParams.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG;
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}
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