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Fixed ABI compatibility with 3.1.6

Sam Lantinga il y a 3 mois
Parent
commit
22422f7748

+ 1 - 1
src/dynapi/SDL_dynapi.sym

@@ -974,7 +974,6 @@ SDL3_0.0.0 {
     SDL_WaitEventTimeout;
     SDL_WaitForGPUFences;
     SDL_WaitForGPUIdle;
-    SDL_WaitForGPUSwapchain;
     SDL_WaitProcess;
     SDL_WaitSemaphore;
     SDL_WaitSemaphoreTimeout;
@@ -1206,6 +1205,7 @@ SDL3_0.0.0 {
     SDL_RunOnMainThread;
     SDL_SetGPUAllowedFramesInFlight;
     SDL_RenderTextureAffine;
+    SDL_WaitForGPUSwapchain;
     SDL_WaitAndAcquireGPUSwapchainTexture;
     SDL_RenderDebugTextFormat;
     SDL_CreateTray;

+ 1 - 1
src/dynapi/SDL_dynapi_overrides.h

@@ -999,7 +999,6 @@
 #define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL
 #define SDL_WaitForGPUFences SDL_WaitForGPUFences_REAL
 #define SDL_WaitForGPUIdle SDL_WaitForGPUIdle_REAL
-#define SDL_WaitForGPUSwapchain SDL_WaitForGPUSwapchain_REAL
 #define SDL_WaitProcess SDL_WaitProcess_REAL
 #define SDL_WaitSemaphore SDL_WaitSemaphore_REAL
 #define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_REAL
@@ -1231,6 +1230,7 @@
 #define SDL_RunOnMainThread SDL_RunOnMainThread_REAL
 #define SDL_SetGPUAllowedFramesInFlight SDL_SetGPUAllowedFramesInFlight_REAL
 #define SDL_RenderTextureAffine SDL_RenderTextureAffine_REAL
+#define SDL_WaitForGPUSwapchain SDL_WaitForGPUSwapchain_REAL
 #define SDL_WaitAndAcquireGPUSwapchainTexture SDL_WaitAndAcquireGPUSwapchainTexture_REAL
 #define SDL_RenderDebugTextFormat SDL_RenderDebugTextFormat_REAL
 #define SDL_CreateTray SDL_CreateTray_REAL

+ 1 - 1
src/dynapi/SDL_dynapi_procs.h

@@ -1009,7 +1009,6 @@ SDL_DYNAPI_PROC(bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
 SDL_DYNAPI_PROC(bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
 SDL_DYNAPI_PROC(bool,SDL_WaitForGPUFences,(SDL_GPUDevice *a, bool b, SDL_GPUFence *const *c, Uint32 d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(bool,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),return)
-SDL_DYNAPI_PROC(bool,SDL_WaitForGPUSwapchain,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
 SDL_DYNAPI_PROC(bool,SDL_WaitProcess,(SDL_Process *a, bool b, int *c),(a,b,c),return)
 SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
 SDL_DYNAPI_PROC(bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
@@ -1237,6 +1236,7 @@ SDL_DYNAPI_PROC(bool,SDL_IsMainThread,(void),(),return)
 SDL_DYNAPI_PROC(bool,SDL_RunOnMainThread,(SDL_MainThreadCallback a,void *b,bool c),(a,b,c),return)
 SDL_DYNAPI_PROC(bool,SDL_SetGPUAllowedFramesInFlight,(SDL_GPUDevice *a,Uint32 b),(a,b),return)
 SDL_DYNAPI_PROC(bool,SDL_RenderTextureAffine,(SDL_Renderer *a,SDL_Texture *b,const SDL_FRect *c,const SDL_FPoint *d,const SDL_FPoint *e,const SDL_FPoint *f),(a,b,c,d,e,f),return)
+SDL_DYNAPI_PROC(bool,SDL_WaitForGPUSwapchain,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
 SDL_DYNAPI_PROC(bool,SDL_WaitAndAcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a,SDL_Window *b,SDL_GPUTexture **c,Uint32 *d,Uint32 *e),(a,b,c,d,e),return)
 #ifndef SDL_DYNAPI_PROC_NO_VARARGS
 SDL_DYNAPI_PROC(bool,SDL_RenderDebugTextFormat,(SDL_Renderer *a,float b,float c,SDL_PRINTF_FORMAT_STRING const char *d,...),(a,b,c,d),return)