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GPU: Rename struct members and parameters for SDL3 naming conventions (#10730)

---------

Co-authored-by: Evan Hemsley <2342303+thatcosmonaut@users.noreply.github.com>
Caleb Cornett 7 hónapja
szülő
commit
9730f62e8c

+ 412 - 421
include/SDL3/SDL_gpu.h

@@ -494,7 +494,7 @@ typedef enum SDL_GPUTextureType
  * Specifies the sample count of a texture.
  *
  * Used in multisampling. Note that this value only applies when the texture
- * is used as a render pass attachment.
+ * is used as a render target.
  *
  * \since This enum is available since SDL 3.0.0
  *
@@ -751,8 +751,7 @@ typedef enum SDL_GPUStencilOp
 } SDL_GPUStencilOp;
 
 /**
- * Specifies the operator to be used when pixels in a render pass texture
- * attachment are blended with existing pixels in the texture.
+ * Specifies the operator to be used when pixels in a render target are blended with existing pixels in the texture.
  *
  * The source color is the value written by the fragment shader. The
  * destination color is the value currently existing in the texture.
@@ -771,8 +770,7 @@ typedef enum SDL_GPUBlendOp
 } SDL_GPUBlendOp;
 
 /**
- * Specifies a blending factor to be used when pixels in a render pass texture
- * attachment are blended with existing pixels in the texture.
+ * Specifies a blending factor to be used when pixels in a render target are blended with existing pixels in the texture.
  *
  * The source color is the value written by the fragment shader. The
  * destination color is the value currently existing in the texture.
@@ -958,28 +956,28 @@ typedef struct SDL_GPUViewport
     float y;
     float w;
     float h;
-    float minDepth;
-    float maxDepth;
+    float min_depth;
+    float max_depth;
 } SDL_GPUViewport;
 
 typedef struct SDL_GPUTextureTransferInfo
 {
-    SDL_GPUTransferBuffer *transferBuffer;
-    Uint32 offset;      /* starting location of the image data */
-    Uint32 imagePitch;  /* number of pixels from one row to the next */
-    Uint32 imageHeight; /* number of rows from one layer/depth-slice to the next */
+    SDL_GPUTransferBuffer *transfer_buffer;
+    Uint32 offset;         /* starting location of the image data */
+    Uint32 pixels_per_row; /* number of pixels from one row to the next */
+    Uint32 rows_per_layer; /* number of rows from one layer/depth-slice to the next */
 } SDL_GPUTextureTransferInfo;
 
 typedef struct SDL_GPUTransferBufferLocation
 {
-    SDL_GPUTransferBuffer *transferBuffer;
+    SDL_GPUTransferBuffer *transfer_buffer;
     Uint32 offset;
 } SDL_GPUTransferBufferLocation;
 
 typedef struct SDL_GPUTextureLocation
 {
     SDL_GPUTexture *texture;
-    Uint32 mipLevel;
+    Uint32 mip_level;
     Uint32 layer;
     Uint32 x;
     Uint32 y;
@@ -989,7 +987,7 @@ typedef struct SDL_GPUTextureLocation
 typedef struct SDL_GPUTextureRegion
 {
     SDL_GPUTexture *texture;
-    Uint32 mipLevel;
+    Uint32 mip_level;
     Uint32 layer;
     Uint32 x;
     Uint32 y;
@@ -1002,8 +1000,8 @@ typedef struct SDL_GPUTextureRegion
 typedef struct SDL_GPUBlitRegion
 {
     SDL_GPUTexture *texture;
-    Uint32 mipLevel;
-    Uint32 layerOrDepthPlane;
+    Uint32 mip_level;
+    Uint32 layer_or_depth_plane;
     Uint32 x;
     Uint32 y;
     Uint32 w;
@@ -1023,54 +1021,54 @@ typedef struct SDL_GPUBufferRegion
     Uint32 size;
 } SDL_GPUBufferRegion;
 
-/* Note that the `firstVertex` and `firstInstance` parameters are NOT compatible with
+/* Note that the `first_vertex` and `first_instance` parameters are NOT compatible with
  * built-in vertex/instance ID variables in shaders (for example, SV_VertexID). If
  * your shader depends on these variables, the correlating draw call parameter MUST
  * be 0.
  */
 typedef struct SDL_GPUIndirectDrawCommand
 {
-    Uint32 vertexCount;   /* number of vertices to draw */
-    Uint32 instanceCount; /* number of instances to draw */
-    Uint32 firstVertex;   /* index of the first vertex to draw */
-    Uint32 firstInstance; /* ID of the first instance to draw */
+    Uint32 num_vertices;   /* number of vertices to draw */
+    Uint32 num_instances;  /* number of instances to draw */
+    Uint32 first_vertex;   /* index of the first vertex to draw */
+    Uint32 first_instance; /* ID of the first instance to draw */
 } SDL_GPUIndirectDrawCommand;
 
 typedef struct SDL_GPUIndexedIndirectDrawCommand
 {
-    Uint32 indexCount;    /* number of vertices to draw per instance */
-    Uint32 instanceCount; /* number of instances to draw */
-    Uint32 firstIndex;    /* base index within the index buffer */
-    Sint32 vertexOffset;  /* value added to vertex index before indexing into the vertex buffer */
-    Uint32 firstInstance; /* ID of the first instance to draw */
+    Uint32 num_indices;    /* number of vertices to draw per instance */
+    Uint32 num_instances;  /* number of instances to draw */
+    Uint32 first_index;    /* base index within the index buffer */
+    Sint32 vertex_offset;  /* value added to vertex index before indexing into the vertex buffer */
+    Uint32 first_instance; /* ID of the first instance to draw */
 } SDL_GPUIndexedIndirectDrawCommand;
 
 typedef struct SDL_GPUIndirectDispatchCommand
 {
-    Uint32 groupCountX;
-    Uint32 groupCountY;
-    Uint32 groupCountZ;
+    Uint32 groupcount_x;
+    Uint32 groupcount_y;
+    Uint32 groupcount_z;
 } SDL_GPUIndirectDispatchCommand;
 
 /* State structures */
 
 typedef struct SDL_GPUSamplerCreateInfo
 {
-    SDL_GPUFilter minFilter;
-    SDL_GPUFilter magFilter;
-    SDL_GPUSamplerMipmapMode mipmapMode;
-    SDL_GPUSamplerAddressMode addressModeU;
-    SDL_GPUSamplerAddressMode addressModeV;
-    SDL_GPUSamplerAddressMode addressModeW;
-    float mipLodBias;
-    float maxAnisotropy;
-    SDL_bool anisotropyEnable;
-    SDL_bool compareEnable;
+    SDL_GPUFilter min_filter;
+    SDL_GPUFilter mag_filter;
+    SDL_GPUSamplerMipmapMode mipmap_mode;
+    SDL_GPUSamplerAddressMode address_mode_u;
+    SDL_GPUSamplerAddressMode address_mode_v;
+    SDL_GPUSamplerAddressMode address_mode_w;
+    float mip_lod_bias;
+    float max_anisotropy;
+    SDL_bool enable_anisotropy;
+    SDL_bool enable_compare;
     Uint8 padding1;
     Uint8 padding2;
-    SDL_GPUCompareOp compareOp;
-    float minLod;
-    float maxLod;
+    SDL_GPUCompareOp compare_op;
+    float min_lod;
+    float max_lod;
 
     SDL_PropertiesID props;
 } SDL_GPUSamplerCreateInfo;
@@ -1078,9 +1076,9 @@ typedef struct SDL_GPUSamplerCreateInfo
 typedef struct SDL_GPUVertexBinding
 {
     Uint32 binding;
-    Uint32 stride;
-    SDL_GPUVertexInputRate inputRate;
-    Uint32 instanceStepRate; /* ignored unless inputRate is INSTANCE */
+    Uint32 pitch;
+    SDL_GPUVertexInputRate input_rate;
+    Uint32 instance_step_rate; /* ignored unless input_rate is INSTANCE */
 } SDL_GPUVertexBinding;
 
 typedef struct SDL_GPUVertexAttribute
@@ -1093,46 +1091,46 @@ typedef struct SDL_GPUVertexAttribute
 
 typedef struct SDL_GPUVertexInputState
 {
-    const SDL_GPUVertexBinding *vertexBindings;
-    Uint32 vertexBindingCount;
-    const SDL_GPUVertexAttribute *vertexAttributes;
-    Uint32 vertexAttributeCount;
+    const SDL_GPUVertexBinding *vertex_bindings;
+    Uint32 num_vertex_bindings;
+    const SDL_GPUVertexAttribute *vertex_attributes;
+    Uint32 num_vertex_attributes;
 } SDL_GPUVertexInputState;
 
 typedef struct SDL_GPUStencilOpState
 {
-    SDL_GPUStencilOp failOp;
-    SDL_GPUStencilOp passOp;
-    SDL_GPUStencilOp depthFailOp;
-    SDL_GPUCompareOp compareOp;
+    SDL_GPUStencilOp fail_op;
+    SDL_GPUStencilOp pass_op;
+    SDL_GPUStencilOp depth_fail_op;
+    SDL_GPUCompareOp compare_op;
 } SDL_GPUStencilOpState;
 
-typedef struct SDL_GPUColorAttachmentBlendState
+typedef struct SDL_GPUColorTargetBlendState
 {
-    SDL_bool blendEnable;
+    SDL_bool enable_blend;
     Uint8 padding1;
     Uint8 padding2;
     Uint8 padding3;
-    SDL_GPUBlendFactor srcColorBlendFactor;
-    SDL_GPUBlendFactor dstColorBlendFactor;
-    SDL_GPUBlendOp colorBlendOp;
-    SDL_GPUBlendFactor srcAlphaBlendFactor;
-    SDL_GPUBlendFactor dstAlphaBlendFactor;
-    SDL_GPUBlendOp alphaBlendOp;
-    SDL_GPUColorComponentFlags colorWriteMask;
-} SDL_GPUColorAttachmentBlendState;
+    SDL_GPUBlendFactor src_color_blendfactor;
+    SDL_GPUBlendFactor dst_color_blendfactor;
+    SDL_GPUBlendOp color_blend_op;
+    SDL_GPUBlendFactor src_alpha_blendfactor;
+    SDL_GPUBlendFactor dst_alpha_blendfactor;
+    SDL_GPUBlendOp alpha_blend_op;
+    SDL_GPUColorComponentFlags color_write_mask;
+} SDL_GPUColorTargetBlendState;
 
 typedef struct SDL_GPUShaderCreateInfo
 {
-    size_t codeSize;
+    size_t code_size;
     const Uint8 *code;
-    const char *entryPointName;
+    const char *entrypoint;
     SDL_GPUShaderFormat format;
     SDL_GPUShaderStage stage;
-    Uint32 samplerCount;
-    Uint32 storageTextureCount;
-    Uint32 storageBufferCount;
-    Uint32 uniformBufferCount;
+    Uint32 num_samplers;
+    Uint32 num_storage_textures;
+    Uint32 num_storage_buffers;
+    Uint32 num_uniform_buffers;
 
     SDL_PropertiesID props;
 } SDL_GPUShaderCreateInfo;
@@ -1141,12 +1139,12 @@ typedef struct SDL_GPUTextureCreateInfo
 {
     SDL_GPUTextureType type;
     SDL_GPUTextureFormat format;
-    SDL_GPUTextureUsageFlags usageFlags;
+    SDL_GPUTextureUsageFlags usage;
     Uint32 width;
     Uint32 height;
-    Uint32 layerCountOrDepth;
-    Uint32 levelCount;
-    SDL_GPUSampleCount sampleCount;
+    Uint32 layer_count_or_depth;
+    Uint32 num_levels;
+    SDL_GPUSampleCount sample_count;
 
     SDL_PropertiesID props;
 } SDL_GPUTextureCreateInfo;
@@ -1160,8 +1158,8 @@ typedef struct SDL_GPUTextureCreateInfo
 
 typedef struct SDL_GPUBufferCreateInfo
 {
-    SDL_GPUBufferUsageFlags usageFlags;
-    Uint32 sizeInBytes;
+    SDL_GPUBufferUsageFlags usage;
+    Uint32 size;
 
     SDL_PropertiesID props;
 } SDL_GPUBufferCreateInfo;
@@ -1169,7 +1167,7 @@ typedef struct SDL_GPUBufferCreateInfo
 typedef struct SDL_GPUTransferBufferCreateInfo
 {
     SDL_GPUTransferBufferUsage usage;
-    Uint32 sizeInBytes;
+    Uint32 size;
 
     SDL_PropertiesID props;
 } SDL_GPUTransferBufferCreateInfo;
@@ -1178,97 +1176,97 @@ typedef struct SDL_GPUTransferBufferCreateInfo
 
 typedef struct SDL_GPURasterizerState
 {
-    SDL_GPUFillMode fillMode;
-    SDL_GPUCullMode cullMode;
-    SDL_GPUFrontFace frontFace;
-    SDL_bool depthBiasEnable;
+    SDL_GPUFillMode fill_mode;
+    SDL_GPUCullMode cull_mode;
+    SDL_GPUFrontFace front_face;
+    SDL_bool enable_depth_bias;
     Uint8 padding1;
     Uint8 padding2;
     Uint8 padding3;
-    float depthBiasConstantFactor;
-    float depthBiasClamp;
-    float depthBiasSlopeFactor;
+    float depth_bias_constant_factor;
+    float depth_bias_clamp;
+    float depth_bias_slope_factor;
 } SDL_GPURasterizerState;
 
 typedef struct SDL_GPUMultisampleState
 {
-    SDL_GPUSampleCount sampleCount;
-    Uint32 sampleMask;
+    SDL_GPUSampleCount sample_count;
+    Uint32 sample_mask;
 } SDL_GPUMultisampleState;
 
 typedef struct SDL_GPUDepthStencilState
 {
-    SDL_bool depthTestEnable;
-    SDL_bool depthWriteEnable;
-    SDL_bool stencilTestEnable;
+    SDL_bool enable_depth_test;
+    SDL_bool enable_depth_write;
+    SDL_bool enable_stencil_test;
     Uint8 padding1;
-    SDL_GPUCompareOp compareOp;
-    SDL_GPUStencilOpState backStencilState;
-    SDL_GPUStencilOpState frontStencilState;
-    Uint8 compareMask;
-    Uint8 writeMask;
+    SDL_GPUCompareOp compare_op;
+    SDL_GPUStencilOpState back_stencil_state;
+    SDL_GPUStencilOpState front_stencil_state;
+    Uint8 compare_mask;
+    Uint8 write_mask;
     Uint8 padding2;
     Uint8 padding3;
 } SDL_GPUDepthStencilState;
 
-typedef struct SDL_GPUColorAttachmentDescription
+typedef struct SDL_GPUColorTargetDescription
 {
     SDL_GPUTextureFormat format;
-    SDL_GPUColorAttachmentBlendState blendState;
-} SDL_GPUColorAttachmentDescription;
+    SDL_GPUColorTargetBlendState blend_state;
+} SDL_GPUColorTargetDescription;
 
-typedef struct SDL_GPUGraphicsPipelineAttachmentInfo
+typedef struct SDL_GpuGraphicsPipelineTargetInfo
 {
-    const SDL_GPUColorAttachmentDescription *colorAttachmentDescriptions;
-    Uint32 colorAttachmentCount;
-    SDL_bool hasDepthStencilAttachment;
+    const SDL_GPUColorTargetDescription *color_target_descriptions;
+    Uint32 num_color_targets;
+    SDL_bool has_depth_stencil_target;
     Uint8 padding1;
     Uint8 padding2;
     Uint8 padding3;
-    SDL_GPUTextureFormat depthStencilFormat;
-} SDL_GPUGraphicsPipelineAttachmentInfo;
+    SDL_GPUTextureFormat depth_stencil_format;
+} SDL_GpuGraphicsPipelineTargetInfo;
 
 typedef struct SDL_GPUGraphicsPipelineCreateInfo
 {
-    SDL_GPUShader *vertexShader;
-    SDL_GPUShader *fragmentShader;
-    SDL_GPUVertexInputState vertexInputState;
-    SDL_GPUPrimitiveType primitiveType;
-    SDL_GPURasterizerState rasterizerState;
-    SDL_GPUMultisampleState multisampleState;
-    SDL_GPUDepthStencilState depthStencilState;
-    SDL_GPUGraphicsPipelineAttachmentInfo attachmentInfo;
+    SDL_GPUShader *vertex_shader;
+    SDL_GPUShader *fragment_shader;
+    SDL_GPUVertexInputState vertex_input_state;
+    SDL_GPUPrimitiveType primitive_type;
+    SDL_GPURasterizerState rasterizer_state;
+    SDL_GPUMultisampleState multisample_state;
+    SDL_GPUDepthStencilState depth_stencil_state;
+    SDL_GpuGraphicsPipelineTargetInfo target_info;
 
     SDL_PropertiesID props;
 } SDL_GPUGraphicsPipelineCreateInfo;
 
 typedef struct SDL_GPUComputePipelineCreateInfo
 {
-    size_t codeSize;
+    size_t code_size;
     const Uint8 *code;
-    const char *entryPointName;
+    const char *entrypoint;
     SDL_GPUShaderFormat format;
-    Uint32 readOnlyStorageTextureCount;
-    Uint32 readOnlyStorageBufferCount;
-    Uint32 writeOnlyStorageTextureCount;
-    Uint32 writeOnlyStorageBufferCount;
-    Uint32 uniformBufferCount;
-    Uint32 threadCountX;
-    Uint32 threadCountY;
-    Uint32 threadCountZ;
+    Uint32 num_readonly_storage_textures;
+    Uint32 num_readonly_storage_buffers;
+    Uint32 num_writeonly_storage_textures;
+    Uint32 num_writeonly_storage_buffers;
+    Uint32 num_uniform_buffers;
+    Uint32 threadcount_x;
+    Uint32 threadcount_y;
+    Uint32 threadcount_z;
 
     SDL_PropertiesID props;
 } SDL_GPUComputePipelineCreateInfo;
 
-typedef struct SDL_GPUColorAttachmentInfo
+typedef struct SDL_GPUColorTargetInfo
 {
-    /* The texture that will be used as a color attachment by a render pass. */
+    /* The texture that will be used as a color target by a render pass. */
     SDL_GPUTexture *texture;
-    Uint32 mipLevel;
-    Uint32 layerOrDepthPlane; /* For 3D textures, you can bind an individual depth plane as an attachment. */
+    Uint32 mip_level;
+    Uint32 layer_or_depth_plane; /* For 3D textures, you can bind an individual depth plane as a target. */
 
     /* Can be ignored by RenderPass if CLEAR is not used */
-    SDL_FColor clearColor;
+    SDL_FColor clear_color;
 
     /* Determines what is done with the texture at the beginning of the render pass.
      *
@@ -1282,7 +1280,7 @@ typedef struct SDL_GPUColorAttachmentInfo
      *     The driver will do whatever it wants with the texture memory.
      *     This is a good option if you know that every single pixel will be touched in the render pass.
      */
-    SDL_GPULoadOp loadOp;
+    SDL_GPULoadOp load_op;
 
     /* Determines what is done with the texture at the end of the render pass.
      *
@@ -1293,22 +1291,22 @@ typedef struct SDL_GPUColorAttachmentInfo
      *     The driver will do whatever it wants with the texture memory.
      *     This is often a good option for depth/stencil textures.
      */
-    SDL_GPUStoreOp storeOp;
+    SDL_GPUStoreOp store_op;
 
-    /* if SDL_TRUE, cycles the texture if the texture is bound and loadOp is not LOAD */
+    /* if SDL_TRUE, cycles the texture if the texture is bound and load_op is not LOAD */
     SDL_bool cycle;
     Uint8 padding1;
     Uint8 padding2;
     Uint8 padding3;
-} SDL_GPUColorAttachmentInfo;
+} SDL_GPUColorTargetInfo;
 
-typedef struct SDL_GPUDepthStencilAttachmentInfo
+typedef struct SDL_GPUDepthStencilTargetInfo
 {
-    /* The texture that will be used as the depth stencil attachment by a render pass. */
+    /* The texture that will be used as the depth stencil target by a render pass. */
     SDL_GPUTexture *texture;
 
     /* Can be ignored by the render pass if CLEAR is not used */
-    SDL_GPUDepthStencilValue depthStencilClearValue;
+    SDL_GPUDepthStencilValue clear_value;
 
     /* Determines what is done with the depth values at the beginning of the render pass.
      *
@@ -1322,7 +1320,7 @@ typedef struct SDL_GPUDepthStencilAttachmentInfo
      *     The driver will do whatever it wants with the memory.
      *     This is a good option if you know that every single pixel will be touched in the render pass.
      */
-    SDL_GPULoadOp loadOp;
+    SDL_GPULoadOp load_op;
 
     /* Determines what is done with the depth values at the end of the render pass.
      *
@@ -1333,7 +1331,7 @@ typedef struct SDL_GPUDepthStencilAttachmentInfo
      *     The driver will do whatever it wants with the texture memory.
      *     This is often a good option for depth/stencil textures.
      */
-    SDL_GPUStoreOp storeOp;
+    SDL_GPUStoreOp store_op;
 
     /* Determines what is done with the stencil values at the beginning of the render pass.
      *
@@ -1347,7 +1345,7 @@ typedef struct SDL_GPUDepthStencilAttachmentInfo
      *     The driver will do whatever it wants with the memory.
      *     This is a good option if you know that every single pixel will be touched in the render pass.
      */
-    SDL_GPULoadOp stencilLoadOp;
+    SDL_GPULoadOp stencil_load_op;
 
     /* Determines what is done with the stencil values at the end of the render pass.
      *
@@ -1358,14 +1356,14 @@ typedef struct SDL_GPUDepthStencilAttachmentInfo
      *     The driver will do whatever it wants with the texture memory.
      *     This is often a good option for depth/stencil textures.
      */
-    SDL_GPUStoreOp stencilStoreOp;
+    SDL_GPUStoreOp stencil_store_op;
 
     /* if SDL_TRUE, cycles the texture if the texture is bound and any load ops are not LOAD */
     SDL_bool cycle;
     Uint8 padding1;
     Uint8 padding2;
     Uint8 padding3;
-} SDL_GPUDepthStencilAttachmentInfo;
+} SDL_GPUDepthStencilTargetInfo;
 
 /* Binding structs */
 
@@ -1395,7 +1393,7 @@ typedef struct SDL_GPUStorageBufferWriteOnlyBinding
 typedef struct SDL_GPUStorageTextureWriteOnlyBinding
 {
     SDL_GPUTexture *texture;
-    Uint32 mipLevel;
+    Uint32 mip_level;
     Uint32 layer;
 
     /* if SDL_TRUE, cycles the texture if the texture is bound. */
@@ -1412,9 +1410,9 @@ typedef struct SDL_GPUStorageTextureWriteOnlyBinding
 /**
  * Creates a GPU context.
  *
- * \param formatFlags a bitflag indicating which shader formats the app is
+ * \param format_flags a bitflag indicating which shader formats the app is
  *                    able to provide.
- * \param debugMode enable debug mode properties and validations.
+ * \param debug_mode enable debug mode properties and validations.
  * \param name the preferred GPU driver, or NULL to let SDL pick the optimal
  *             driver.
  * \returns a GPU context on success or NULL on failure.
@@ -1425,8 +1423,8 @@ typedef struct SDL_GPUStorageTextureWriteOnlyBinding
  * \sa SDL_DestroyGPUDevice
  */
 extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
-    SDL_GPUShaderFormat formatFlags,
-    SDL_bool debugMode,
+    SDL_GPUShaderFormat format_flags,
+    SDL_bool debug_mode,
     const char *name);
 
 /**
@@ -1542,8 +1540,7 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
  *   textures
  *
  * \param device a GPU Context.
- * \param computePipelineCreateInfo a struct describing the state of the
- *                                  requested compute pipeline.
+ * \param createinfo a struct describing the state of the compute pipeline to create.
  * \returns a compute pipeline object on success, or NULL on failure.
  *
  * \since This function is available since SDL 3.0.0.
@@ -1553,14 +1550,13 @@ extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device
  */
 extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline(
     SDL_GPUDevice *device,
-    const SDL_GPUComputePipelineCreateInfo *computePipelineCreateInfo);
+    const SDL_GPUComputePipelineCreateInfo *createinfo);
 
 /**
  * Creates a pipeline object to be used in a graphics workflow.
  *
  * \param device a GPU Context.
- * \param pipelineCreateInfo a struct describing the state of the desired
- *                           graphics pipeline.
+ * \param createinfo a struct describing the state of the graphics pipeline to create.
  * \returns a graphics pipeline object on success, or NULL on failure.
  *
  * \since This function is available since SDL 3.0.0.
@@ -1571,15 +1567,14 @@ extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline
  */
 extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeline(
     SDL_GPUDevice *device,
-    const SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo);
+    const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
 
 /**
  * Creates a sampler object to be used when binding textures in a graphics
  * workflow.
  *
  * \param device a GPU Context.
- * \param samplerCreateInfo a struct describing the state of the desired
- *                          sampler.
+ * \param createinfo a struct describing the state of the sampler to create.
  * \returns a sampler object on success, or NULL on failure.
  *
  * \since This function is available since SDL 3.0.0.
@@ -1590,7 +1585,7 @@ extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeli
  */
 extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
     SDL_GPUDevice *device,
-    const SDL_GPUSamplerCreateInfo *samplerCreateInfo);
+    const SDL_GPUSamplerCreateInfo *createinfo);
 
 /**
  * Creates a shader to be used when creating a graphics pipeline.
@@ -1648,8 +1643,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
  *   information from the SDL_GPUPipeline.
  *
  * \param device a GPU Context.
- * \param shaderCreateInfo a struct describing the state of the desired
- *                         shader.
+ * \param createinfo a struct describing the state of the shader to create.
  * \returns a shader object on success, or NULL on failure.
  *
  * \since This function is available since SDL 3.0.0.
@@ -1659,7 +1653,7 @@ extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
  */
 extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
     SDL_GPUDevice *device,
-    const SDL_GPUShaderCreateInfo *shaderCreateInfo);
+    const SDL_GPUShaderCreateInfo *createinfo);
 
 /**
  * Creates a texture object to be used in graphics or compute workflows.
@@ -1675,8 +1669,7 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
  * count.
  *
  * \param device a GPU Context.
- * \param textureCreateInfo a struct describing the state of the texture to
- *                          create.
+ * \param createinfo a struct describing the state of the texture to create.
  * \returns a texture object on success, or NULL on failure.
  *
  * \since This function is available since SDL 3.0.0.
@@ -1694,7 +1687,7 @@ extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
  */
 extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
     SDL_GPUDevice *device,
-    const SDL_GPUTextureCreateInfo *textureCreateInfo);
+    const SDL_GPUTextureCreateInfo *createinfo);
 
 /**
  * Creates a buffer object to be used in graphics or compute workflows.
@@ -1706,8 +1699,7 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
  * buffer cannot have both the VERTEX and INDEX flags.
  *
  * \param device a GPU Context.
- * \param bufferCreateInfo a struct describing the state of the buffer to
- *                         create.
+ * \param createinfo a struct describing the state of the buffer to create.
  * \returns a buffer object on success, or NULL on failure.
  *
  * \since This function is available since SDL 3.0.0.
@@ -1728,15 +1720,14 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
  */
 extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
     SDL_GPUDevice *device,
-    const SDL_GPUBufferCreateInfo *bufferCreateInfo);
+    const SDL_GPUBufferCreateInfo *createinfo);
 
 /**
  * Creates a transfer buffer to be used when uploading to or downloading from
  * graphics resources.
  *
  * \param device a GPU Context.
- * \param transferBufferCreateInfo a struct describing the state of the
- *                                 transfer buffer to create.
+ * \param createinfo a struct describing the state of the transfer buffer to create.
  * \returns a transfer buffer on success, or NULL on failure.
  *
  * \since This function is available since SDL 3.0.0.
@@ -1749,7 +1740,7 @@ extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
  */
 extern SDL_DECLSPEC SDL_GPUTransferBuffer *SDLCALL SDL_CreateGPUTransferBuffer(
     SDL_GPUDevice *device,
-    const SDL_GPUTransferBufferCreateInfo *transferBufferCreateInfo);
+    const SDL_GPUTransferBufferCreateInfo *createinfo);
 
 /* Debug Naming */
 
@@ -1790,13 +1781,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
  *
  * Useful for debugging.
  *
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
  * \param text a UTF-8 string constant to insert as the label.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     const char *text);
 
 /**
@@ -1813,7 +1804,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
  * pass rather than the command buffer. For best results, if you push a debug
  * group during a pass, always pop it in the same pass.
  *
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
  * \param name a UTF-8 string constant that names the group.
  *
  * \since This function is available since SDL 3.0.0.
@@ -1821,20 +1812,20 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
  * \sa SDL_PopGPUDebugGroup
  */
 extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     const char *name);
 
 /**
  * Ends the most-recently pushed debug group.
  *
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
  *
  * \since This function is available since SDL 3.0.0.
  *
  * \sa SDL_PushGPUDebugGroup
  */
 extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
-    SDL_GPUCommandBuffer *commandBuffer);
+    SDL_GPUCommandBuffer *command_buffer);
 
 /* Disposal */
 
@@ -1886,13 +1877,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
  * You must not reference the transfer buffer after calling this function.
  *
  * \param device a GPU context.
- * \param transferBuffer a transfer buffer to be destroyed.
+ * \param transfer_buffer a transfer buffer to be destroyed.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
     SDL_GPUDevice *device,
-    SDL_GPUTransferBuffer *transferBuffer);
+    SDL_GPUTransferBuffer *transfer_buffer);
 
 /**
  * Frees the given compute pipeline as soon as it is safe to do so.
@@ -1900,13 +1891,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
  * You must not reference the compute pipeline after calling this function.
  *
  * \param device a GPU context.
- * \param computePipeline a compute pipeline to be destroyed.
+ * \param compute_pipeline a compute pipeline to be destroyed.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
     SDL_GPUDevice *device,
-    SDL_GPUComputePipeline *computePipeline);
+    SDL_GPUComputePipeline *compute_pipeline);
 
 /**
  * Frees the given shader as soon as it is safe to do so.
@@ -1928,13 +1919,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
  * You must not reference the graphics pipeline after calling this function.
  *
  * \param device a GPU context.
- * \param graphicsPipeline a graphics pipeline to be destroyed.
+ * \param graphics_pipeline a graphics pipeline to be destroyed.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
     SDL_GPUDevice *device,
-    SDL_GPUGraphicsPipeline *graphicsPipeline);
+    SDL_GPUGraphicsPipeline *graphics_pipeline);
 
 /**
  * Acquire a command buffer.
@@ -1980,54 +1971,54 @@ extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
  *
  * Subsequent draw calls will use this uniform data.
  *
- * \param commandBuffer a command buffer.
- * \param slotIndex the vertex uniform slot to push data to.
+ * \param command_buffer a command buffer.
+ * \param slot_index the vertex uniform slot to push data to.
  * \param data client data to write.
- * \param dataLengthInBytes the length of the data to write.
+ * \param length the length of the data to write.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
-    SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 slotIndex,
+    SDL_GPUCommandBuffer *command_buffer,
+    Uint32 slot_index,
     const void *data,
-    Uint32 dataLengthInBytes);
+    Uint32 length);
 
 /**
  * Pushes data to a fragment uniform slot on the command buffer.
  *
  * Subsequent draw calls will use this uniform data.
  *
- * \param commandBuffer a command buffer.
- * \param slotIndex the fragment uniform slot to push data to.
+ * \param command_buffer a command buffer.
+ * \param slot_index the fragment uniform slot to push data to.
  * \param data client data to write.
- * \param dataLengthInBytes the length of the data to write.
+ * \param length the length of the data to write.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
-    SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 slotIndex,
+    SDL_GPUCommandBuffer *command_buffer,
+    Uint32 slot_index,
     const void *data,
-    Uint32 dataLengthInBytes);
+    Uint32 length);
 
 /**
  * Pushes data to a uniform slot on the command buffer.
  *
  * Subsequent draw calls will use this uniform data.
  *
- * \param commandBuffer a command buffer.
- * \param slotIndex the uniform slot to push data to.
+ * \param command_buffer a command buffer.
+ * \param slot_index the uniform slot to push data to.
  * \param data client data to write.
- * \param dataLengthInBytes the length of the data to write.
+ * \param length the length of the data to write.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
-    SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 slotIndex,
+    SDL_GPUCommandBuffer *command_buffer,
+    Uint32 slot_index,
     const void *data,
-    Uint32 dataLengthInBytes);
+    Uint32 length);
 
 /*
  * A NOTE ON CYCLING
@@ -2053,7 +2044,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
  * to worry about overwriting any data that is not yet uploaded.
  *
  * Another example: If you are using a texture in a render pass every frame, this can cause a data dependency between frames.
- * If you set cycle to SDL_TRUE in the ColorAttachmentInfo struct, you can prevent this data dependency.
+ * If you set cycle to SDL_TRUE in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency.
  *
  * Cycling will never undefine already bound data.
  * When cycling, all data in the resource is considered to be undefined for subsequent commands until that data is written again.
@@ -2081,12 +2072,12 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
  * is called. You cannot begin another render pass, or begin a compute pass or
  * copy pass until you have ended the render pass.
  *
- * \param commandBuffer a command buffer.
- * \param colorAttachmentInfos an array of texture subresources with
+ * \param command_buffer a command buffer.
+ * \param color_target_infos an array of texture subresources with
  *                             corresponding clear values and load/store ops.
- * \param colorAttachmentCount the number of color attachments in the
- *                             colorAttachmentInfos array.
- * \param depthStencilAttachmentInfo a texture subresource with corresponding
+ * \param num_color_targets the number of color targets in the
+ *                             color_target_infos array.
+ * \param depth_stencil_target_info a texture subresource with corresponding
  *                                   clear value and load/store ops, may be
  *                                   NULL.
  * \returns a render pass handle.
@@ -2096,54 +2087,54 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
  * \sa SDL_EndGPURenderPass
  */
 extern SDL_DECLSPEC SDL_GPURenderPass *SDLCALL SDL_BeginGPURenderPass(
-    SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-    Uint32 colorAttachmentCount,
-    const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo);
+    SDL_GPUCommandBuffer *command_buffer,
+    const SDL_GPUColorTargetInfo *color_target_infos,
+    Uint32 num_color_targets,
+    const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info);
 
 /**
  * Binds a graphics pipeline on a render pass to be used in rendering.
  *
  * A graphics pipeline must be bound before making any draw calls.
  *
- * \param renderPass a render pass handle.
- * \param graphicsPipeline the graphics pipeline to bind.
+ * \param render_pass a render pass handle.
+ * \param graphics_pipeline the graphics pipeline to bind.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline(
-    SDL_GPURenderPass *renderPass,
-    SDL_GPUGraphicsPipeline *graphicsPipeline);
+    SDL_GPURenderPass *render_pass,
+    SDL_GPUGraphicsPipeline *graphics_pipeline);
 
 /**
  * Sets the current viewport state on a command buffer.
  *
- * \param renderPass a render pass handle.
+ * \param render_pass a render pass handle.
  * \param viewport the viewport to set.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     const SDL_GPUViewport *viewport);
 
 /**
  * Sets the current scissor state on a command buffer.
  *
- * \param renderPass a render pass handle.
+ * \param render_pass a render pass handle.
  * \param scissor the scissor area to set.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     const SDL_Rect *scissor);
 
 /**
  * Sets the current blend constants on a command buffer.
  *
- * \param renderPass a render pass handle.
- * \param blendConstants the blend constant color.
+ * \param render_pass a render pass handle.
+ * \param blend_constants the blend constant color.
  *
  * \since This function is available since SDL 3.0.0.
  *
@@ -2151,74 +2142,74 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
  * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR
  */
 extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants(
-    SDL_GPURenderPass *renderPass,
-    SDL_FColor blendConstants);
+    SDL_GPURenderPass *render_pass,
+    SDL_FColor blend_constants);
 
 /**
  * Sets the current stencil reference value on a command buffer.
  *
- * \param renderPass a render pass handle.
+ * \param render_pass a render pass handle.
  * \param reference the stencil reference value to set.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     Uint8 reference);
 
 /**
  * Binds vertex buffers on a command buffer for use with subsequent draw
  * calls.
  *
- * \param renderPass a render pass handle.
- * \param firstBinding the starting bind point for the vertex buffers.
- * \param pBindings an array of SDL_GPUBufferBinding structs containing vertex
+ * \param render_pass a render pass handle.
+ * \param first_binding the starting bind point for the vertex buffers.
+ * \param bindings an array of SDL_GPUBufferBinding structs containing vertex
  *                  buffers and offset values.
- * \param bindingCount the number of bindings in the pBindings array.
+ * \param num_bindings the number of bindings in the bindings array.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstBinding,
-    const SDL_GPUBufferBinding *pBindings,
-    Uint32 bindingCount);
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_binding,
+    const SDL_GPUBufferBinding *bindings,
+    Uint32 num_bindings);
 
 /**
  * Binds an index buffer on a command buffer for use with subsequent draw
  * calls.
  *
- * \param renderPass a render pass handle.
- * \param pBinding a pointer to a struct containing an index buffer and
+ * \param render_pass a render pass handle.
+ * \param binding a pointer to a struct containing an index buffer and
  *                 offset.
- * \param indexElementSize whether the index values in the buffer are 16- or
+ * \param index_element_size whether the index values in the buffer are 16- or
  *                         32-bit.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
-    SDL_GPURenderPass *renderPass,
-    const SDL_GPUBufferBinding *pBinding,
-    SDL_GPUIndexElementSize indexElementSize);
+    SDL_GPURenderPass *render_pass,
+    const SDL_GPUBufferBinding *binding,
+    SDL_GPUIndexElementSize index_element_size);
 
 /**
  * Binds texture-sampler pairs for use on the vertex shader.
  *
  * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
  *
- * \param renderPass a render pass handle.
- * \param firstSlot the vertex sampler slot to begin binding from.
- * \param textureSamplerBindings an array of texture-sampler binding structs.
- * \param bindingCount the number of texture-sampler pairs to bind from the
+ * \param render_pass a render pass handle.
+ * \param first_slot the vertex sampler slot to begin binding from.
+ * \param texture_sampler_bindings an array of texture-sampler binding structs.
+ * \param num_bindings the number of texture-sampler pairs to bind from the
  *                     array.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount);
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
+    Uint32 num_bindings);
 
 /**
  * Binds storage textures for use on the vertex shader.
@@ -2226,18 +2217,18 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
  * These textures must have been created with
  * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
  *
- * \param renderPass a render pass handle.
- * \param firstSlot the vertex storage texture slot to begin binding from.
- * \param storageTextures an array of storage textures.
- * \param bindingCount the number of storage texture to bind from the array.
+ * \param render_pass a render pass handle.
+ * \param first_slot the vertex storage texture slot to begin binding from.
+ * \param storage_textures an array of storage textures.
+ * \param num_bindings the number of storage texture to bind from the array.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount);
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    SDL_GPUTexture *const *storage_textures,
+    Uint32 num_bindings);
 
 /**
  * Binds storage buffers for use on the vertex shader.
@@ -2245,37 +2236,37 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
  * These buffers must have been created with
  * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
  *
- * \param renderPass a render pass handle.
- * \param firstSlot the vertex storage buffer slot to begin binding from.
- * \param storageBuffers an array of buffers.
- * \param bindingCount the number of buffers to bind from the array.
+ * \param render_pass a render pass handle.
+ * \param first_slot the vertex storage buffer slot to begin binding from.
+ * \param storage_buffers an array of buffers.
+ * \param num_bindings the number of buffers to bind from the array.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount);
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    SDL_GPUBuffer *const *storage_buffers,
+    Uint32 num_bindings);
 
 /**
  * Binds texture-sampler pairs for use on the fragment shader.
  *
  * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
  *
- * \param renderPass a render pass handle.
- * \param firstSlot the fragment sampler slot to begin binding from.
- * \param textureSamplerBindings an array of texture-sampler binding structs.
- * \param bindingCount the number of texture-sampler pairs to bind from the
+ * \param render_pass a render pass handle.
+ * \param first_slot the fragment sampler slot to begin binding from.
+ * \param texture_sampler_bindings an array of texture-sampler binding structs.
+ * \param num_bindings the number of texture-sampler pairs to bind from the
  *                     array.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount);
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
+    Uint32 num_bindings);
 
 /**
  * Binds storage textures for use on the fragment shader.
@@ -2283,18 +2274,18 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
  * These textures must have been created with
  * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
  *
- * \param renderPass a render pass handle.
- * \param firstSlot the fragment storage texture slot to begin binding from.
- * \param storageTextures an array of storage textures.
- * \param bindingCount the number of storage textures to bind from the array.
+ * \param render_pass a render pass handle.
+ * \param first_slot the fragment storage texture slot to begin binding from.
+ * \param storage_textures an array of storage textures.
+ * \param num_bindings the number of storage textures to bind from the array.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount);
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    SDL_GPUTexture *const *storage_textures,
+    Uint32 num_bindings);
 
 /**
  * Binds storage buffers for use on the fragment shader.
@@ -2302,18 +2293,18 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
  * These buffers must have been created with
  * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
  *
- * \param renderPass a render pass handle.
- * \param firstSlot the fragment storage buffer slot to begin binding from.
- * \param storageBuffers an array of storage buffers.
- * \param bindingCount the number of storage buffers to bind from the array.
+ * \param render_pass a render pass handle.
+ * \param first_slot the fragment storage buffer slot to begin binding from.
+ * \param storage_buffers an array of storage buffers.
+ * \param num_bindings the number of storage buffers to bind from the array.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount);
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    SDL_GPUBuffer *const *storage_buffers,
+    Uint32 num_bindings);
 
 /* Drawing */
 
@@ -2323,53 +2314,53 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
  *
  * You must not call this function before binding a graphics pipeline.
  *
- * Note that the `firstVertex` and `firstInstance` parameters are NOT
+ * Note that the `first_vertex` and `first_instance` parameters are NOT
  * compatible with built-in vertex/instance ID variables in shaders (for
  * example, SV_VertexID). If your shader depends on these variables, the
  * correlating draw call parameter MUST be 0.
  *
- * \param renderPass a render pass handle.
- * \param indexCount the number of vertices to draw per instance.
- * \param instanceCount the number of instances to draw.
- * \param firstIndex the starting index within the index buffer.
- * \param vertexOffset value added to vertex index before indexing into the
+ * \param render_pass a render pass handle.
+ * \param num_indices the number of vertices to draw per instance.
+ * \param num_instances the number of instances to draw.
+ * \param first_index the starting index within the index buffer.
+ * \param vertex_offset value added to vertex index before indexing into the
  *                     vertex buffer.
- * \param firstInstance the ID of the first instance to draw.
+ * \param first_instance the ID of the first instance to draw.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
-    SDL_GPURenderPass *renderPass,
-    Uint32 indexCount,
-    Uint32 instanceCount,
-    Uint32 firstIndex,
-    Sint32 vertexOffset,
-    Uint32 firstInstance);
+    SDL_GPURenderPass *render_pass,
+    Uint32 num_indices,
+    Uint32 num_instances,
+    Uint32 first_index,
+    Sint32 vertex_offset,
+    Uint32 first_instance);
 
 /**
  * Draws data using bound graphics state.
  *
  * You must not call this function before binding a graphics pipeline.
  *
- * Note that the `firstVertex` and `firstInstance` parameters are NOT
+ * Note that the `first_vertex` and `first_instance` parameters are NOT
  * compatible with built-in vertex/instance ID variables in shaders (for
  * example, SV_VertexID). If your shader depends on these variables, the
  * correlating draw call parameter MUST be 0.
  *
- * \param renderPass a render pass handle.
- * \param vertexCount the number of vertices to draw.
- * \param instanceCount the number of instances that will be drawn.
- * \param firstVertex the index of the first vertex to draw.
- * \param firstInstance the ID of the first instance to draw.
+ * \param render_pass a render pass handle.
+ * \param num_vertices the number of vertices to draw.
+ * \param num_instances the number of instances that will be drawn.
+ * \param first_vertex the index of the first vertex to draw.
+ * \param first_instance the ID of the first instance to draw.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
-    SDL_GPURenderPass *renderPass,
-    Uint32 vertexCount,
-    Uint32 instanceCount,
-    Uint32 firstVertex,
-    Uint32 firstInstance);
+    SDL_GPURenderPass *render_pass,
+    Uint32 num_vertices,
+    Uint32 num_instances,
+    Uint32 first_vertex,
+    Uint32 first_instance);
 
 /**
  * Draws data using bound graphics state and with draw parameters set from a
@@ -2378,21 +2369,21 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
  * The buffer layout should match the layout of SDL_GPUIndirectDrawCommand.
  * You must not call this function before binding a graphics pipeline.
  *
- * \param renderPass a render pass handle.
+ * \param render_pass a render pass handle.
  * \param buffer a buffer containing draw parameters.
- * \param offsetInBytes the offset to start reading from the draw buffer.
- * \param drawCount the number of draw parameter sets that should be read from
+ * \param offset the offset to start reading from the draw buffer.
+ * \param draw_count the number of draw parameter sets that should be read from
  *                  the draw buffer.
- * \param stride the byte stride between sets of draw parameters.
+ * \param pitch the byte pitch between sets of draw parameters.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
-    Uint32 drawCount,
-    Uint32 stride);
+    Uint32 offset,
+    Uint32 draw_count,
+    Uint32 pitch);
 
 /**
  * Draws data using bound graphics state with an index buffer enabled and with
@@ -2402,21 +2393,21 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
  * SDL_GPUIndexedIndirectDrawCommand. You must not call this function before
  * binding a graphics pipeline.
  *
- * \param renderPass a render pass handle.
+ * \param render_pass a render pass handle.
  * \param buffer a buffer containing draw parameters.
- * \param offsetInBytes the offset to start reading from the draw buffer.
- * \param drawCount the number of draw parameter sets that should be read from
+ * \param offset the offset to start reading from the draw buffer.
+ * \param draw_count the number of draw parameter sets that should be read from
  *                  the draw buffer.
- * \param stride the byte stride between sets of draw parameters.
+ * \param pitch the byte pitch between sets of draw parameters.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
-    Uint32 drawCount,
-    Uint32 stride);
+    Uint32 offset,
+    Uint32 draw_count,
+    Uint32 pitch);
 
 /**
  * Ends the given render pass.
@@ -2424,12 +2415,12 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
  * All bound graphics state on the render pass command buffer is unset. The
  * render pass handle is now invalid.
  *
- * \param renderPass a render pass handle.
+ * \param render_pass a render pass handle.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
-    SDL_GPURenderPass *renderPass);
+    SDL_GPURenderPass *render_pass);
 
 /* Compute Pass */
 
@@ -2449,14 +2440,14 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
  * dispatch, you MUST end the current compute pass and begin a new one before
  * you can safely access the data.
  *
- * \param commandBuffer a command buffer.
- * \param storageTextureBindings an array of writeable storage texture binding
+ * \param command_buffer a command buffer.
+ * \param storage_texture_bindings an array of writeable storage texture binding
  *                               structs.
- * \param storageTextureBindingCount the number of storage textures to bind
+ * \param num_storage_texture_bindings the number of storage textures to bind
  *                                   from the array.
- * \param storageBufferBindings an array of writeable storage buffer binding
+ * \param storage_buffer_bindings an array of writeable storage buffer binding
  *                              structs.
- * \param storageBufferBindingCount the number of storage buffers to bind from
+ * \param num_storage_buffer_bindings the number of storage buffers to bind from
  *                                  the array.
  * \returns a compute pass handle.
  *
@@ -2465,23 +2456,23 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
  * \sa SDL_EndGPUComputePass
  */
 extern SDL_DECLSPEC SDL_GPUComputePass *SDLCALL SDL_BeginGPUComputePass(
-    SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
-    Uint32 storageTextureBindingCount,
-    const SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
-    Uint32 storageBufferBindingCount);
+    SDL_GPUCommandBuffer *command_buffer,
+    const SDL_GPUStorageTextureWriteOnlyBinding *storage_texture_bindings,
+    Uint32 num_storage_texture_bindings,
+    const SDL_GPUStorageBufferWriteOnlyBinding *storage_buffer_bindings,
+    Uint32 num_storage_buffer_bindings);
 
 /**
  * Binds a compute pipeline on a command buffer for use in compute dispatch.
  *
- * \param computePass a compute pass handle.
- * \param computePipeline a compute pipeline to bind.
+ * \param compute_pass a compute pass handle.
+ * \param compute_pipeline a compute pipeline to bind.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
-    SDL_GPUComputePass *computePass,
-    SDL_GPUComputePipeline *computePipeline);
+    SDL_GPUComputePass *compute_pass,
+    SDL_GPUComputePipeline *compute_pipeline);
 
 /**
  * Binds storage textures as readonly for use on the compute pipeline.
@@ -2489,18 +2480,18 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
  * These textures must have been created with
  * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
  *
- * \param computePass a compute pass handle.
- * \param firstSlot the compute storage texture slot to begin binding from.
- * \param storageTextures an array of storage textures.
- * \param bindingCount the number of storage textures to bind from the array.
+ * \param compute_pass a compute pass handle.
+ * \param first_slot the compute storage texture slot to begin binding from.
+ * \param storage_textures an array of storage textures.
+ * \param num_bindings the number of storage textures to bind from the array.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
-    SDL_GPUComputePass *computePass,
-    Uint32 firstSlot,
-    SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount);
+    SDL_GPUComputePass *compute_pass,
+    Uint32 first_slot,
+    SDL_GPUTexture *const *storage_textures,
+    Uint32 num_bindings);
 
 /**
  * Binds storage buffers as readonly for use on the compute pipeline.
@@ -2508,18 +2499,18 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
  * These buffers must have been created with
  * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
  *
- * \param computePass a compute pass handle.
- * \param firstSlot the compute storage buffer slot to begin binding from.
- * \param storageBuffers an array of storage buffer binding structs.
- * \param bindingCount the number of storage buffers to bind from the array.
+ * \param compute_pass a compute pass handle.
+ * \param first_slot the compute storage buffer slot to begin binding from.
+ * \param storage_buffers an array of storage buffer binding structs.
+ * \param num_bindings the number of storage buffers to bind from the array.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
-    SDL_GPUComputePass *computePass,
-    Uint32 firstSlot,
-    SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount);
+    SDL_GPUComputePass *compute_pass,
+    Uint32 first_slot,
+    SDL_GPUBuffer *const *storage_buffers,
+    Uint32 num_bindings);
 
 /**
  * Dispatches compute work.
@@ -2531,21 +2522,21 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
  * guarantee of which order the writes will occur. If the write order matters,
  * you MUST end the compute pass and begin another one.
  *
- * \param computePass a compute pass handle.
- * \param groupCountX number of local workgroups to dispatch in the X
+ * \param compute_pass a compute pass handle.
+ * \param groupcount_x number of local workgroups to dispatch in the X
  *                    dimension.
- * \param groupCountY number of local workgroups to dispatch in the Y
+ * \param groupcount_y number of local workgroups to dispatch in the Y
  *                    dimension.
- * \param groupCountZ number of local workgroups to dispatch in the Z
+ * \param groupcount_z number of local workgroups to dispatch in the Z
  *                    dimension.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
-    SDL_GPUComputePass *computePass,
-    Uint32 groupCountX,
-    Uint32 groupCountY,
-    Uint32 groupCountZ);
+    SDL_GPUComputePass *compute_pass,
+    Uint32 groupcount_x,
+    Uint32 groupcount_y,
+    Uint32 groupcount_z);
 
 /**
  * Dispatches compute work with parameters set from a buffer.
@@ -2559,16 +2550,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
  * guarantee of which order the writes will occur. If the write order matters,
  * you MUST end the compute pass and begin another one.
  *
- * \param computePass a compute pass handle.
+ * \param compute_pass a compute pass handle.
  * \param buffer a buffer containing dispatch parameters.
- * \param offsetInBytes the offset to start reading from the dispatch buffer.
+ * \param offset the offset to start reading from the dispatch buffer.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
-    SDL_GPUComputePass *computePass,
+    SDL_GPUComputePass *compute_pass,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes);
+    Uint32 offset);
 
 /**
  * Ends the current compute pass.
@@ -2576,12 +2567,12 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
  * All bound compute state on the command buffer is unset. The compute pass
  * handle is now invalid.
  *
- * \param computePass a compute pass handle.
+ * \param compute_pass a compute pass handle.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
-    SDL_GPUComputePass *computePass);
+    SDL_GPUComputePass *compute_pass);
 
 /* TransferBuffer Data */
 
@@ -2591,7 +2582,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
  * You must unmap the transfer buffer before encoding upload commands.
  *
  * \param device a GPU context.
- * \param transferBuffer a transfer buffer.
+ * \param transfer_buffer a transfer buffer.
  * \param cycle if SDL_TRUE, cycles the transfer buffer if it is bound.
  * \returns the address of the mapped transfer buffer memory.
  *
@@ -2599,20 +2590,20 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
  */
 extern SDL_DECLSPEC void *SDLCALL SDL_MapGPUTransferBuffer(
     SDL_GPUDevice *device,
-    SDL_GPUTransferBuffer *transferBuffer,
+    SDL_GPUTransferBuffer *transfer_buffer,
     SDL_bool cycle);
 
 /**
  * Unmaps a previously mapped transfer buffer.
  *
  * \param device a GPU context.
- * \param transferBuffer a previously mapped transfer buffer.
+ * \param transfer_buffer a previously mapped transfer buffer.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
     SDL_GPUDevice *device,
-    SDL_GPUTransferBuffer *transferBuffer);
+    SDL_GPUTransferBuffer *transfer_buffer);
 
 /* Copy Pass */
 
@@ -2623,13 +2614,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
  * inside a copy pass. You must not begin another copy pass, or a render pass
  * or compute pass before ending the copy pass.
  *
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
  * \returns a copy pass handle.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC SDL_GPUCopyPass *SDLCALL SDL_BeginGPUCopyPass(
-    SDL_GPUCommandBuffer *commandBuffer);
+    SDL_GPUCommandBuffer *command_buffer);
 
 /**
  * Uploads data from a transfer buffer to a texture.
@@ -2640,7 +2631,7 @@ extern SDL_DECLSPEC SDL_GPUCopyPass *SDLCALL SDL_BeginGPUCopyPass(
  * You must align the data in the transfer buffer to a multiple of the texel
  * size of the texture format.
  *
- * \param copyPass a copy pass handle.
+ * \param copy_pass a copy pass handle.
  * \param source the source transfer buffer with image layout information.
  * \param destination the destination texture region.
  * \param cycle if SDL_TRUE, cycles the texture if the texture is bound,
@@ -2649,7 +2640,7 @@ extern SDL_DECLSPEC SDL_GPUCopyPass *SDLCALL SDL_BeginGPUCopyPass(
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUTextureTransferInfo *source,
     const SDL_GPUTextureRegion *destination,
     SDL_bool cycle);
@@ -2662,7 +2653,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
  * The upload occurs on the GPU timeline. You may assume that the upload has
  * finished in subsequent commands.
  *
- * \param copyPass a copy pass handle.
+ * \param copy_pass a copy pass handle.
  * \param source the source transfer buffer with offset.
  * \param destination the destination buffer with offset and size.
  * \param cycle if SDL_TRUE, cycles the buffer if it is bound, otherwise
@@ -2671,7 +2662,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUTransferBufferLocation *source,
     const SDL_GPUBufferRegion *destination,
     SDL_bool cycle);
@@ -2682,7 +2673,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
  * This copy occurs on the GPU timeline. You may assume the copy has finished
  * in subsequent commands.
  *
- * \param copyPass a copy pass handle.
+ * \param copy_pass a copy pass handle.
  * \param source a source texture region.
  * \param destination a destination texture region.
  * \param w the width of the region to copy.
@@ -2694,7 +2685,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUTextureLocation *source,
     const SDL_GPUTextureLocation *destination,
     Uint32 w,
@@ -2710,7 +2701,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
  * This copy occurs on the GPU timeline. You may assume the copy has finished
  * in subsequent commands.
  *
- * \param copyPass a copy pass handle.
+ * \param copy_pass a copy pass handle.
  * \param source the buffer and offset to copy from.
  * \param destination the buffer and offset to copy to.
  * \param size the length of the buffer to copy.
@@ -2720,7 +2711,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUBufferLocation *source,
     const SDL_GPUBufferLocation *destination,
     Uint32 size,
@@ -2732,7 +2723,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
  * This data is not guaranteed to be copied until the command buffer fence is
  * signaled.
  *
- * \param copyPass a copy pass handle.
+ * \param copy_pass a copy pass handle.
  * \param source the source texture region.
  * \param destination the destination transfer buffer with image layout
  *                    information.
@@ -2740,7 +2731,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUTextureRegion *source,
     const SDL_GPUTextureTransferInfo *destination);
 
@@ -2750,39 +2741,39 @@ extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
  * This data is not guaranteed to be copied until the command buffer fence is
  * signaled.
  *
- * \param copyPass a copy pass handle.
+ * \param copy_pass a copy pass handle.
  * \param source the source buffer with offset and size.
  * \param destination the destination transfer buffer with offset.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUBufferRegion *source,
     const SDL_GPUTransferBufferLocation *destination);
 
 /**
  * Ends the current copy pass.
  *
- * \param copyPass a copy pass handle.
+ * \param copy_pass a copy pass handle.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
-    SDL_GPUCopyPass *copyPass);
+    SDL_GPUCopyPass *copy_pass);
 
 /**
  * Generates mipmaps for the given texture.
  *
  * This function must not be called inside of any pass.
  *
- * \param commandBuffer a commandBuffer.
+ * \param command_buffer a command_buffer.
  * \param texture a texture with more than 1 mip level.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     SDL_GPUTexture *texture);
 
 /**
@@ -2790,22 +2781,22 @@ extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture(
  *
  * This function must not be called inside of any pass.
  *
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
  * \param source the texture region to copy from.
  * \param destination the texture region to copy to.
- * \param flipMode the flip mode for the source texture region.
- * \param filterMode the filter mode that will be used when blitting.
+ * \param flip_mode the flip mode for the source texture region.
+ * \param filter the filter mode that will be used when blitting.
  * \param cycle if SDL_TRUE, cycles the destination texture if the destination
  *              texture is bound, otherwise overwrites the data.
  *
  * \since This function is available since SDL 3.0.0.
  */
 extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     const SDL_GPUBlitRegion *source,
     const SDL_GPUBlitRegion *destination,
-    SDL_FlipMode flipMode,
-    SDL_GPUFilter filterMode,
+    SDL_FlipMode flip_mode,
+    SDL_GPUFilter filter,
     SDL_bool cycle);
 
 /* Submission/Presentation */
@@ -2817,7 +2808,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
  *
  * \param device a GPU context.
  * \param window an SDL_Window.
- * \param swapchainComposition the swapchain composition to check.
+ * \param swapchain_composition the swapchain composition to check.
  * \returns SDL_TRUE if supported, SDL_FALSE if unsupported (or on error).
  *
  * \since This function is available since SDL 3.0.0.
@@ -2827,7 +2818,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture(
 extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
     SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GPUSwapchainComposition swapchainComposition);
+    SDL_GPUSwapchainComposition swapchain_composition);
 
 /**
  * Determines whether a presentation mode is supported by the window.
@@ -2836,7 +2827,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
  *
  * \param device a GPU context.
  * \param window an SDL_Window.
- * \param presentMode the presentation mode to check.
+ * \param present_mode the presentation mode to check.
  * \returns SDL_TRUE if supported, SDL_FALSE if unsupported (or on error).
  *
  * \since This function is available since SDL 3.0.0.
@@ -2846,7 +2837,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition(
 extern SDL_DECLSPEC SDL_bool SDLCALL SDL_WindowSupportsGPUPresentMode(
     SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GPUPresentMode presentMode);
+    SDL_GPUPresentMode present_mode);
 
 /**
  * Claims a window, creating a swapchain structure for it.
@@ -2901,8 +2892,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
  *
  * \param device a GPU context.
  * \param window an SDL_Window that has been claimed.
- * \param swapchainComposition the desired composition of the swapchain.
- * \param presentMode the desired present mode for the swapchain.
+ * \param swapchain_composition the desired composition of the swapchain.
+ * \param present_mode the desired present mode for the swapchain.
  * \returns SDL_TRUE if successful, SDL_FALSE on error.
  *
  * \since This function is available since SDL 3.0.0.
@@ -2913,8 +2904,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice(
 extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetGPUSwapchainParameters(
     SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GPUSwapchainComposition swapchainComposition,
-    SDL_GPUPresentMode presentMode);
+    SDL_GPUSwapchainComposition swapchain_composition,
+    SDL_GPUPresentMode present_mode);
 
 /**
  * Obtains the texture format of the swapchain for the given window.
@@ -2940,10 +2931,10 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
  * and must not be freed by the user. You MUST NOT call this function from any
  * thread other than the one that created the window.
  *
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
  * \param window a window that has been claimed.
- * \param pWidth a pointer filled in with the swapchain width.
- * \param pHeight a pointer filled in with the swapchain height.
+ * \param w a pointer filled in with the swapchain width.
+ * \param h a pointer filled in with the swapchain height.
  * \returns a swapchain texture.
  *
  * \since This function is available since SDL 3.0.0.
@@ -2953,10 +2944,10 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureForma
  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
  */
 extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     SDL_Window *window,
-    Uint32 *pWidth,
-    Uint32 *pHeight);
+    Uint32 *w,
+    Uint32 *h);
 
 /**
  * Submits a command buffer so its commands can be processed on the GPU.
@@ -2968,7 +2959,7 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
  * All commands in the submission are guaranteed to begin executing before any
  * command in a subsequent submission begins executing.
  *
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
  *
  * \since This function is available since SDL 3.0.0.
  *
@@ -2977,7 +2968,7 @@ extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
  * \sa SDL_SubmitGPUCommandBufferAndAcquireFence
  */
 extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPUCommandBuffer(
-    SDL_GPUCommandBuffer *commandBuffer);
+    SDL_GPUCommandBuffer *command_buffer);
 
 /**
  * Submits a command buffer so its commands can be processed on the GPU, and
@@ -2991,7 +2982,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPUCommandBuffer(
  * All commands in the submission are guaranteed to begin executing before any
  * command in a subsequent submission begins executing.
  *
- * \param commandBuffer a command buffer.
+ * \param command_buffer a command buffer.
  * \returns a fence associated with the command buffer.
  *
  * \since This function is available since SDL 3.0.0.
@@ -3002,7 +2993,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPUCommandBuffer(
  * \sa SDL_ReleaseGPUFence
  */
 extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence(
-    SDL_GPUCommandBuffer *commandBuffer);
+    SDL_GPUCommandBuffer *command_buffer);
 
 /**
  * Blocks the thread until the GPU is completely idle.
@@ -3020,10 +3011,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUIdle(
  * Blocks the thread until the given fences are signaled.
  *
  * \param device a GPU context.
- * \param waitAll if 0, wait for any fence to be signaled, if 1, wait for all
+ * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all
  *                fences to be signaled.
- * \param pFences an array of fences to wait on.
- * \param fenceCount the number of fences in the pFences array.
+ * \param fences an array of fences to wait on.
+ * \param num_fences the number of fences in the fences array.
  *
  * \since This function is available since SDL 3.0.0.
  *
@@ -3032,9 +3023,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUIdle(
  */
 extern SDL_DECLSPEC void SDLCALL SDL_WaitForGPUFences(
     SDL_GPUDevice *device,
-    SDL_bool waitAll,
-    SDL_GPUFence *const *pFences,
-    Uint32 fenceCount);
+    SDL_bool wait_all,
+    SDL_GPUFence *const *fences,
+    Uint32 num_fences);
 
 /**
  * Checks the status of a fence.
@@ -3070,7 +3061,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
 /**
  * Obtains the texel block size for a texture format.
  *
- * \param textureFormat the texture format you want to know the texel size of.
+ * \param format the texture format you want to know the texel size of.
  * \returns the texel block size of the texture format.
  *
  * \since This function is available since SDL 3.0.0.
@@ -3078,7 +3069,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
  * \sa SDL_UploadToGPUTexture
  */
 extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
-    SDL_GPUTextureFormat textureFormat);
+    SDL_GPUTextureFormat format);
 
 /**
  * Determines whether a texture format is supported for a given type and
@@ -3103,7 +3094,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUTextureSupportsFormat(
  *
  * \param device a GPU context.
  * \param format the texture format to check.
- * \param sampleCount the sample count to check.
+ * \param sample_count the sample count to check.
  * \returns a hardware-specific version of min(preferred, possible).
  *
  * \since This function is available since SDL 3.0.0.
@@ -3111,7 +3102,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUTextureSupportsFormat(
 extern SDL_DECLSPEC SDL_bool SDLCALL SDL_GPUTextureSupportsSampleCount(
     SDL_GPUDevice *device,
     SDL_GPUTextureFormat format,
-    SDL_GPUSampleCount sampleCount);
+    SDL_GPUSampleCount sample_count);
 
 #ifdef SDL_PLATFORM_GDK
 

+ 1 - 1
src/dynapi/SDL_dynapi_procs.h

@@ -70,7 +70,7 @@ SDL_DYNAPI_PROC(SDL_JoystickID,SDL_AttachVirtualJoystick,(const SDL_VirtualJoyst
 SDL_DYNAPI_PROC(SDL_bool,SDL_AudioDevicePaused,(SDL_AudioDeviceID a),(a),return)
 SDL_DYNAPI_PROC(SDL_GPUComputePass*,SDL_BeginGPUComputePass,(SDL_GPUCommandBuffer *a, const SDL_GPUStorageTextureWriteOnlyBinding *b, Uint32 c, const SDL_GPUStorageBufferWriteOnlyBinding *d, Uint32 e),(a,b,c,d,e),return)
 SDL_DYNAPI_PROC(SDL_GPUCopyPass*,SDL_BeginGPUCopyPass,(SDL_GPUCommandBuffer *a),(a),return)
-SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, const SDL_GPUColorAttachmentInfo *b, Uint32 c, const SDL_GPUDepthStencilAttachmentInfo *d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, const SDL_GPUColorTargetInfo *b, Uint32 c, const SDL_GPUDepthStencilTargetInfo *d),(a,b,c,d),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_BindAudioStream,(SDL_AudioDeviceID a, SDL_AudioStream *b),(a,b),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_BindAudioStreams,(SDL_AudioDeviceID a, SDL_AudioStream **b, int c),(a,b,c),return)
 SDL_DYNAPI_PROC(void,SDL_BindGPUComputePipeline,(SDL_GPUComputePass *a, SDL_GPUComputePipeline *b),(a,b),)

+ 708 - 708
src/gpu/SDL_gpu.c

@@ -29,52 +29,52 @@
     }
 
 #define CHECK_COMMAND_BUFFER                                       \
-    if (((CommandBufferCommonHeader *)commandBuffer)->submitted) { \
+    if (((CommandBufferCommonHeader *)command_buffer)->submitted) { \
         SDL_assert_release(!"Command buffer already submitted!");  \
         return;                                                    \
     }
 
 #define CHECK_COMMAND_BUFFER_RETURN_NULL                           \
-    if (((CommandBufferCommonHeader *)commandBuffer)->submitted) { \
+    if (((CommandBufferCommonHeader *)command_buffer)->submitted) { \
         SDL_assert_release(!"Command buffer already submitted!");  \
         return NULL;                                               \
     }
 
 #define CHECK_ANY_PASS_IN_PROGRESS(msg, retval)                                 \
     if (                                                                        \
-        ((CommandBufferCommonHeader *)commandBuffer)->renderPass.inProgress ||  \
-        ((CommandBufferCommonHeader *)commandBuffer)->computePass.inProgress || \
-        ((CommandBufferCommonHeader *)commandBuffer)->copyPass.inProgress) {    \
+        ((CommandBufferCommonHeader *)command_buffer)->render_pass.in_progress ||  \
+        ((CommandBufferCommonHeader *)command_buffer)->compute_pass.in_progress || \
+        ((CommandBufferCommonHeader *)command_buffer)->copy_pass.in_progress) {    \
         SDL_assert_release(!msg);                                               \
         return retval;                                                          \
     }
 
 #define CHECK_RENDERPASS                                     \
-    if (!((Pass *)renderPass)->inProgress) {                 \
+    if (!((Pass *)render_pass)->in_progress) {                 \
         SDL_assert_release(!"Render pass not in progress!"); \
         return;                                              \
     }
 
 #define CHECK_GRAPHICS_PIPELINE_BOUND                                                       \
-    if (!((CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER)->graphicsPipelineBound) { \
+    if (!((CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER)->graphics_pipeline_bound) { \
         SDL_assert_release(!"Graphics pipeline not bound!");                                \
         return;                                                                             \
     }
 
 #define CHECK_COMPUTEPASS                                     \
-    if (!((Pass *)computePass)->inProgress) {                 \
+    if (!((Pass *)compute_pass)->in_progress) {                 \
         SDL_assert_release(!"Compute pass not in progress!"); \
         return;                                               \
     }
 
 #define CHECK_COMPUTE_PIPELINE_BOUND                                                        \
-    if (!((CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER)->computePipelineBound) { \
+    if (!((CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER)->compute_pipeline_bound) { \
         SDL_assert_release(!"Compute pipeline not bound!");                                 \
         return;                                                                             \
     }
 
 #define CHECK_COPYPASS                                     \
-    if (!((Pass *)copyPass)->inProgress) {                 \
+    if (!((Pass *)copy_pass)->in_progress) {                 \
         SDL_assert_release(!"Copy pass not in progress!"); \
         return;                                            \
     }
@@ -98,22 +98,22 @@
     }
 
 #define COMMAND_BUFFER_DEVICE \
-    ((CommandBufferCommonHeader *)commandBuffer)->device
+    ((CommandBufferCommonHeader *)command_buffer)->device
 
 #define RENDERPASS_COMMAND_BUFFER \
-    ((Pass *)renderPass)->commandBuffer
+    ((Pass *)render_pass)->command_buffer
 
 #define RENDERPASS_DEVICE \
     ((CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER)->device
 
 #define COMPUTEPASS_COMMAND_BUFFER \
-    ((Pass *)computePass)->commandBuffer
+    ((Pass *)compute_pass)->command_buffer
 
 #define COMPUTEPASS_DEVICE \
     ((CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER)->device
 
 #define COPYPASS_COMMAND_BUFFER \
-    ((Pass *)copyPass)->commandBuffer
+    ((Pass *)copy_pass)->command_buffer
 
 #define COPYPASS_DEVICE \
     ((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->device
@@ -140,63 +140,63 @@ static const SDL_GPUBootstrap *backends[] = {
 
 SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
     SDL_GPUDevice *device,
-    SDL_GPUTextureType sourceTextureType,
-    SDL_GPUTextureFormat destinationFormat,
-    SDL_GPUShader *blitVertexShader,
-    SDL_GPUShader *blitFrom2DShader,
-    SDL_GPUShader *blitFrom2DArrayShader,
-    SDL_GPUShader *blitFrom3DShader,
-    SDL_GPUShader *blitFromCubeShader,
-    BlitPipelineCacheEntry **blitPipelines,
-    Uint32 *blitPipelineCount,
-    Uint32 *blitPipelineCapacity)
-{
-    SDL_GPUGraphicsPipelineCreateInfo blitPipelineCreateInfo;
-    SDL_GPUColorAttachmentDescription colorAttachmentDesc;
+    SDL_GPUTextureType source_texture_type,
+    SDL_GPUTextureFormat destination_format,
+    SDL_GPUShader *blit_vertex_shader,
+    SDL_GPUShader *blit_from_2d_shader,
+    SDL_GPUShader *blit_from_2d_array_shader,
+    SDL_GPUShader *blit_from_3d_shader,
+    SDL_GPUShader *blit_from_cube_shader,
+    BlitPipelineCacheEntry **blit_pipelines,
+    Uint32 *blit_pipeline_count,
+    Uint32 *blit_pipeline_capacity)
+{
+    SDL_GPUGraphicsPipelineCreateInfo blit_pipeline_create_info;
+    SDL_GPUColorTargetDescription color_target_desc;
     SDL_GPUGraphicsPipeline *pipeline;
 
-    if (blitPipelineCount == NULL) {
+    if (blit_pipeline_count == NULL) {
         // use pre-created, format-agnostic pipelines
-        return (*blitPipelines)[sourceTextureType].pipeline;
+        return (*blit_pipelines)[source_texture_type].pipeline;
     }
 
-    for (Uint32 i = 0; i < *blitPipelineCount; i += 1) {
-        if ((*blitPipelines)[i].type == sourceTextureType && (*blitPipelines)[i].format == destinationFormat) {
-            return (*blitPipelines)[i].pipeline;
+    for (Uint32 i = 0; i < *blit_pipeline_count; i += 1) {
+        if ((*blit_pipelines)[i].type == source_texture_type && (*blit_pipelines)[i].format == destination_format) {
+            return (*blit_pipelines)[i].pipeline;
         }
     }
 
     // No pipeline found, we'll need to make one!
-    SDL_zero(blitPipelineCreateInfo);
-
-    SDL_zero(colorAttachmentDesc);
-    colorAttachmentDesc.blendState.colorWriteMask = 0xF;
-    colorAttachmentDesc.format = destinationFormat;
-
-    blitPipelineCreateInfo.attachmentInfo.colorAttachmentDescriptions = &colorAttachmentDesc;
-    blitPipelineCreateInfo.attachmentInfo.colorAttachmentCount = 1;
-    blitPipelineCreateInfo.attachmentInfo.depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary
-    blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = false;
-
-    blitPipelineCreateInfo.vertexShader = blitVertexShader;
-    if (sourceTextureType == SDL_GPU_TEXTURETYPE_CUBE) {
-        blitPipelineCreateInfo.fragmentShader = blitFromCubeShader;
-    } else if (sourceTextureType == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
-        blitPipelineCreateInfo.fragmentShader = blitFrom2DArrayShader;
-    } else if (sourceTextureType == SDL_GPU_TEXTURETYPE_3D) {
-        blitPipelineCreateInfo.fragmentShader = blitFrom3DShader;
+    SDL_zero(blit_pipeline_create_info);
+
+    SDL_zero(color_target_desc);
+    color_target_desc.blend_state.color_write_mask = 0xF;
+    color_target_desc.format = destination_format;
+
+    blit_pipeline_create_info.target_info.color_target_descriptions = &color_target_desc;
+    blit_pipeline_create_info.target_info.num_color_targets = 1;
+    blit_pipeline_create_info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary
+    blit_pipeline_create_info.target_info.has_depth_stencil_target = false;
+
+    blit_pipeline_create_info.vertex_shader = blit_vertex_shader;
+    if (source_texture_type == SDL_GPU_TEXTURETYPE_CUBE) {
+        blit_pipeline_create_info.fragment_shader = blit_from_cube_shader;
+    } else if (source_texture_type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
+        blit_pipeline_create_info.fragment_shader = blit_from_2d_array_shader;
+    } else if (source_texture_type == SDL_GPU_TEXTURETYPE_3D) {
+        blit_pipeline_create_info.fragment_shader = blit_from_3d_shader;
     } else {
-        blitPipelineCreateInfo.fragmentShader = blitFrom2DShader;
+        blit_pipeline_create_info.fragment_shader = blit_from_2d_shader;
     }
 
-    blitPipelineCreateInfo.multisampleState.sampleCount = SDL_GPU_SAMPLECOUNT_1;
-    blitPipelineCreateInfo.multisampleState.sampleMask = 0xFFFFFFFF;
+    blit_pipeline_create_info.multisample_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
+    blit_pipeline_create_info.multisample_state.sample_mask = 0xFFFFFFFF;
 
-    blitPipelineCreateInfo.primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
+    blit_pipeline_create_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
 
     pipeline = SDL_CreateGPUGraphicsPipeline(
         device,
-        &blitPipelineCreateInfo);
+        &blit_pipeline_create_info);
 
     if (pipeline == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create graphics pipeline for blit");
@@ -205,89 +205,89 @@ SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
 
     // Cache the new pipeline
     EXPAND_ARRAY_IF_NEEDED(
-        (*blitPipelines),
+        (*blit_pipelines),
         BlitPipelineCacheEntry,
-        *blitPipelineCount + 1,
-        *blitPipelineCapacity,
-        *blitPipelineCapacity * 2)
+        *blit_pipeline_count + 1,
+        *blit_pipeline_capacity,
+        *blit_pipeline_capacity * 2)
 
-    (*blitPipelines)[*blitPipelineCount].pipeline = pipeline;
-    (*blitPipelines)[*blitPipelineCount].type = sourceTextureType;
-    (*blitPipelines)[*blitPipelineCount].format = destinationFormat;
-    *blitPipelineCount += 1;
+    (*blit_pipelines)[*blit_pipeline_count].pipeline = pipeline;
+    (*blit_pipelines)[*blit_pipeline_count].type = source_texture_type;
+    (*blit_pipelines)[*blit_pipeline_count].format = destination_format;
+    *blit_pipeline_count += 1;
 
     return pipeline;
 }
 
 void SDL_GPU_BlitCommon(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     const SDL_GPUBlitRegion *source,
     const SDL_GPUBlitRegion *destination,
-    SDL_FlipMode flipMode,
-    SDL_GPUFilter filterMode,
+    SDL_FlipMode flip_mode,
+    SDL_GPUFilter filter,
     bool cycle,
-    SDL_GPUSampler *blitLinearSampler,
-    SDL_GPUSampler *blitNearestSampler,
-    SDL_GPUShader *blitVertexShader,
-    SDL_GPUShader *blitFrom2DShader,
-    SDL_GPUShader *blitFrom2DArrayShader,
-    SDL_GPUShader *blitFrom3DShader,
-    SDL_GPUShader *blitFromCubeShader,
-    BlitPipelineCacheEntry **blitPipelines,
-    Uint32 *blitPipelineCount,
-    Uint32 *blitPipelineCapacity)
-{
-    CommandBufferCommonHeader *cmdbufHeader = (CommandBufferCommonHeader *)commandBuffer;
-    SDL_GPURenderPass *renderPass;
-    TextureCommonHeader *srcHeader = (TextureCommonHeader *)source->texture;
-    TextureCommonHeader *dstHeader = (TextureCommonHeader *)destination->texture;
-    SDL_GPUGraphicsPipeline *blitPipeline;
-    SDL_GPUColorAttachmentInfo colorAttachmentInfo;
+    SDL_GPUSampler *blit_linear_sampler,
+    SDL_GPUSampler *blit_nearest_sampler,
+    SDL_GPUShader *blit_vertex_shader,
+    SDL_GPUShader *blit_from_2d_shader,
+    SDL_GPUShader *blit_from_2d_array_shader,
+    SDL_GPUShader *blit_from_3d_shader,
+    SDL_GPUShader *blit_from_cube_shader,
+    BlitPipelineCacheEntry **blit_pipelines,
+    Uint32 *blit_pipeline_count,
+    Uint32 *blit_pipeline_capacity)
+{
+    CommandBufferCommonHeader *cmdbufHeader = (CommandBufferCommonHeader *)command_buffer;
+    SDL_GPURenderPass *render_pass;
+    TextureCommonHeader *src_header = (TextureCommonHeader *)source->texture;
+    TextureCommonHeader *dst_header = (TextureCommonHeader *)destination->texture;
+    SDL_GPUGraphicsPipeline *blit_pipeline;
+    SDL_GPUColorTargetInfo color_target_info;
     SDL_GPUViewport viewport;
-    SDL_GPUTextureSamplerBinding textureSamplerBinding;
-    BlitFragmentUniforms blitFragmentUniforms;
-    Uint32 layerDivisor;
+    SDL_GPUTextureSamplerBinding texture_sampler_binding;
+    BlitFragmentUniforms blit_fragment_uniforms;
+    Uint32 layer_divisor;
 
-    blitPipeline = SDL_GPU_FetchBlitPipeline(
+    blit_pipeline = SDL_GPU_FetchBlitPipeline(
         cmdbufHeader->device,
-        srcHeader->info.type,
-        dstHeader->info.format,
-        blitVertexShader,
-        blitFrom2DShader,
-        blitFrom2DArrayShader,
-        blitFrom3DShader,
-        blitFromCubeShader,
-        blitPipelines,
-        blitPipelineCount,
-        blitPipelineCapacity);
-
-    if (blitPipeline == NULL) {
+        src_header->info.type,
+        dst_header->info.format,
+        blit_vertex_shader,
+        blit_from_2d_shader,
+        blit_from_2d_array_shader,
+        blit_from_3d_shader,
+        blit_from_cube_shader,
+        blit_pipelines,
+        blit_pipeline_count,
+        blit_pipeline_capacity);
+
+    if (blit_pipeline == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Could not fetch blit pipeline");
         return;
     }
 
     // If the entire destination is blitted, we don't have to load
     if (
-        dstHeader->info.layerCountOrDepth == 1 &&
-        dstHeader->info.levelCount == 1 &&
-        dstHeader->info.type != SDL_GPU_TEXTURETYPE_3D &&
-        destination->w == dstHeader->info.width &&
-        destination->h == dstHeader->info.height) {
-        colorAttachmentInfo.loadOp = SDL_GPU_LOADOP_DONT_CARE;
+        dst_header->info.layer_count_or_depth == 1 &&
+        dst_header->info.num_levels == 1 &&
+        dst_header->info.type != SDL_GPU_TEXTURETYPE_3D &&
+        destination->w == dst_header->info.width &&
+        destination->h == dst_header->info.height) {
+        color_target_info.load_op = SDL_GPU_LOADOP_DONT_CARE;
     } else {
-        colorAttachmentInfo.loadOp = SDL_GPU_LOADOP_LOAD;
+        color_target_info.load_op = SDL_GPU_LOADOP_LOAD;
     }
 
-    colorAttachmentInfo.storeOp = SDL_GPU_STOREOP_STORE;
+    color_target_info.store_op = SDL_GPU_STOREOP_STORE;
 
-    colorAttachmentInfo.texture = destination->texture;
-    colorAttachmentInfo.mipLevel = destination->mipLevel;
-    colorAttachmentInfo.layerOrDepthPlane = destination->layerOrDepthPlane;
-    colorAttachmentInfo.cycle = cycle;
+    color_target_info.texture = destination->texture;
+    color_target_info.mip_level = destination->mip_level;
+    color_target_info.layer_or_depth_plane = destination->layer_or_depth_plane;
+    color_target_info.cycle = cycle;
 
-    renderPass = SDL_BeginGPURenderPass(
-        commandBuffer,
-        &colorAttachmentInfo,
+    render_pass = SDL_BeginGPURenderPass(
+        command_buffer,
+        &color_target_info,
         1,
         NULL);
 
@@ -295,54 +295,54 @@ void SDL_GPU_BlitCommon(
     viewport.y = (float)destination->y;
     viewport.w = (float)destination->w;
     viewport.h = (float)destination->h;
-    viewport.minDepth = 0;
-    viewport.maxDepth = 1;
+    viewport.min_depth = 0;
+    viewport.max_depth = 1;
 
     SDL_SetGPUViewport(
-        renderPass,
+        render_pass,
         &viewport);
 
     SDL_BindGPUGraphicsPipeline(
-        renderPass,
-        blitPipeline);
+        render_pass,
+        blit_pipeline);
 
-    textureSamplerBinding.texture = source->texture;
-    textureSamplerBinding.sampler =
-        filterMode == SDL_GPU_FILTER_NEAREST ? blitNearestSampler : blitLinearSampler;
+    texture_sampler_binding.texture = source->texture;
+    texture_sampler_binding.sampler =
+        filter == SDL_GPU_FILTER_NEAREST ? blit_nearest_sampler : blit_linear_sampler;
 
     SDL_BindGPUFragmentSamplers(
-        renderPass,
+        render_pass,
         0,
-        &textureSamplerBinding,
+        &texture_sampler_binding,
         1);
 
-    blitFragmentUniforms.left = (float)source->x / (srcHeader->info.width >> source->mipLevel);
-    blitFragmentUniforms.top = (float)source->y / (srcHeader->info.height >> source->mipLevel);
-    blitFragmentUniforms.width = (float)source->w / (srcHeader->info.width >> source->mipLevel);
-    blitFragmentUniforms.height = (float)source->h / (srcHeader->info.height >> source->mipLevel);
-    blitFragmentUniforms.mipLevel = source->mipLevel;
+    blit_fragment_uniforms.left = (float)source->x / (src_header->info.width >> source->mip_level);
+    blit_fragment_uniforms.top = (float)source->y / (src_header->info.height >> source->mip_level);
+    blit_fragment_uniforms.width = (float)source->w / (src_header->info.width >> source->mip_level);
+    blit_fragment_uniforms.height = (float)source->h / (src_header->info.height >> source->mip_level);
+    blit_fragment_uniforms.mip_level = source->mip_level;
 
-    layerDivisor = (srcHeader->info.type == SDL_GPU_TEXTURETYPE_3D) ? srcHeader->info.layerCountOrDepth : 1;
-    blitFragmentUniforms.layerOrDepth = (float)source->layerOrDepthPlane / layerDivisor;
+    layer_divisor = (src_header->info.type == SDL_GPU_TEXTURETYPE_3D) ? src_header->info.layer_count_or_depth : 1;
+    blit_fragment_uniforms.layer_or_depth = (float)source->layer_or_depth_plane / layer_divisor;
 
-    if (flipMode & SDL_FLIP_HORIZONTAL) {
-        blitFragmentUniforms.left += blitFragmentUniforms.width;
-        blitFragmentUniforms.width *= -1;
+    if (flip_mode & SDL_FLIP_HORIZONTAL) {
+        blit_fragment_uniforms.left += blit_fragment_uniforms.width;
+        blit_fragment_uniforms.width *= -1;
     }
 
-    if (flipMode & SDL_FLIP_VERTICAL) {
-        blitFragmentUniforms.top += blitFragmentUniforms.height;
-        blitFragmentUniforms.height *= -1;
+    if (flip_mode & SDL_FLIP_VERTICAL) {
+        blit_fragment_uniforms.top += blit_fragment_uniforms.height;
+        blit_fragment_uniforms.height *= -1;
     }
 
     SDL_PushGPUFragmentUniformData(
-        commandBuffer,
+        command_buffer,
         0,
-        &blitFragmentUniforms,
-        sizeof(blitFragmentUniforms));
+        &blit_fragment_uniforms,
+        sizeof(blit_fragment_uniforms));
 
-    SDL_DrawGPUPrimitives(renderPass, 3, 1, 0, 0);
-    SDL_EndGPURenderPass(renderPass);
+    SDL_DrawGPUPrimitives(render_pass, 3, 1, 0, 0);
+    SDL_EndGPURenderPass(render_pass);
 }
 
 // Driver Functions
@@ -350,15 +350,15 @@ void SDL_GPU_BlitCommon(
 static SDL_GPUDriver SDL_GPUSelectBackend(
     SDL_VideoDevice *_this,
     const char *gpudriver,
-    SDL_GPUShaderFormat formatFlags)
+    SDL_GPUShaderFormat format_flags)
 {
     Uint32 i;
 
     // Environment/Properties override...
     if (gpudriver != NULL) {
         for (i = 0; backends[i]; i += 1) {
-            if (SDL_strcasecmp(gpudriver, backends[i]->Name) == 0) {
-                if (!(backends[i]->shaderFormats & formatFlags)) {
+            if (SDL_strcasecmp(gpudriver, backends[i]->name) == 0) {
+                if (!(backends[i]->shader_formats & format_flags)) {
                     SDL_LogError(SDL_LOG_CATEGORY_GPU, "Required shader format for backend %s not provided!", gpudriver);
                     return SDL_GPU_DRIVER_INVALID;
                 }
@@ -373,7 +373,7 @@ static SDL_GPUDriver SDL_GPUSelectBackend(
     }
 
     for (i = 0; backends[i]; i += 1) {
-        if ((backends[i]->shaderFormats & formatFlags) == 0) {
+        if ((backends[i]->shader_formats & format_flags) == 0) {
             // Don't select a backend which doesn't support the app's shaders.
             continue;
         }
@@ -387,31 +387,31 @@ static SDL_GPUDriver SDL_GPUSelectBackend(
 }
 
 SDL_GPUDevice *SDL_CreateGPUDevice(
-    SDL_GPUShaderFormat formatFlags,
-    SDL_bool debugMode,
+    SDL_GPUShaderFormat format_flags,
+    SDL_bool debug_mode,
     const char *name)
 {
     SDL_GPUDevice *result;
     SDL_PropertiesID props = SDL_CreateProperties();
-    if (formatFlags & SDL_GPU_SHADERFORMAT_PRIVATE) {
+    if (format_flags & SDL_GPU_SHADERFORMAT_PRIVATE) {
         SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, true);
     }
-    if (formatFlags & SDL_GPU_SHADERFORMAT_SPIRV) {
+    if (format_flags & SDL_GPU_SHADERFORMAT_SPIRV) {
         SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, true);
     }
-    if (formatFlags & SDL_GPU_SHADERFORMAT_DXBC) {
+    if (format_flags & SDL_GPU_SHADERFORMAT_DXBC) {
         SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, true);
     }
-    if (formatFlags & SDL_GPU_SHADERFORMAT_DXIL) {
+    if (format_flags & SDL_GPU_SHADERFORMAT_DXIL) {
         SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, true);
     }
-    if (formatFlags & SDL_GPU_SHADERFORMAT_MSL) {
+    if (format_flags & SDL_GPU_SHADERFORMAT_MSL) {
         SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, true);
     }
-    if (formatFlags & SDL_GPU_SHADERFORMAT_METALLIB) {
+    if (format_flags & SDL_GPU_SHADERFORMAT_METALLIB) {
         SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, true);
     }
-    SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debugMode);
+    SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debug_mode);
     SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
     result = SDL_CreateGPUDeviceWithProperties(props);
     SDL_DestroyProperties(props);
@@ -420,8 +420,8 @@ SDL_GPUDevice *SDL_CreateGPUDevice(
 
 SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
 {
-    SDL_GPUShaderFormat formatFlags = 0;
-    bool debugMode;
+    SDL_GPUShaderFormat format_flags = 0;
+    bool debug_mode;
     bool preferLowPower;
 
     int i;
@@ -436,25 +436,25 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
     }
 
     if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOL, false)) {
-        formatFlags |= SDL_GPU_SHADERFORMAT_PRIVATE;
+        format_flags |= SDL_GPU_SHADERFORMAT_PRIVATE;
     }
     if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, false)) {
-        formatFlags |= SDL_GPU_SHADERFORMAT_SPIRV;
+        format_flags |= SDL_GPU_SHADERFORMAT_SPIRV;
     }
     if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, false)) {
-        formatFlags |= SDL_GPU_SHADERFORMAT_DXBC;
+        format_flags |= SDL_GPU_SHADERFORMAT_DXBC;
     }
     if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, false)) {
-        formatFlags |= SDL_GPU_SHADERFORMAT_DXIL;
+        format_flags |= SDL_GPU_SHADERFORMAT_DXIL;
     }
     if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, false)) {
-        formatFlags |= SDL_GPU_SHADERFORMAT_MSL;
+        format_flags |= SDL_GPU_SHADERFORMAT_MSL;
     }
     if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, false)) {
-        formatFlags |= SDL_GPU_SHADERFORMAT_METALLIB;
+        format_flags |= SDL_GPU_SHADERFORMAT_METALLIB;
     }
 
-    debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, true);
+    debug_mode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, true);
     preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false);
 
     gpudriver = SDL_GetHint(SDL_HINT_GPU_DRIVER);
@@ -462,15 +462,15 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
         gpudriver = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, NULL);
     }
 
-    selectedBackend = SDL_GPUSelectBackend(_this, gpudriver, formatFlags);
+    selectedBackend = SDL_GPUSelectBackend(_this, gpudriver, format_flags);
     if (selectedBackend != SDL_GPU_DRIVER_INVALID) {
         for (i = 0; backends[i]; i += 1) {
             if (backends[i]->backendflag == selectedBackend) {
-                result = backends[i]->CreateDevice(debugMode, preferLowPower, props);
+                result = backends[i]->CreateDevice(debug_mode, preferLowPower, props);
                 if (result != NULL) {
                     result->backend = backends[i]->backendflag;
-                    result->shaderFormats = backends[i]->shaderFormats;
-                    result->debugMode = debugMode;
+                    result->shader_formats = backends[i]->shader_formats;
+                    result->debug_mode = debug_mode;
                     break;
                 }
             }
@@ -494,9 +494,9 @@ SDL_GPUDriver SDL_GetGPUDriver(SDL_GPUDevice *device)
 }
 
 Uint32 SDL_GPUTextureFormatTexelBlockSize(
-    SDL_GPUTextureFormat textureFormat)
+    SDL_GPUTextureFormat format)
 {
-    switch (textureFormat) {
+    switch (format) {
     case SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM:
     case SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB:
     case SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM:
@@ -563,7 +563,7 @@ SDL_bool SDL_GPUTextureSupportsFormat(
 {
     CHECK_DEVICE_MAGIC(device, false);
 
-    if (device->debugMode) {
+    if (device->debug_mode) {
         CHECK_TEXTUREFORMAT_ENUM_INVALID(format, false)
     }
 
@@ -577,49 +577,49 @@ SDL_bool SDL_GPUTextureSupportsFormat(
 SDL_bool SDL_GPUTextureSupportsSampleCount(
     SDL_GPUDevice *device,
     SDL_GPUTextureFormat format,
-    SDL_GPUSampleCount sampleCount)
+    SDL_GPUSampleCount sample_count)
 {
     CHECK_DEVICE_MAGIC(device, 0);
 
-    if (device->debugMode) {
+    if (device->debug_mode) {
         CHECK_TEXTUREFORMAT_ENUM_INVALID(format, 0)
     }
 
     return device->SupportsSampleCount(
         device->driverData,
         format,
-        sampleCount);
+        sample_count);
 }
 
 // State Creation
 
 SDL_GPUComputePipeline *SDL_CreateGPUComputePipeline(
     SDL_GPUDevice *device,
-    const SDL_GPUComputePipelineCreateInfo *computePipelineCreateInfo)
+    const SDL_GPUComputePipelineCreateInfo *createinfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
-    if (computePipelineCreateInfo == NULL) {
-        SDL_InvalidParamError("computePipelineCreateInfo");
+    if (createinfo == NULL) {
+        SDL_InvalidParamError("createinfo");
         return NULL;
     }
 
-    if (device->debugMode) {
-        if (!(computePipelineCreateInfo->format & device->shaderFormats)) {
+    if (device->debug_mode) {
+        if (!(createinfo->format & device->shader_formats)) {
             SDL_assert_release(!"Incompatible shader format for GPU backend");
             return NULL;
         }
 
-        if (computePipelineCreateInfo->writeOnlyStorageTextureCount > MAX_COMPUTE_WRITE_TEXTURES) {
+        if (createinfo->num_writeonly_storage_textures > MAX_COMPUTE_WRITE_TEXTURES) {
             SDL_assert_release(!"Compute pipeline write-only texture count cannot be higher than 8!");
             return NULL;
         }
-        if (computePipelineCreateInfo->writeOnlyStorageBufferCount > MAX_COMPUTE_WRITE_BUFFERS) {
+        if (createinfo->num_writeonly_storage_buffers > MAX_COMPUTE_WRITE_BUFFERS) {
             SDL_assert_release(!"Compute pipeline write-only buffer count cannot be higher than 8!");
             return NULL;
         }
-        if (computePipelineCreateInfo->threadCountX == 0 ||
-            computePipelineCreateInfo->threadCountY == 0 ||
-            computePipelineCreateInfo->threadCountZ == 0) {
+        if (createinfo->threadcount_x == 0 ||
+            createinfo->threadcount_y == 0 ||
+            createinfo->threadcount_z == 0) {
             SDL_assert_release(!"Compute pipeline threadCount dimensions must be at least 1!");
             return NULL;
         }
@@ -627,7 +627,7 @@ SDL_GPUComputePipeline *SDL_CreateGPUComputePipeline(
 
     return device->CreateComputePipeline(
         device->driverData,
-        computePipelineCreateInfo);
+        createinfo);
 }
 
 SDL_GPUGraphicsPipeline *SDL_CreateGPUGraphicsPipeline(
@@ -640,18 +640,18 @@ SDL_GPUGraphicsPipeline *SDL_CreateGPUGraphicsPipeline(
         return NULL;
     }
 
-    if (device->debugMode) {
-        for (Uint32 i = 0; i < graphicsPipelineCreateInfo->attachmentInfo.colorAttachmentCount; i += 1) {
-            CHECK_TEXTUREFORMAT_ENUM_INVALID(graphicsPipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format, NULL);
-            if (IsDepthFormat(graphicsPipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format)) {
-                SDL_assert_release(!"Color attachment formats cannot be a depth format!");
+    if (device->debug_mode) {
+        for (Uint32 i = 0; i < graphicsPipelineCreateInfo->target_info.num_color_targets; i += 1) {
+            CHECK_TEXTUREFORMAT_ENUM_INVALID(graphicsPipelineCreateInfo->target_info.color_target_descriptions[i].format, NULL);
+            if (IsDepthFormat(graphicsPipelineCreateInfo->target_info.color_target_descriptions[i].format)) {
+                SDL_assert_release(!"Color target formats cannot be a depth format!");
                 return NULL;
             }
         }
-        if (graphicsPipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment) {
-            CHECK_TEXTUREFORMAT_ENUM_INVALID(graphicsPipelineCreateInfo->attachmentInfo.depthStencilFormat, NULL);
-            if (!IsDepthFormat(graphicsPipelineCreateInfo->attachmentInfo.depthStencilFormat)) {
-                SDL_assert_release(!"Depth-stencil attachment format must be a depth format!");
+        if (graphicsPipelineCreateInfo->target_info.has_depth_stencil_target) {
+            CHECK_TEXTUREFORMAT_ENUM_INVALID(graphicsPipelineCreateInfo->target_info.depth_stencil_format, NULL);
+            if (!IsDepthFormat(graphicsPipelineCreateInfo->target_info.depth_stencil_format)) {
+                SDL_assert_release(!"Depth-stencil target format must be a depth format!");
                 return NULL;
             }
         }
@@ -664,31 +664,31 @@ SDL_GPUGraphicsPipeline *SDL_CreateGPUGraphicsPipeline(
 
 SDL_GPUSampler *SDL_CreateGPUSampler(
     SDL_GPUDevice *device,
-    const SDL_GPUSamplerCreateInfo *samplerCreateInfo)
+    const SDL_GPUSamplerCreateInfo *createinfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
-    if (samplerCreateInfo == NULL) {
-        SDL_InvalidParamError("samplerCreateInfo");
+    if (createinfo == NULL) {
+        SDL_InvalidParamError("createinfo");
         return NULL;
     }
 
     return device->CreateSampler(
         device->driverData,
-        samplerCreateInfo);
+        createinfo);
 }
 
 SDL_GPUShader *SDL_CreateGPUShader(
     SDL_GPUDevice *device,
-    const SDL_GPUShaderCreateInfo *shaderCreateInfo)
+    const SDL_GPUShaderCreateInfo *createinfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
-    if (shaderCreateInfo == NULL) {
-        SDL_InvalidParamError("shaderCreateInfo");
+    if (createinfo == NULL) {
+        SDL_InvalidParamError("createinfo");
         return NULL;
     }
 
-    if (device->debugMode) {
-        if (!(shaderCreateInfo->format & device->shaderFormats)) {
+    if (device->debug_mode) {
+        if (!(createinfo->format & device->shader_formats)) {
             SDL_assert_release(!"Incompatible shader format for GPU backend");
             return NULL;
         }
@@ -696,109 +696,109 @@ SDL_GPUShader *SDL_CreateGPUShader(
 
     return device->CreateShader(
         device->driverData,
-        shaderCreateInfo);
+        createinfo);
 }
 
 SDL_GPUTexture *SDL_CreateGPUTexture(
     SDL_GPUDevice *device,
-    const SDL_GPUTextureCreateInfo *textureCreateInfo)
+    const SDL_GPUTextureCreateInfo *createinfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
-    if (textureCreateInfo == NULL) {
-        SDL_InvalidParamError("textureCreateInfo");
+    if (createinfo == NULL) {
+        SDL_InvalidParamError("createinfo");
         return NULL;
     }
 
-    if (device->debugMode) {
+    if (device->debug_mode) {
         bool failed = false;
 
         const Uint32 MAX_2D_DIMENSION = 16384;
         const Uint32 MAX_3D_DIMENSION = 2048;
 
         // Common checks for all texture types
-        CHECK_TEXTUREFORMAT_ENUM_INVALID(textureCreateInfo->format, NULL)
+        CHECK_TEXTUREFORMAT_ENUM_INVALID(createinfo->format, NULL)
 
-        if (textureCreateInfo->width <= 0 || textureCreateInfo->height <= 0 || textureCreateInfo->layerCountOrDepth <= 0) {
-            SDL_assert_release(!"For any texture: width, height, and layerCountOrDepth must be >= 1");
+        if (createinfo->width <= 0 || createinfo->height <= 0 || createinfo->layer_count_or_depth <= 0) {
+            SDL_assert_release(!"For any texture: width, height, and layer_count_or_depth must be >= 1");
             failed = true;
         }
-        if (textureCreateInfo->levelCount <= 0) {
-            SDL_assert_release(!"For any texture: levelCount must be >= 1");
+        if (createinfo->num_levels <= 0) {
+            SDL_assert_release(!"For any texture: num_levels must be >= 1");
             failed = true;
         }
-        if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
-            SDL_assert_release(!"For any texture: usageFlags cannot contain both GRAPHICS_STORAGE_READ and SAMPLER");
+        if ((createinfo->usage & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) && (createinfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
+            SDL_assert_release(!"For any texture: usage cannot contain both GRAPHICS_STORAGE_READ and SAMPLER");
             failed = true;
         }
-        if (IsDepthFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & ~(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER))) {
-            SDL_assert_release(!"For depth textures: usageFlags cannot contain any flags except for DEPTH_STENCIL_TARGET and SAMPLER");
+        if (IsDepthFormat(createinfo->format) && (createinfo->usage & ~(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER))) {
+            SDL_assert_release(!"For depth textures: usage cannot contain any flags except for DEPTH_STENCIL_TARGET and SAMPLER");
             failed = true;
         }
-        if (IsIntegerFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
-            SDL_assert_release(!"For any texture: usageFlags cannot contain SAMPLER for textures with an integer format");
+        if (IsIntegerFormat(createinfo->format) && (createinfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
+            SDL_assert_release(!"For any texture: usage cannot contain SAMPLER for textures with an integer format");
             failed = true;
         }
 
-        if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
+        if (createinfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
             // Cubemap validation
-            if (textureCreateInfo->width != textureCreateInfo->height) {
+            if (createinfo->width != createinfo->height) {
                 SDL_assert_release(!"For cube textures: width and height must be identical");
                 failed = true;
             }
-            if (textureCreateInfo->width > MAX_2D_DIMENSION || textureCreateInfo->height > MAX_2D_DIMENSION) {
+            if (createinfo->width > MAX_2D_DIMENSION || createinfo->height > MAX_2D_DIMENSION) {
                 SDL_assert_release(!"For cube textures: width and height must be <= 16384");
                 failed = true;
             }
-            if (textureCreateInfo->layerCountOrDepth != 6) {
-                SDL_assert_release(!"For cube textures: layerCountOrDepth must be 6");
+            if (createinfo->layer_count_or_depth != 6) {
+                SDL_assert_release(!"For cube textures: layer_count_or_depth must be 6");
                 failed = true;
             }
-            if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
-                SDL_assert_release(!"For cube textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
+            if (createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1) {
+                SDL_assert_release(!"For cube textures: sample_count must be SDL_GPU_SAMPLECOUNT_1");
                 failed = true;
             }
-            if (!SDL_GPUTextureSupportsFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_CUBE, textureCreateInfo->usageFlags)) {
-                SDL_assert_release(!"For cube textures: the format is unsupported for the given usageFlags");
+            if (!SDL_GPUTextureSupportsFormat(device, createinfo->format, SDL_GPU_TEXTURETYPE_CUBE, createinfo->usage)) {
+                SDL_assert_release(!"For cube textures: the format is unsupported for the given usage");
                 failed = true;
             }
-        } else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) {
+        } else if (createinfo->type == SDL_GPU_TEXTURETYPE_3D) {
             // 3D Texture Validation
-            if (textureCreateInfo->width > MAX_3D_DIMENSION || textureCreateInfo->height > MAX_3D_DIMENSION || textureCreateInfo->layerCountOrDepth > MAX_3D_DIMENSION) {
-                SDL_assert_release(!"For 3D textures: width, height, and layerCountOrDepth must be <= 2048");
+            if (createinfo->width > MAX_3D_DIMENSION || createinfo->height > MAX_3D_DIMENSION || createinfo->layer_count_or_depth > MAX_3D_DIMENSION) {
+                SDL_assert_release(!"For 3D textures: width, height, and layer_count_or_depth must be <= 2048");
                 failed = true;
             }
-            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
-                SDL_assert_release(!"For 3D textures: usageFlags must not contain DEPTH_STENCIL_TARGET");
+            if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
+                SDL_assert_release(!"For 3D textures: usage must not contain DEPTH_STENCIL_TARGET");
                 failed = true;
             }
-            if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
-                SDL_assert_release(!"For 3D textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
+            if (createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1) {
+                SDL_assert_release(!"For 3D textures: sample_count must be SDL_GPU_SAMPLECOUNT_1");
                 failed = true;
             }
-            if (!SDL_GPUTextureSupportsFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_3D, textureCreateInfo->usageFlags)) {
-                SDL_assert_release(!"For 3D textures: the format is unsupported for the given usageFlags");
+            if (!SDL_GPUTextureSupportsFormat(device, createinfo->format, SDL_GPU_TEXTURETYPE_3D, createinfo->usage)) {
+                SDL_assert_release(!"For 3D textures: the format is unsupported for the given usage");
                 failed = true;
             }
         } else {
-            if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
+            if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
                 // Array Texture Validation
-                if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
-                    SDL_assert_release(!"For array textures: usageFlags must not contain DEPTH_STENCIL_TARGET");
+                if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
+                    SDL_assert_release(!"For array textures: usage must not contain DEPTH_STENCIL_TARGET");
                     failed = true;
                 }
-                if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
-                    SDL_assert_release(!"For array textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
+                if (createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1) {
+                    SDL_assert_release(!"For array textures: sample_count must be SDL_GPU_SAMPLECOUNT_1");
                     failed = true;
                 }
             } else {
                 // 2D Texture Validation
-                if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1 && textureCreateInfo->levelCount > 1) {
-                    SDL_assert_release(!"For 2D textures: if sampleCount is >= SDL_GPU_SAMPLECOUNT_1, then levelCount must be 1");
+                if (createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1 && createinfo->num_levels > 1) {
+                    SDL_assert_release(!"For 2D textures: if sample_count is >= SDL_GPU_SAMPLECOUNT_1, then num_levels must be 1");
                     failed = true;
                 }
             }
-            if (!SDL_GPUTextureSupportsFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_2D, textureCreateInfo->usageFlags)) {
-                SDL_assert_release(!"For 2D textures: the format is unsupported for the given usageFlags");
+            if (!SDL_GPUTextureSupportsFormat(device, createinfo->format, SDL_GPU_TEXTURETYPE_2D, createinfo->usage)) {
+                SDL_assert_release(!"For 2D textures: the format is unsupported for the given usage");
                 failed = true;
             }
         }
@@ -810,39 +810,39 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
 
     return device->CreateTexture(
         device->driverData,
-        textureCreateInfo);
+        createinfo);
 }
 
 SDL_GPUBuffer *SDL_CreateGPUBuffer(
     SDL_GPUDevice *device,
-    const SDL_GPUBufferCreateInfo *bufferCreateInfo)
+    const SDL_GPUBufferCreateInfo *createinfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
-    if (bufferCreateInfo == NULL) {
-        SDL_InvalidParamError("bufferCreateInfo");
+    if (createinfo == NULL) {
+        SDL_InvalidParamError("createinfo");
         return NULL;
     }
 
     return device->CreateBuffer(
         device->driverData,
-        bufferCreateInfo->usageFlags,
-        bufferCreateInfo->sizeInBytes);
+        createinfo->usage,
+        createinfo->size);
 }
 
 SDL_GPUTransferBuffer *SDL_CreateGPUTransferBuffer(
     SDL_GPUDevice *device,
-    const SDL_GPUTransferBufferCreateInfo *transferBufferCreateInfo)
+    const SDL_GPUTransferBufferCreateInfo *createinfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
-    if (transferBufferCreateInfo == NULL) {
-        SDL_InvalidParamError("transferBufferCreateInfo");
+    if (createinfo == NULL) {
+        SDL_InvalidParamError("createinfo");
         return NULL;
     }
 
     return device->CreateTransferBuffer(
         device->driverData,
-        transferBufferCreateInfo->usage,
-        transferBufferCreateInfo->sizeInBytes);
+        createinfo->usage,
+        createinfo->size);
 }
 
 // Debug Naming
@@ -888,11 +888,11 @@ void SDL_SetGPUTextureName(
 }
 
 void SDL_InsertGPUDebugLabel(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     const char *text)
 {
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return;
     }
     if (text == NULL) {
@@ -900,21 +900,21 @@ void SDL_InsertGPUDebugLabel(
         return;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER
     }
 
     COMMAND_BUFFER_DEVICE->InsertDebugLabel(
-        commandBuffer,
+        command_buffer,
         text);
 }
 
 void SDL_PushGPUDebugGroup(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     const char *name)
 {
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return;
     }
     if (name == NULL) {
@@ -922,29 +922,29 @@ void SDL_PushGPUDebugGroup(
         return;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER
     }
 
     COMMAND_BUFFER_DEVICE->PushDebugGroup(
-        commandBuffer,
+        command_buffer,
         name);
 }
 
 void SDL_PopGPUDebugGroup(
-    SDL_GPUCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *command_buffer)
 {
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER
     }
 
     COMMAND_BUFFER_DEVICE->PopDebugGroup(
-        commandBuffer);
+        command_buffer);
 }
 
 // Disposal
@@ -993,16 +993,16 @@ void SDL_ReleaseGPUBuffer(
 
 void SDL_ReleaseGPUTransferBuffer(
     SDL_GPUDevice *device,
-    SDL_GPUTransferBuffer *transferBuffer)
+    SDL_GPUTransferBuffer *transfer_buffer)
 {
     CHECK_DEVICE_MAGIC(device, );
-    if (transferBuffer == NULL) {
+    if (transfer_buffer == NULL) {
         return;
     }
 
     device->ReleaseTransferBuffer(
         device->driverData,
-        transferBuffer);
+        transfer_buffer);
 }
 
 void SDL_ReleaseGPUShader(
@@ -1021,30 +1021,30 @@ void SDL_ReleaseGPUShader(
 
 void SDL_ReleaseGPUComputePipeline(
     SDL_GPUDevice *device,
-    SDL_GPUComputePipeline *computePipeline)
+    SDL_GPUComputePipeline *compute_pipeline)
 {
     CHECK_DEVICE_MAGIC(device, );
-    if (computePipeline == NULL) {
+    if (compute_pipeline == NULL) {
         return;
     }
 
     device->ReleaseComputePipeline(
         device->driverData,
-        computePipeline);
+        compute_pipeline);
 }
 
 void SDL_ReleaseGPUGraphicsPipeline(
     SDL_GPUDevice *device,
-    SDL_GPUGraphicsPipeline *graphicsPipeline)
+    SDL_GPUGraphicsPipeline *graphics_pipeline)
 {
     CHECK_DEVICE_MAGIC(device, );
-    if (graphicsPipeline == NULL) {
+    if (graphics_pipeline == NULL) {
         return;
     }
 
     device->ReleaseGraphicsPipeline(
         device->driverData,
-        graphicsPipeline);
+        graphics_pipeline);
 }
 
 // Command Buffer
@@ -1052,43 +1052,43 @@ void SDL_ReleaseGPUGraphicsPipeline(
 SDL_GPUCommandBuffer *SDL_AcquireGPUCommandBuffer(
     SDL_GPUDevice *device)
 {
-    SDL_GPUCommandBuffer *commandBuffer;
+    SDL_GPUCommandBuffer *command_buffer;
     CommandBufferCommonHeader *commandBufferHeader;
 
     CHECK_DEVICE_MAGIC(device, NULL);
 
-    commandBuffer = device->AcquireCommandBuffer(
+    command_buffer = device->AcquireCommandBuffer(
         device->driverData);
 
-    if (commandBuffer == NULL) {
+    if (command_buffer == NULL) {
         return NULL;
     }
 
-    commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
+    commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
     commandBufferHeader->device = device;
-    commandBufferHeader->renderPass.commandBuffer = commandBuffer;
-    commandBufferHeader->renderPass.inProgress = false;
-    commandBufferHeader->graphicsPipelineBound = false;
-    commandBufferHeader->computePass.commandBuffer = commandBuffer;
-    commandBufferHeader->computePass.inProgress = false;
-    commandBufferHeader->computePipelineBound = false;
-    commandBufferHeader->copyPass.commandBuffer = commandBuffer;
-    commandBufferHeader->copyPass.inProgress = false;
+    commandBufferHeader->render_pass.command_buffer = command_buffer;
+    commandBufferHeader->render_pass.in_progress = false;
+    commandBufferHeader->graphics_pipeline_bound = false;
+    commandBufferHeader->compute_pass.command_buffer = command_buffer;
+    commandBufferHeader->compute_pass.in_progress = false;
+    commandBufferHeader->compute_pipeline_bound = false;
+    commandBufferHeader->copy_pass.command_buffer = command_buffer;
+    commandBufferHeader->copy_pass.in_progress = false;
     commandBufferHeader->submitted = false;
 
-    return commandBuffer;
+    return command_buffer;
 }
 
 // Uniforms
 
 void SDL_PushGPUVertexUniformData(
-    SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 slotIndex,
+    SDL_GPUCommandBuffer *command_buffer,
+    Uint32 slot_index,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return;
     }
     if (data == NULL) {
@@ -1096,25 +1096,25 @@ void SDL_PushGPUVertexUniformData(
         return;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER
     }
 
     COMMAND_BUFFER_DEVICE->PushVertexUniformData(
-        commandBuffer,
-        slotIndex,
+        command_buffer,
+        slot_index,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 void SDL_PushGPUFragmentUniformData(
-    SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 slotIndex,
+    SDL_GPUCommandBuffer *command_buffer,
+    Uint32 slot_index,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return;
     }
     if (data == NULL) {
@@ -1122,25 +1122,25 @@ void SDL_PushGPUFragmentUniformData(
         return;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER
     }
 
     COMMAND_BUFFER_DEVICE->PushFragmentUniformData(
-        commandBuffer,
-        slotIndex,
+        command_buffer,
+        slot_index,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 void SDL_PushGPUComputeUniformData(
-    SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 slotIndex,
+    SDL_GPUCommandBuffer *command_buffer,
+    Uint32 slot_index,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return;
     }
     if (data == NULL) {
@@ -1148,96 +1148,96 @@ void SDL_PushGPUComputeUniformData(
         return;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER
     }
 
     COMMAND_BUFFER_DEVICE->PushComputeUniformData(
-        commandBuffer,
-        slotIndex,
+        command_buffer,
+        slot_index,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 // Render Pass
 
 SDL_GPURenderPass *SDL_BeginGPURenderPass(
-    SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-    Uint32 colorAttachmentCount,
-    const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    SDL_GPUCommandBuffer *command_buffer,
+    const SDL_GPUColorTargetInfo *color_target_infos,
+    Uint32 num_color_targets,
+    const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info)
 {
     CommandBufferCommonHeader *commandBufferHeader;
 
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return NULL;
     }
-    if (colorAttachmentInfos == NULL && colorAttachmentCount > 0) {
-        SDL_InvalidParamError("colorAttachmentInfos");
+    if (color_target_infos == NULL && num_color_targets > 0) {
+        SDL_InvalidParamError("color_target_infos");
         return NULL;
     }
 
-    if (colorAttachmentCount > MAX_COLOR_TARGET_BINDINGS) {
-        SDL_SetError("colorAttachmentCount exceeds MAX_COLOR_TARGET_BINDINGS");
+    if (num_color_targets > MAX_COLOR_TARGET_BINDINGS) {
+        SDL_SetError("num_color_targets exceeds MAX_COLOR_TARGET_BINDINGS");
         return NULL;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER_RETURN_NULL
         CHECK_ANY_PASS_IN_PROGRESS("Cannot begin render pass during another pass!", NULL)
 
-        for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
-            if (colorAttachmentInfos[i].cycle && colorAttachmentInfos[i].loadOp == SDL_GPU_LOADOP_LOAD) {
-                SDL_assert_release(!"Cannot cycle color attachment when load op is LOAD!");
+        for (Uint32 i = 0; i < num_color_targets; i += 1) {
+            if (color_target_infos[i].cycle && color_target_infos[i].load_op == SDL_GPU_LOADOP_LOAD) {
+                SDL_assert_release(!"Cannot cycle color target when load op is LOAD!");
             }
         }
 
-        if (depthStencilAttachmentInfo != NULL && depthStencilAttachmentInfo->cycle && (depthStencilAttachmentInfo->loadOp == SDL_GPU_LOADOP_LOAD || depthStencilAttachmentInfo->loadOp == SDL_GPU_LOADOP_LOAD)) {
-            SDL_assert_release(!"Cannot cycle depth attachment when load op or stencil load op is LOAD!");
+        if (depth_stencil_target_info != NULL && depth_stencil_target_info->cycle && (depth_stencil_target_info->load_op == SDL_GPU_LOADOP_LOAD || depth_stencil_target_info->load_op == SDL_GPU_LOADOP_LOAD)) {
+            SDL_assert_release(!"Cannot cycle depth target when load op or stencil load op is LOAD!");
         }
     }
 
     COMMAND_BUFFER_DEVICE->BeginRenderPass(
-        commandBuffer,
-        colorAttachmentInfos,
-        colorAttachmentCount,
-        depthStencilAttachmentInfo);
+        command_buffer,
+        color_target_infos,
+        num_color_targets,
+        depth_stencil_target_info);
 
-    commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
-    commandBufferHeader->renderPass.inProgress = true;
-    return (SDL_GPURenderPass *)&(commandBufferHeader->renderPass);
+    commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
+    commandBufferHeader->render_pass.in_progress = true;
+    return (SDL_GPURenderPass *)&(commandBufferHeader->render_pass);
 }
 
 void SDL_BindGPUGraphicsPipeline(
-    SDL_GPURenderPass *renderPass,
-    SDL_GPUGraphicsPipeline *graphicsPipeline)
+    SDL_GPURenderPass *render_pass,
+    SDL_GPUGraphicsPipeline *graphics_pipeline)
 {
     CommandBufferCommonHeader *commandBufferHeader;
 
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
-    if (graphicsPipeline == NULL) {
-        SDL_InvalidParamError("graphicsPipeline");
+    if (graphics_pipeline == NULL) {
+        SDL_InvalidParamError("graphics_pipeline");
         return;
     }
 
     RENDERPASS_DEVICE->BindGraphicsPipeline(
         RENDERPASS_COMMAND_BUFFER,
-        graphicsPipeline);
+        graphics_pipeline);
 
     commandBufferHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
-    commandBufferHeader->graphicsPipelineBound = true;
+    commandBufferHeader->graphics_pipeline_bound = true;
 }
 
 void SDL_SetGPUViewport(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     const SDL_GPUViewport *viewport)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
     if (viewport == NULL) {
@@ -1245,7 +1245,7 @@ void SDL_SetGPUViewport(
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
@@ -1255,11 +1255,11 @@ void SDL_SetGPUViewport(
 }
 
 void SDL_SetGPUScissor(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     const SDL_Rect *scissor)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
     if (scissor == NULL) {
@@ -1267,7 +1267,7 @@ void SDL_SetGPUScissor(
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
@@ -1277,33 +1277,33 @@ void SDL_SetGPUScissor(
 }
 
 void SDL_SetGPUBlendConstants(
-    SDL_GPURenderPass *renderPass,
-    SDL_FColor blendConstants)
+    SDL_GPURenderPass *render_pass,
+    SDL_FColor blend_constants)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
     RENDERPASS_DEVICE->SetBlendConstants(
         RENDERPASS_COMMAND_BUFFER,
-        blendConstants);
+        blend_constants);
 }
 
 void SDL_SetGPUStencilReference(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     Uint8 reference)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
@@ -1313,272 +1313,272 @@ void SDL_SetGPUStencilReference(
 }
 
 void SDL_BindGPUVertexBuffers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstBinding,
-    const SDL_GPUBufferBinding *pBindings,
-    Uint32 bindingCount)
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_binding,
+    const SDL_GPUBufferBinding *bindings,
+    Uint32 num_bindings)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
-    if (pBindings == NULL && bindingCount > 0) {
-        SDL_InvalidParamError("pBindings");
+    if (bindings == NULL && num_bindings > 0) {
+        SDL_InvalidParamError("bindings");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
     RENDERPASS_DEVICE->BindVertexBuffers(
         RENDERPASS_COMMAND_BUFFER,
-        firstBinding,
-        pBindings,
-        bindingCount);
+        first_binding,
+        bindings,
+        num_bindings);
 }
 
 void SDL_BindGPUIndexBuffer(
-    SDL_GPURenderPass *renderPass,
-    const SDL_GPUBufferBinding *pBinding,
-    SDL_GPUIndexElementSize indexElementSize)
+    SDL_GPURenderPass *render_pass,
+    const SDL_GPUBufferBinding *binding,
+    SDL_GPUIndexElementSize index_element_size)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
-    if (pBinding == NULL) {
-        SDL_InvalidParamError("pBinding");
+    if (binding == NULL) {
+        SDL_InvalidParamError("binding");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
     RENDERPASS_DEVICE->BindIndexBuffer(
         RENDERPASS_COMMAND_BUFFER,
-        pBinding,
-        indexElementSize);
+        binding,
+        index_element_size);
 }
 
 void SDL_BindGPUVertexSamplers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
+    Uint32 num_bindings)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
-    if (textureSamplerBindings == NULL && bindingCount > 0) {
-        SDL_InvalidParamError("textureSamplerBindings");
+    if (texture_sampler_bindings == NULL && num_bindings > 0) {
+        SDL_InvalidParamError("texture_sampler_bindings");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
     RENDERPASS_DEVICE->BindVertexSamplers(
         RENDERPASS_COMMAND_BUFFER,
-        firstSlot,
-        textureSamplerBindings,
-        bindingCount);
+        first_slot,
+        texture_sampler_bindings,
+        num_bindings);
 }
 
 void SDL_BindGPUVertexStorageTextures(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    SDL_GPUTexture *const *storage_textures,
+    Uint32 num_bindings)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
-    if (storageTextures == NULL && bindingCount > 0) {
-        SDL_InvalidParamError("storageTextures");
+    if (storage_textures == NULL && num_bindings > 0) {
+        SDL_InvalidParamError("storage_textures");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
     RENDERPASS_DEVICE->BindVertexStorageTextures(
         RENDERPASS_COMMAND_BUFFER,
-        firstSlot,
-        storageTextures,
-        bindingCount);
+        first_slot,
+        storage_textures,
+        num_bindings);
 }
 
 void SDL_BindGPUVertexStorageBuffers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    SDL_GPUBuffer *const *storage_buffers,
+    Uint32 num_bindings)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
-    if (storageBuffers == NULL && bindingCount > 0) {
-        SDL_InvalidParamError("storageBuffers");
+    if (storage_buffers == NULL && num_bindings > 0) {
+        SDL_InvalidParamError("storage_buffers");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
     RENDERPASS_DEVICE->BindVertexStorageBuffers(
         RENDERPASS_COMMAND_BUFFER,
-        firstSlot,
-        storageBuffers,
-        bindingCount);
+        first_slot,
+        storage_buffers,
+        num_bindings);
 }
 
 void SDL_BindGPUFragmentSamplers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    const SDL_GPUTextureSamplerBinding *texture_sampler_bindings,
+    Uint32 num_bindings)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
-    if (textureSamplerBindings == NULL && bindingCount > 0) {
-        SDL_InvalidParamError("textureSamplerBindings");
+    if (texture_sampler_bindings == NULL && num_bindings > 0) {
+        SDL_InvalidParamError("texture_sampler_bindings");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
     RENDERPASS_DEVICE->BindFragmentSamplers(
         RENDERPASS_COMMAND_BUFFER,
-        firstSlot,
-        textureSamplerBindings,
-        bindingCount);
+        first_slot,
+        texture_sampler_bindings,
+        num_bindings);
 }
 
 void SDL_BindGPUFragmentStorageTextures(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    SDL_GPUTexture *const *storage_textures,
+    Uint32 num_bindings)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
-    if (storageTextures == NULL && bindingCount > 0) {
-        SDL_InvalidParamError("storageTextures");
+    if (storage_textures == NULL && num_bindings > 0) {
+        SDL_InvalidParamError("storage_textures");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
     RENDERPASS_DEVICE->BindFragmentStorageTextures(
         RENDERPASS_COMMAND_BUFFER,
-        firstSlot,
-        storageTextures,
-        bindingCount);
+        first_slot,
+        storage_textures,
+        num_bindings);
 }
 
 void SDL_BindGPUFragmentStorageBuffers(
-    SDL_GPURenderPass *renderPass,
-    Uint32 firstSlot,
-    SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    SDL_GPURenderPass *render_pass,
+    Uint32 first_slot,
+    SDL_GPUBuffer *const *storage_buffers,
+    Uint32 num_bindings)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
-    if (storageBuffers == NULL && bindingCount > 0) {
-        SDL_InvalidParamError("storageBuffers");
+    if (storage_buffers == NULL && num_bindings > 0) {
+        SDL_InvalidParamError("storage_buffers");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
     RENDERPASS_DEVICE->BindFragmentStorageBuffers(
         RENDERPASS_COMMAND_BUFFER,
-        firstSlot,
-        storageBuffers,
-        bindingCount);
+        first_slot,
+        storage_buffers,
+        num_bindings);
 }
 
 void SDL_DrawGPUIndexedPrimitives(
-    SDL_GPURenderPass *renderPass,
-    Uint32 indexCount,
-    Uint32 instanceCount,
-    Uint32 firstIndex,
-    Sint32 vertexOffset,
-    Uint32 firstInstance)
+    SDL_GPURenderPass *render_pass,
+    Uint32 num_indices,
+    Uint32 num_instances,
+    Uint32 first_index,
+    Sint32 vertex_offset,
+    Uint32 first_instance)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
         CHECK_GRAPHICS_PIPELINE_BOUND
     }
 
     RENDERPASS_DEVICE->DrawIndexedPrimitives(
         RENDERPASS_COMMAND_BUFFER,
-        indexCount,
-        instanceCount,
-        firstIndex,
-        vertexOffset,
-        firstInstance);
+        num_indices,
+        num_instances,
+        first_index,
+        vertex_offset,
+        first_instance);
 }
 
 void SDL_DrawGPUPrimitives(
-    SDL_GPURenderPass *renderPass,
-    Uint32 vertexCount,
-    Uint32 instanceCount,
-    Uint32 firstVertex,
-    Uint32 firstInstance)
+    SDL_GPURenderPass *render_pass,
+    Uint32 num_vertices,
+    Uint32 num_instances,
+    Uint32 first_vertex,
+    Uint32 first_instance)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
         CHECK_GRAPHICS_PIPELINE_BOUND
     }
 
     RENDERPASS_DEVICE->DrawPrimitives(
         RENDERPASS_COMMAND_BUFFER,
-        vertexCount,
-        instanceCount,
-        firstVertex,
-        firstInstance);
+        num_vertices,
+        num_instances,
+        first_vertex,
+        first_instance);
 }
 
 void SDL_DrawGPUPrimitivesIndirect(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
-    Uint32 drawCount,
-    Uint32 stride)
+    Uint32 offset,
+    Uint32 draw_count,
+    Uint32 pitch)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
     if (buffer == NULL) {
@@ -1586,7 +1586,7 @@ void SDL_DrawGPUPrimitivesIndirect(
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
         CHECK_GRAPHICS_PIPELINE_BOUND
     }
@@ -1594,20 +1594,20 @@ void SDL_DrawGPUPrimitivesIndirect(
     RENDERPASS_DEVICE->DrawPrimitivesIndirect(
         RENDERPASS_COMMAND_BUFFER,
         buffer,
-        offsetInBytes,
-        drawCount,
-        stride);
+        offset,
+        draw_count,
+        pitch);
 }
 
 void SDL_DrawGPUIndexedPrimitivesIndirect(
-    SDL_GPURenderPass *renderPass,
+    SDL_GPURenderPass *render_pass,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
-    Uint32 drawCount,
-    Uint32 stride)
+    Uint32 offset,
+    Uint32 draw_count,
+    Uint32 pitch)
 {
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
     if (buffer == NULL) {
@@ -1615,7 +1615,7 @@ void SDL_DrawGPUIndexedPrimitivesIndirect(
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
         CHECK_GRAPHICS_PIPELINE_BOUND
     }
@@ -1623,22 +1623,22 @@ void SDL_DrawGPUIndexedPrimitivesIndirect(
     RENDERPASS_DEVICE->DrawIndexedPrimitivesIndirect(
         RENDERPASS_COMMAND_BUFFER,
         buffer,
-        offsetInBytes,
-        drawCount,
-        stride);
+        offset,
+        draw_count,
+        pitch);
 }
 
 void SDL_EndGPURenderPass(
-    SDL_GPURenderPass *renderPass)
+    SDL_GPURenderPass *render_pass)
 {
     CommandBufferCommonHeader *commandBufferCommonHeader;
 
-    if (renderPass == NULL) {
-        SDL_InvalidParamError("renderPass");
+    if (render_pass == NULL) {
+        SDL_InvalidParamError("render_pass");
         return;
     }
 
-    if (RENDERPASS_DEVICE->debugMode) {
+    if (RENDERPASS_DEVICE->debug_mode) {
         CHECK_RENDERPASS
     }
 
@@ -1646,171 +1646,171 @@ void SDL_EndGPURenderPass(
         RENDERPASS_COMMAND_BUFFER);
 
     commandBufferCommonHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
-    commandBufferCommonHeader->renderPass.inProgress = false;
-    commandBufferCommonHeader->graphicsPipelineBound = false;
+    commandBufferCommonHeader->render_pass.in_progress = false;
+    commandBufferCommonHeader->graphics_pipeline_bound = false;
 }
 
 // Compute Pass
 
 SDL_GPUComputePass *SDL_BeginGPUComputePass(
-    SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
-    Uint32 storageTextureBindingCount,
-    const SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
-    Uint32 storageBufferBindingCount)
+    SDL_GPUCommandBuffer *command_buffer,
+    const SDL_GPUStorageTextureWriteOnlyBinding *storage_texture_bindings,
+    Uint32 num_storage_texture_bindings,
+    const SDL_GPUStorageBufferWriteOnlyBinding *storage_buffer_bindings,
+    Uint32 num_storage_buffer_bindings)
 {
     CommandBufferCommonHeader *commandBufferHeader;
 
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return NULL;
     }
-    if (storageTextureBindings == NULL && storageTextureBindingCount > 0) {
-        SDL_InvalidParamError("storageTextureBindings");
+    if (storage_texture_bindings == NULL && num_storage_texture_bindings > 0) {
+        SDL_InvalidParamError("storage_texture_bindings");
         return NULL;
     }
-    if (storageBufferBindings == NULL && storageBufferBindingCount > 0) {
-        SDL_InvalidParamError("storageBufferBindings");
+    if (storage_buffer_bindings == NULL && num_storage_buffer_bindings > 0) {
+        SDL_InvalidParamError("storage_buffer_bindings");
         return NULL;
     }
-    if (storageTextureBindingCount > MAX_COMPUTE_WRITE_TEXTURES) {
-        SDL_InvalidParamError("storageTextureBindingCount");
+    if (num_storage_texture_bindings > MAX_COMPUTE_WRITE_TEXTURES) {
+        SDL_InvalidParamError("num_storage_texture_bindings");
         return NULL;
     }
-    if (storageBufferBindingCount > MAX_COMPUTE_WRITE_BUFFERS) {
-        SDL_InvalidParamError("storageBufferBindingCount");
+    if (num_storage_buffer_bindings > MAX_COMPUTE_WRITE_BUFFERS) {
+        SDL_InvalidParamError("num_storage_buffer_bindings");
         return NULL;
     }
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER_RETURN_NULL
         CHECK_ANY_PASS_IN_PROGRESS("Cannot begin compute pass during another pass!", NULL)
     }
 
     COMMAND_BUFFER_DEVICE->BeginComputePass(
-        commandBuffer,
-        storageTextureBindings,
-        storageTextureBindingCount,
-        storageBufferBindings,
-        storageBufferBindingCount);
+        command_buffer,
+        storage_texture_bindings,
+        num_storage_texture_bindings,
+        storage_buffer_bindings,
+        num_storage_buffer_bindings);
 
-    commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
-    commandBufferHeader->computePass.inProgress = true;
-    return (SDL_GPUComputePass *)&(commandBufferHeader->computePass);
+    commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
+    commandBufferHeader->compute_pass.in_progress = true;
+    return (SDL_GPUComputePass *)&(commandBufferHeader->compute_pass);
 }
 
 void SDL_BindGPUComputePipeline(
-    SDL_GPUComputePass *computePass,
-    SDL_GPUComputePipeline *computePipeline)
+    SDL_GPUComputePass *compute_pass,
+    SDL_GPUComputePipeline *compute_pipeline)
 {
     CommandBufferCommonHeader *commandBufferHeader;
 
-    if (computePass == NULL) {
-        SDL_InvalidParamError("computePass");
+    if (compute_pass == NULL) {
+        SDL_InvalidParamError("compute_pass");
         return;
     }
-    if (computePipeline == NULL) {
-        SDL_InvalidParamError("computePipeline");
+    if (compute_pipeline == NULL) {
+        SDL_InvalidParamError("compute_pipeline");
         return;
     }
 
-    if (COMPUTEPASS_DEVICE->debugMode) {
+    if (COMPUTEPASS_DEVICE->debug_mode) {
         CHECK_COMPUTEPASS
     }
 
     COMPUTEPASS_DEVICE->BindComputePipeline(
         COMPUTEPASS_COMMAND_BUFFER,
-        computePipeline);
+        compute_pipeline);
 
     commandBufferHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
-    commandBufferHeader->computePipelineBound = true;
+    commandBufferHeader->compute_pipeline_bound = true;
 }
 
 void SDL_BindGPUComputeStorageTextures(
-    SDL_GPUComputePass *computePass,
-    Uint32 firstSlot,
-    SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    SDL_GPUComputePass *compute_pass,
+    Uint32 first_slot,
+    SDL_GPUTexture *const *storage_textures,
+    Uint32 num_bindings)
 {
-    if (computePass == NULL) {
-        SDL_InvalidParamError("computePass");
+    if (compute_pass == NULL) {
+        SDL_InvalidParamError("compute_pass");
         return;
     }
-    if (storageTextures == NULL && bindingCount > 0) {
-        SDL_InvalidParamError("storageTextures");
+    if (storage_textures == NULL && num_bindings > 0) {
+        SDL_InvalidParamError("storage_textures");
         return;
     }
 
-    if (COMPUTEPASS_DEVICE->debugMode) {
+    if (COMPUTEPASS_DEVICE->debug_mode) {
         CHECK_COMPUTEPASS
     }
 
     COMPUTEPASS_DEVICE->BindComputeStorageTextures(
         COMPUTEPASS_COMMAND_BUFFER,
-        firstSlot,
-        storageTextures,
-        bindingCount);
+        first_slot,
+        storage_textures,
+        num_bindings);
 }
 
 void SDL_BindGPUComputeStorageBuffers(
-    SDL_GPUComputePass *computePass,
-    Uint32 firstSlot,
-    SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    SDL_GPUComputePass *compute_pass,
+    Uint32 first_slot,
+    SDL_GPUBuffer *const *storage_buffers,
+    Uint32 num_bindings)
 {
-    if (computePass == NULL) {
-        SDL_InvalidParamError("computePass");
+    if (compute_pass == NULL) {
+        SDL_InvalidParamError("compute_pass");
         return;
     }
-    if (storageBuffers == NULL && bindingCount > 0) {
-        SDL_InvalidParamError("storageBuffers");
+    if (storage_buffers == NULL && num_bindings > 0) {
+        SDL_InvalidParamError("storage_buffers");
         return;
     }
 
-    if (COMPUTEPASS_DEVICE->debugMode) {
+    if (COMPUTEPASS_DEVICE->debug_mode) {
         CHECK_COMPUTEPASS
     }
 
     COMPUTEPASS_DEVICE->BindComputeStorageBuffers(
         COMPUTEPASS_COMMAND_BUFFER,
-        firstSlot,
-        storageBuffers,
-        bindingCount);
+        first_slot,
+        storage_buffers,
+        num_bindings);
 }
 
 void SDL_DispatchGPUCompute(
-    SDL_GPUComputePass *computePass,
-    Uint32 groupCountX,
-    Uint32 groupCountY,
-    Uint32 groupCountZ)
+    SDL_GPUComputePass *compute_pass,
+    Uint32 groupcount_x,
+    Uint32 groupcount_y,
+    Uint32 groupcount_z)
 {
-    if (computePass == NULL) {
-        SDL_InvalidParamError("computePass");
+    if (compute_pass == NULL) {
+        SDL_InvalidParamError("compute_pass");
         return;
     }
 
-    if (COMPUTEPASS_DEVICE->debugMode) {
+    if (COMPUTEPASS_DEVICE->debug_mode) {
         CHECK_COMPUTEPASS
         CHECK_COMPUTE_PIPELINE_BOUND
     }
 
     COMPUTEPASS_DEVICE->DispatchCompute(
         COMPUTEPASS_COMMAND_BUFFER,
-        groupCountX,
-        groupCountY,
-        groupCountZ);
+        groupcount_x,
+        groupcount_y,
+        groupcount_z);
 }
 
 void SDL_DispatchGPUComputeIndirect(
-    SDL_GPUComputePass *computePass,
+    SDL_GPUComputePass *compute_pass,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes)
+    Uint32 offset)
 {
-    if (computePass == NULL) {
-        SDL_InvalidParamError("computePass");
+    if (compute_pass == NULL) {
+        SDL_InvalidParamError("compute_pass");
         return;
     }
 
-    if (COMPUTEPASS_DEVICE->debugMode) {
+    if (COMPUTEPASS_DEVICE->debug_mode) {
         CHECK_COMPUTEPASS
         CHECK_COMPUTE_PIPELINE_BOUND
     }
@@ -1818,20 +1818,20 @@ void SDL_DispatchGPUComputeIndirect(
     COMPUTEPASS_DEVICE->DispatchComputeIndirect(
         COMPUTEPASS_COMMAND_BUFFER,
         buffer,
-        offsetInBytes);
+        offset);
 }
 
 void SDL_EndGPUComputePass(
-    SDL_GPUComputePass *computePass)
+    SDL_GPUComputePass *compute_pass)
 {
     CommandBufferCommonHeader *commandBufferCommonHeader;
 
-    if (computePass == NULL) {
-        SDL_InvalidParamError("computePass");
+    if (compute_pass == NULL) {
+        SDL_InvalidParamError("compute_pass");
         return;
     }
 
-    if (COMPUTEPASS_DEVICE->debugMode) {
+    if (COMPUTEPASS_DEVICE->debug_mode) {
         CHECK_COMPUTEPASS
     }
 
@@ -1839,77 +1839,77 @@ void SDL_EndGPUComputePass(
         COMPUTEPASS_COMMAND_BUFFER);
 
     commandBufferCommonHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
-    commandBufferCommonHeader->computePass.inProgress = false;
-    commandBufferCommonHeader->computePipelineBound = false;
+    commandBufferCommonHeader->compute_pass.in_progress = false;
+    commandBufferCommonHeader->compute_pipeline_bound = false;
 }
 
 // TransferBuffer Data
 
 void *SDL_MapGPUTransferBuffer(
     SDL_GPUDevice *device,
-    SDL_GPUTransferBuffer *transferBuffer,
+    SDL_GPUTransferBuffer *transfer_buffer,
     SDL_bool cycle)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
-    if (transferBuffer == NULL) {
-        SDL_InvalidParamError("transferBuffer");
+    if (transfer_buffer == NULL) {
+        SDL_InvalidParamError("transfer_buffer");
         return NULL;
     }
 
     return device->MapTransferBuffer(
         device->driverData,
-        transferBuffer,
+        transfer_buffer,
         cycle);
 }
 
 void SDL_UnmapGPUTransferBuffer(
     SDL_GPUDevice *device,
-    SDL_GPUTransferBuffer *transferBuffer)
+    SDL_GPUTransferBuffer *transfer_buffer)
 {
     CHECK_DEVICE_MAGIC(device, );
-    if (transferBuffer == NULL) {
-        SDL_InvalidParamError("transferBuffer");
+    if (transfer_buffer == NULL) {
+        SDL_InvalidParamError("transfer_buffer");
         return;
     }
 
     device->UnmapTransferBuffer(
         device->driverData,
-        transferBuffer);
+        transfer_buffer);
 }
 
 // Copy Pass
 
 SDL_GPUCopyPass *SDL_BeginGPUCopyPass(
-    SDL_GPUCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *command_buffer)
 {
     CommandBufferCommonHeader *commandBufferHeader;
 
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return NULL;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER_RETURN_NULL
         CHECK_ANY_PASS_IN_PROGRESS("Cannot begin copy pass during another pass!", NULL)
     }
 
     COMMAND_BUFFER_DEVICE->BeginCopyPass(
-        commandBuffer);
+        command_buffer);
 
-    commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
-    commandBufferHeader->copyPass.inProgress = true;
-    return (SDL_GPUCopyPass *)&(commandBufferHeader->copyPass);
+    commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
+    commandBufferHeader->copy_pass.in_progress = true;
+    return (SDL_GPUCopyPass *)&(commandBufferHeader->copy_pass);
 }
 
 void SDL_UploadToGPUTexture(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUTextureTransferInfo *source,
     const SDL_GPUTextureRegion *destination,
     SDL_bool cycle)
 {
-    if (copyPass == NULL) {
-        SDL_InvalidParamError("copyPass");
+    if (copy_pass == NULL) {
+        SDL_InvalidParamError("copy_pass");
         return;
     }
     if (source == NULL) {
@@ -1921,7 +1921,7 @@ void SDL_UploadToGPUTexture(
         return;
     }
 
-    if (COPYPASS_DEVICE->debugMode) {
+    if (COPYPASS_DEVICE->debug_mode) {
         CHECK_COPYPASS
     }
 
@@ -1933,13 +1933,13 @@ void SDL_UploadToGPUTexture(
 }
 
 void SDL_UploadToGPUBuffer(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUTransferBufferLocation *source,
     const SDL_GPUBufferRegion *destination,
     SDL_bool cycle)
 {
-    if (copyPass == NULL) {
-        SDL_InvalidParamError("copyPass");
+    if (copy_pass == NULL) {
+        SDL_InvalidParamError("copy_pass");
         return;
     }
     if (source == NULL) {
@@ -1959,7 +1959,7 @@ void SDL_UploadToGPUBuffer(
 }
 
 void SDL_CopyGPUTextureToTexture(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUTextureLocation *source,
     const SDL_GPUTextureLocation *destination,
     Uint32 w,
@@ -1967,8 +1967,8 @@ void SDL_CopyGPUTextureToTexture(
     Uint32 d,
     SDL_bool cycle)
 {
-    if (copyPass == NULL) {
-        SDL_InvalidParamError("copyPass");
+    if (copy_pass == NULL) {
+        SDL_InvalidParamError("copy_pass");
         return;
     }
     if (source == NULL) {
@@ -1991,14 +1991,14 @@ void SDL_CopyGPUTextureToTexture(
 }
 
 void SDL_CopyGPUBufferToBuffer(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUBufferLocation *source,
     const SDL_GPUBufferLocation *destination,
     Uint32 size,
     SDL_bool cycle)
 {
-    if (copyPass == NULL) {
-        SDL_InvalidParamError("copyPass");
+    if (copy_pass == NULL) {
+        SDL_InvalidParamError("copy_pass");
         return;
     }
     if (source == NULL) {
@@ -2019,12 +2019,12 @@ void SDL_CopyGPUBufferToBuffer(
 }
 
 void SDL_DownloadFromGPUTexture(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUTextureRegion *source,
     const SDL_GPUTextureTransferInfo *destination)
 {
-    if (copyPass == NULL) {
-        SDL_InvalidParamError("copyPass");
+    if (copy_pass == NULL) {
+        SDL_InvalidParamError("copy_pass");
         return;
     }
     if (source == NULL) {
@@ -2043,12 +2043,12 @@ void SDL_DownloadFromGPUTexture(
 }
 
 void SDL_DownloadFromGPUBuffer(
-    SDL_GPUCopyPass *copyPass,
+    SDL_GPUCopyPass *copy_pass,
     const SDL_GPUBufferRegion *source,
     const SDL_GPUTransferBufferLocation *destination)
 {
-    if (copyPass == NULL) {
-        SDL_InvalidParamError("copyPass");
+    if (copy_pass == NULL) {
+        SDL_InvalidParamError("copy_pass");
         return;
     }
     if (source == NULL) {
@@ -2067,29 +2067,29 @@ void SDL_DownloadFromGPUBuffer(
 }
 
 void SDL_EndGPUCopyPass(
-    SDL_GPUCopyPass *copyPass)
+    SDL_GPUCopyPass *copy_pass)
 {
-    if (copyPass == NULL) {
-        SDL_InvalidParamError("copyPass");
+    if (copy_pass == NULL) {
+        SDL_InvalidParamError("copy_pass");
         return;
     }
 
-    if (COPYPASS_DEVICE->debugMode) {
+    if (COPYPASS_DEVICE->debug_mode) {
         CHECK_COPYPASS
     }
 
     COPYPASS_DEVICE->EndCopyPass(
         COPYPASS_COMMAND_BUFFER);
 
-    ((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = false;
+    ((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copy_pass.in_progress = false;
 }
 
 void SDL_GenerateMipmapsForGPUTexture(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     SDL_GPUTexture *texture)
 {
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return;
     }
     if (texture == NULL) {
@@ -2097,37 +2097,37 @@ void SDL_GenerateMipmapsForGPUTexture(
         return;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER
         CHECK_ANY_PASS_IN_PROGRESS("Cannot generate mipmaps during a pass!", )
 
         TextureCommonHeader *header = (TextureCommonHeader *)texture;
-        if (header->info.levelCount <= 1) {
-            SDL_assert_release(!"Cannot generate mipmaps for texture with levelCount <= 1!");
+        if (header->info.num_levels <= 1) {
+            SDL_assert_release(!"Cannot generate mipmaps for texture with num_levels <= 1!");
             return;
         }
 
-        if (!(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) || !(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
+        if (!(header->info.usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) || !(header->info.usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
             SDL_assert_release(!"GenerateMipmaps texture must be created with SAMPLER and COLOR_TARGET usage flags!");
             return;
         }
     }
 
     COMMAND_BUFFER_DEVICE->GenerateMipmaps(
-        commandBuffer,
+        command_buffer,
         texture);
 }
 
 void SDL_BlitGPUTexture(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     const SDL_GPUBlitRegion *source,
     const SDL_GPUBlitRegion *destination,
-    SDL_FlipMode flipMode,
-    SDL_GPUFilter filterMode,
+    SDL_FlipMode flip_mode,
+    SDL_GPUFilter filter,
     SDL_bool cycle)
 {
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return;
     }
     if (source == NULL) {
@@ -2139,7 +2139,7 @@ void SDL_BlitGPUTexture(
         return;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER
         CHECK_ANY_PASS_IN_PROGRESS("Cannot blit during a pass!", )
 
@@ -2152,11 +2152,11 @@ void SDL_BlitGPUTexture(
             SDL_assert_release(!"Blit source and destination textures must be non-NULL");
             return; // attempting to proceed will crash
         }
-        if ((srcHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) == 0) {
+        if ((srcHeader->info.usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) == 0) {
             SDL_assert_release(!"Blit source texture must be created with the SAMPLER usage flag");
             failed = true;
         }
-        if ((dstHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) == 0) {
+        if ((dstHeader->info.usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) == 0) {
             SDL_assert_release(!"Blit destination texture must be created with the COLOR_TARGET usage flag");
             failed = true;
         }
@@ -2175,11 +2175,11 @@ void SDL_BlitGPUTexture(
     }
 
     COMMAND_BUFFER_DEVICE->Blit(
-        commandBuffer,
+        command_buffer,
         source,
         destination,
-        flipMode,
-        filterMode,
+        flip_mode,
+        filter,
         cycle);
 }
 
@@ -2188,7 +2188,7 @@ void SDL_BlitGPUTexture(
 SDL_bool SDL_WindowSupportsGPUSwapchainComposition(
     SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GPUSwapchainComposition swapchainComposition)
+    SDL_GPUSwapchainComposition swapchain_composition)
 {
     CHECK_DEVICE_MAGIC(device, false);
     if (window == NULL) {
@@ -2196,20 +2196,20 @@ SDL_bool SDL_WindowSupportsGPUSwapchainComposition(
         return false;
     }
 
-    if (device->debugMode) {
-        CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, false)
+    if (device->debug_mode) {
+        CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchain_composition, false)
     }
 
     return device->SupportsSwapchainComposition(
         device->driverData,
         window,
-        swapchainComposition);
+        swapchain_composition);
 }
 
 SDL_bool SDL_WindowSupportsGPUPresentMode(
     SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GPUPresentMode presentMode)
+    SDL_GPUPresentMode present_mode)
 {
     CHECK_DEVICE_MAGIC(device, false);
     if (window == NULL) {
@@ -2217,14 +2217,14 @@ SDL_bool SDL_WindowSupportsGPUPresentMode(
         return false;
     }
 
-    if (device->debugMode) {
-        CHECK_PRESENTMODE_ENUM_INVALID(presentMode, false)
+    if (device->debug_mode) {
+        CHECK_PRESENTMODE_ENUM_INVALID(present_mode, false)
     }
 
     return device->SupportsPresentMode(
         device->driverData,
         window,
-        presentMode);
+        present_mode);
 }
 
 SDL_bool SDL_ClaimWindowForGPUDevice(
@@ -2260,8 +2260,8 @@ void SDL_ReleaseWindowFromGPUDevice(
 SDL_bool SDL_SetGPUSwapchainParameters(
     SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GPUSwapchainComposition swapchainComposition,
-    SDL_GPUPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchain_composition,
+    SDL_GPUPresentMode present_mode)
 {
     CHECK_DEVICE_MAGIC(device, false);
     if (window == NULL) {
@@ -2269,16 +2269,16 @@ SDL_bool SDL_SetGPUSwapchainParameters(
         return false;
     }
 
-    if (device->debugMode) {
-        CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, false)
-        CHECK_PRESENTMODE_ENUM_INVALID(presentMode, false)
+    if (device->debug_mode) {
+        CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchain_composition, false)
+        CHECK_PRESENTMODE_ENUM_INVALID(present_mode, false)
     }
 
     return device->SetSwapchainParameters(
         device->driverData,
         window,
-        swapchainComposition,
-        presentMode);
+        swapchain_composition,
+        present_mode);
 }
 
 SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(
@@ -2297,56 +2297,56 @@ SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(
 }
 
 SDL_GPUTexture *SDL_AcquireGPUSwapchainTexture(
-    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *command_buffer,
     SDL_Window *window,
-    Uint32 *pWidth,
-    Uint32 *pHeight)
+    Uint32 *w,
+    Uint32 *h)
 {
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return NULL;
     }
     if (window == NULL) {
         SDL_InvalidParamError("window");
         return NULL;
     }
-    if (pWidth == NULL) {
-        SDL_InvalidParamError("pWidth");
+    if (w == NULL) {
+        SDL_InvalidParamError("w");
         return NULL;
     }
-    if (pHeight == NULL) {
-        SDL_InvalidParamError("pHeight");
+    if (h == NULL) {
+        SDL_InvalidParamError("h");
         return NULL;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER_RETURN_NULL
         CHECK_ANY_PASS_IN_PROGRESS("Cannot acquire a swapchain texture during a pass!", NULL)
     }
 
     return COMMAND_BUFFER_DEVICE->AcquireSwapchainTexture(
-        commandBuffer,
+        command_buffer,
         window,
-        pWidth,
-        pHeight);
+        w,
+        h);
 }
 
 void SDL_SubmitGPUCommandBuffer(
-    SDL_GPUCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *command_buffer)
 {
-    CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
+    CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
 
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER
         if (
-            commandBufferHeader->renderPass.inProgress ||
-            commandBufferHeader->computePass.inProgress ||
-            commandBufferHeader->copyPass.inProgress) {
+            commandBufferHeader->render_pass.in_progress ||
+            commandBufferHeader->compute_pass.in_progress ||
+            commandBufferHeader->copy_pass.in_progress) {
             SDL_assert_release(!"Cannot submit command buffer while a pass is in progress!");
             return;
         }
@@ -2355,25 +2355,25 @@ void SDL_SubmitGPUCommandBuffer(
     commandBufferHeader->submitted = true;
 
     COMMAND_BUFFER_DEVICE->Submit(
-        commandBuffer);
+        command_buffer);
 }
 
 SDL_GPUFence *SDL_SubmitGPUCommandBufferAndAcquireFence(
-    SDL_GPUCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *command_buffer)
 {
-    CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
+    CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)command_buffer;
 
-    if (commandBuffer == NULL) {
-        SDL_InvalidParamError("commandBuffer");
+    if (command_buffer == NULL) {
+        SDL_InvalidParamError("command_buffer");
         return NULL;
     }
 
-    if (COMMAND_BUFFER_DEVICE->debugMode) {
+    if (COMMAND_BUFFER_DEVICE->debug_mode) {
         CHECK_COMMAND_BUFFER_RETURN_NULL
         if (
-            commandBufferHeader->renderPass.inProgress ||
-            commandBufferHeader->computePass.inProgress ||
-            commandBufferHeader->copyPass.inProgress) {
+            commandBufferHeader->render_pass.in_progress ||
+            commandBufferHeader->compute_pass.in_progress ||
+            commandBufferHeader->copy_pass.in_progress) {
             SDL_assert_release(!"Cannot submit command buffer while a pass is in progress!");
             return NULL;
         }
@@ -2382,7 +2382,7 @@ SDL_GPUFence *SDL_SubmitGPUCommandBufferAndAcquireFence(
     commandBufferHeader->submitted = true;
 
     return COMMAND_BUFFER_DEVICE->SubmitAndAcquireFence(
-        commandBuffer);
+        command_buffer);
 }
 
 void SDL_WaitForGPUIdle(
@@ -2396,21 +2396,21 @@ void SDL_WaitForGPUIdle(
 
 void SDL_WaitForGPUFences(
     SDL_GPUDevice *device,
-    SDL_bool waitAll,
-    SDL_GPUFence *const *pFences,
-    Uint32 fenceCount)
+    SDL_bool wait_all,
+    SDL_GPUFence *const *fences,
+    Uint32 num_fences)
 {
     CHECK_DEVICE_MAGIC(device, );
-    if (pFences == NULL && fenceCount > 0) {
-        SDL_InvalidParamError("pFences");
+    if (fences == NULL && num_fences > 0) {
+        SDL_InvalidParamError("fences");
         return;
     }
 
     device->WaitForFences(
         device->driverData,
-        waitAll,
-        pFences,
-        fenceCount);
+        wait_all,
+        fences,
+        num_fences);
 }
 
 SDL_bool SDL_QueryGPUFence(

+ 58 - 58
src/gpu/SDL_sysgpu.h

@@ -28,18 +28,18 @@
 
 typedef struct Pass
 {
-    SDL_GPUCommandBuffer *commandBuffer;
-    bool inProgress;
+    SDL_GPUCommandBuffer *command_buffer;
+    bool in_progress;
 } Pass;
 
 typedef struct CommandBufferCommonHeader
 {
     SDL_GPUDevice *device;
-    Pass renderPass;
-    bool graphicsPipelineBound;
-    Pass computePass;
-    bool computePipelineBound;
-    Pass copyPass;
+    Pass render_pass;
+    bool graphics_pipeline_bound;
+    Pass compute_pass;
+    bool compute_pipeline_bound;
+    Pass copy_pass;
     bool submitted;
 } CommandBufferCommonHeader;
 
@@ -56,8 +56,8 @@ typedef struct BlitFragmentUniforms
     float width;
     float height;
 
-    Uint32 mipLevel;
-    float layerOrDepth;
+    Uint32 mip_level;
+    float layer_or_depth;
 } BlitFragmentUniforms;
 
 typedef struct BlitPipelineCacheEntry
@@ -266,7 +266,7 @@ void SDL_GPU_BlitCommon(
     const SDL_GPUBlitRegion *source,
     const SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GPUFilter filterMode,
+    SDL_GPUFilter filter,
     bool cycle,
     SDL_GPUSampler *blitLinearSampler,
     SDL_GPUSampler *blitNearestSampler,
@@ -297,33 +297,33 @@ struct SDL_GPUDevice
 
     SDL_GPUComputePipeline *(*CreateComputePipeline)(
         SDL_GPURenderer *driverData,
-        const SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo);
+        const SDL_GPUComputePipelineCreateInfo *createinfo);
 
     SDL_GPUGraphicsPipeline *(*CreateGraphicsPipeline)(
         SDL_GPURenderer *driverData,
-        const SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo);
+        const SDL_GPUGraphicsPipelineCreateInfo *createinfo);
 
     SDL_GPUSampler *(*CreateSampler)(
         SDL_GPURenderer *driverData,
-        const SDL_GPUSamplerCreateInfo *samplerCreateInfo);
+        const SDL_GPUSamplerCreateInfo *createinfo);
 
     SDL_GPUShader *(*CreateShader)(
         SDL_GPURenderer *driverData,
-        const SDL_GPUShaderCreateInfo *shaderCreateInfo);
+        const SDL_GPUShaderCreateInfo *createinfo);
 
     SDL_GPUTexture *(*CreateTexture)(
         SDL_GPURenderer *driverData,
-        const SDL_GPUTextureCreateInfo *textureCreateInfo);
+        const SDL_GPUTextureCreateInfo *createinfo);
 
     SDL_GPUBuffer *(*CreateBuffer)(
         SDL_GPURenderer *driverData,
         SDL_GPUBufferUsageFlags usageFlags,
-        Uint32 sizeInBytes);
+        Uint32 size);
 
     SDL_GPUTransferBuffer *(*CreateTransferBuffer)(
         SDL_GPURenderer *driverData,
         SDL_GPUTransferBufferUsage usage,
-        Uint32 sizeInBytes);
+        Uint32 size);
 
     // Debug Naming
 
@@ -382,9 +382,9 @@ struct SDL_GPUDevice
 
     void (*BeginRenderPass)(
         SDL_GPUCommandBuffer *commandBuffer,
-        const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-        Uint32 colorAttachmentCount,
-        const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo);
+        const SDL_GPUColorTargetInfo *colorTargetInfos,
+        Uint32 numColorTargets,
+        const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo);
 
     void (*BindGraphicsPipeline)(
         SDL_GPUCommandBuffer *commandBuffer,
@@ -409,90 +409,90 @@ struct SDL_GPUDevice
     void (*BindVertexBuffers)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstBinding,
-        const SDL_GPUBufferBinding *pBindings,
-        Uint32 bindingCount);
+        const SDL_GPUBufferBinding *bindings,
+        Uint32 numBindings);
 
     void (*BindIndexBuffer)(
         SDL_GPUCommandBuffer *commandBuffer,
-        const SDL_GPUBufferBinding *pBinding,
+        const SDL_GPUBufferBinding *binding,
         SDL_GPUIndexElementSize indexElementSize);
 
     void (*BindVertexSamplers)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
         const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-        Uint32 bindingCount);
+        Uint32 numBindings);
 
     void (*BindVertexStorageTextures)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
         SDL_GPUTexture *const *storageTextures,
-        Uint32 bindingCount);
+        Uint32 numBindings);
 
     void (*BindVertexStorageBuffers)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
         SDL_GPUBuffer *const *storageBuffers,
-        Uint32 bindingCount);
+        Uint32 numBindings);
 
     void (*BindFragmentSamplers)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
         const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-        Uint32 bindingCount);
+        Uint32 numBindings);
 
     void (*BindFragmentStorageTextures)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
         SDL_GPUTexture *const *storageTextures,
-        Uint32 bindingCount);
+        Uint32 numBindings);
 
     void (*BindFragmentStorageBuffers)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
         SDL_GPUBuffer *const *storageBuffers,
-        Uint32 bindingCount);
+        Uint32 numBindings);
 
     void (*PushVertexUniformData)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 slotIndex,
         const void *data,
-        Uint32 dataLengthInBytes);
+        Uint32 length);
 
     void (*PushFragmentUniformData)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 slotIndex,
         const void *data,
-        Uint32 dataLengthInBytes);
+        Uint32 length);
 
     void (*DrawIndexedPrimitives)(
         SDL_GPUCommandBuffer *commandBuffer,
-        Uint32 indexCount,
-        Uint32 instanceCount,
+        Uint32 numIndices,
+        Uint32 numInstances,
         Uint32 firstIndex,
         Sint32 vertexOffset,
         Uint32 firstInstance);
 
     void (*DrawPrimitives)(
         SDL_GPUCommandBuffer *commandBuffer,
-        Uint32 vertexCount,
-        Uint32 instanceCount,
+        Uint32 numVertices,
+        Uint32 numInstances,
         Uint32 firstVertex,
         Uint32 firstInstance);
 
     void (*DrawPrimitivesIndirect)(
         SDL_GPUCommandBuffer *commandBuffer,
         SDL_GPUBuffer *buffer,
-        Uint32 offsetInBytes,
+        Uint32 offset,
         Uint32 drawCount,
-        Uint32 stride);
+        Uint32 pitch);
 
     void (*DrawIndexedPrimitivesIndirect)(
         SDL_GPUCommandBuffer *commandBuffer,
         SDL_GPUBuffer *buffer,
-        Uint32 offsetInBytes,
+        Uint32 offset,
         Uint32 drawCount,
-        Uint32 stride);
+        Uint32 pitch);
 
     void (*EndRenderPass)(
         SDL_GPUCommandBuffer *commandBuffer);
@@ -502,9 +502,9 @@ struct SDL_GPUDevice
     void (*BeginComputePass)(
         SDL_GPUCommandBuffer *commandBuffer,
         const SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
-        Uint32 storageTextureBindingCount,
+        Uint32 numStorageTextureBindings,
         const SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
-        Uint32 storageBufferBindingCount);
+        Uint32 numStorageBufferBindings);
 
     void (*BindComputePipeline)(
         SDL_GPUCommandBuffer *commandBuffer,
@@ -514,30 +514,30 @@ struct SDL_GPUDevice
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
         SDL_GPUTexture *const *storageTextures,
-        Uint32 bindingCount);
+        Uint32 numBindings);
 
     void (*BindComputeStorageBuffers)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
         SDL_GPUBuffer *const *storageBuffers,
-        Uint32 bindingCount);
+        Uint32 numBindings);
 
     void (*PushComputeUniformData)(
         SDL_GPUCommandBuffer *commandBuffer,
         Uint32 slotIndex,
         const void *data,
-        Uint32 dataLengthInBytes);
+        Uint32 length);
 
     void (*DispatchCompute)(
         SDL_GPUCommandBuffer *commandBuffer,
-        Uint32 groupCountX,
-        Uint32 groupCountY,
-        Uint32 groupCountZ);
+        Uint32 groupcountX,
+        Uint32 groupcountY,
+        Uint32 groupcountZ);
 
     void (*DispatchComputeIndirect)(
         SDL_GPUCommandBuffer *commandBuffer,
         SDL_GPUBuffer *buffer,
-        Uint32 offsetInBytes);
+        Uint32 offset);
 
     void (*EndComputePass)(
         SDL_GPUCommandBuffer *commandBuffer);
@@ -608,7 +608,7 @@ struct SDL_GPUDevice
         const SDL_GPUBlitRegion *source,
         const SDL_GPUBlitRegion *destination,
         SDL_FlipMode flipMode,
-        SDL_GPUFilter filterMode,
+        SDL_GPUFilter filter,
         bool cycle);
 
     // Submission/Presentation
@@ -647,8 +647,8 @@ struct SDL_GPUDevice
     SDL_GPUTexture *(*AcquireSwapchainTexture)(
         SDL_GPUCommandBuffer *commandBuffer,
         SDL_Window *window,
-        Uint32 *pWidth,
-        Uint32 *pHeight);
+        Uint32 *w,
+        Uint32 *h);
 
     void (*Submit)(
         SDL_GPUCommandBuffer *commandBuffer);
@@ -662,8 +662,8 @@ struct SDL_GPUDevice
     void (*WaitForFences)(
         SDL_GPURenderer *driverData,
         bool waitAll,
-        SDL_GPUFence *const *pFences,
-        Uint32 fenceCount);
+        SDL_GPUFence *const *fences,
+        Uint32 numFences);
 
     bool (*QueryFence)(
         SDL_GPURenderer *driverData,
@@ -693,8 +693,8 @@ struct SDL_GPUDevice
     SDL_GPUDriver backend;
 
     // Store this for SDL_gpu.c's debug layer
-    bool debugMode;
-    SDL_GPUShaderFormat shaderFormats;
+    bool debug_mode;
+    SDL_GPUShaderFormat shader_formats;
 };
 
 #define ASSIGN_DRIVER_FUNC(func, name) \
@@ -780,11 +780,11 @@ struct SDL_GPUDevice
 
 typedef struct SDL_GPUBootstrap
 {
-    const char *Name;
+    const char *name;
     const SDL_GPUDriver backendflag;
-    const SDL_GPUShaderFormat shaderFormats;
+    const SDL_GPUShaderFormat shader_formats;
     bool (*PrepareDriver)(SDL_VideoDevice *_this);
-    SDL_GPUDevice *(*CreateDevice)(bool debugMode, bool preferLowPower, SDL_PropertiesID props);
+    SDL_GPUDevice *(*CreateDevice)(bool debug_mode, bool prefer_low_power, SDL_PropertiesID props);
 } SDL_GPUBootstrap;
 
 #ifdef __cplusplus

+ 362 - 361
src/gpu/d3d11/SDL_gpu_d3d11.c

@@ -361,29 +361,29 @@ static D3D11_TEXTURE_ADDRESS_MODE SDLToD3D11_SamplerAddressMode[] = {
 
 static D3D11_FILTER SDLToD3D11_Filter(const SDL_GPUSamplerCreateInfo *createInfo)
 {
-    if (createInfo->minFilter == SDL_GPU_FILTER_LINEAR) {
-        if (createInfo->magFilter == SDL_GPU_FILTER_LINEAR) {
-            if (createInfo->mipmapMode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) {
+    if (createInfo->min_filter == SDL_GPU_FILTER_LINEAR) {
+        if (createInfo->mag_filter == SDL_GPU_FILTER_LINEAR) {
+            if (createInfo->mipmap_mode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) {
                 return D3D11_FILTER_MIN_MAG_MIP_LINEAR;
             } else {
                 return D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
             }
         } else {
-            if (createInfo->mipmapMode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) {
+            if (createInfo->mipmap_mode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) {
                 return D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
             } else {
                 return D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
             }
         }
     } else {
-        if (createInfo->magFilter == SDL_GPU_FILTER_LINEAR) {
-            if (createInfo->mipmapMode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) {
+        if (createInfo->mag_filter == SDL_GPU_FILTER_LINEAR) {
+            if (createInfo->mipmap_mode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) {
                 return D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
             } else {
                 return D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
             }
         } else {
-            if (createInfo->mipmapMode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) {
+            if (createInfo->mipmap_mode == SDL_GPU_SAMPLERMIPMAPMODE_LINEAR) {
                 return D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
             } else {
                 return D3D11_FILTER_MIN_MAG_MIP_POINT;
@@ -437,7 +437,7 @@ struct D3D11Texture
     ID3D11ShaderResourceView *shaderView;
 
     D3D11TextureSubresource *subresources;
-    Uint32 subresourceCount; /* layerCount * levelCount */
+    Uint32 subresourceCount; /* layerCount * num_levels */
 
     SDL_AtomicInt referenceCount;
 };
@@ -468,22 +468,22 @@ typedef struct D3D11Shader
     void *bytecode;
     size_t bytecodeSize;
 
-    Uint32 samplerCount;
-    Uint32 uniformBufferCount;
-    Uint32 storageBufferCount;
-    Uint32 storageTextureCount;
+    Uint32 numSamplers;
+    Uint32 numUniformBuffers;
+    Uint32 numStorageBuffers;
+    Uint32 numStorageTextures;
 } D3D11Shader;
 
 typedef struct D3D11GraphicsPipeline
 {
-    Sint32 numColorAttachments;
-    DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
-    ID3D11BlendState *colorAttachmentBlendState;
+    Sint32 numColorTargets;
+    DXGI_FORMAT colorTargetFormats[MAX_COLOR_TARGET_BINDINGS];
+    ID3D11BlendState *colorTargetBlendState;
 
     SDL_GPUMultisampleState multisampleState;
 
-    Uint8 hasDepthStencilAttachment;
-    DXGI_FORMAT depthStencilAttachmentFormat;
+    Uint8 hasDepthStencilTarget;
+    DXGI_FORMAT depthStencilTargetFormat;
     ID3D11DepthStencilState *depthStencilState;
 
     SDL_GPUPrimitiveType primitiveType;
@@ -510,11 +510,11 @@ typedef struct D3D11ComputePipeline
 {
     ID3D11ComputeShader *computeShader;
 
-    Uint32 readOnlyStorageTextureCount;
-    Uint32 writeOnlyStorageTextureCount;
-    Uint32 readOnlyStorageBufferCount;
-    Uint32 writeOnlyStorageBufferCount;
-    Uint32 uniformBufferCount;
+    Uint32 numReadonlyStorageTextures;
+    Uint32 numWriteonlyStorageTextures;
+    Uint32 numReadonlyStorageBuffers;
+    Uint32 numWriteonlyStorageBuffers;
+    Uint32 numUniformBuffers;
 } D3D11ComputePipeline;
 
 typedef struct D3D11Buffer
@@ -1227,7 +1227,7 @@ static void D3D11_ReleaseGraphicsPipeline(
     (void)driverData; // used by other backends
     D3D11GraphicsPipeline *d3d11GraphicsPipeline = (D3D11GraphicsPipeline *)graphicsPipeline;
 
-    ID3D11BlendState_Release(d3d11GraphicsPipeline->colorAttachmentBlendState);
+    ID3D11BlendState_Release(d3d11GraphicsPipeline->colorTargetBlendState);
     ID3D11DepthStencilState_Release(d3d11GraphicsPipeline->depthStencilState);
     ID3D11RasterizerState_Release(d3d11GraphicsPipeline->rasterizerState);
 
@@ -1248,8 +1248,8 @@ static void D3D11_ReleaseGraphicsPipeline(
 
 static ID3D11BlendState *D3D11_INTERNAL_FetchBlendState(
     D3D11Renderer *renderer,
-    Uint32 numColorAttachments,
-    const SDL_GPUColorAttachmentDescription *colorAttachments)
+    Uint32 numColorTargets,
+    const SDL_GPUColorTargetDescription *colorTargets)
 {
     ID3D11BlendState *result;
     D3D11_BLEND_DESC blendDesc;
@@ -1263,15 +1263,15 @@ static ID3D11BlendState *D3D11_INTERNAL_FetchBlendState(
     blendDesc.AlphaToCoverageEnable = FALSE;
     blendDesc.IndependentBlendEnable = TRUE;
 
-    for (Uint32 i = 0; i < numColorAttachments; i += 1) {
-        blendDesc.RenderTarget[i].BlendEnable = colorAttachments[i].blendState.blendEnable;
-        blendDesc.RenderTarget[i].BlendOp = SDLToD3D11_BlendOp[colorAttachments[i].blendState.colorBlendOp];
-        blendDesc.RenderTarget[i].BlendOpAlpha = SDLToD3D11_BlendOp[colorAttachments[i].blendState.alphaBlendOp];
-        blendDesc.RenderTarget[i].DestBlend = SDLToD3D11_BlendFactor[colorAttachments[i].blendState.dstColorBlendFactor];
-        blendDesc.RenderTarget[i].DestBlendAlpha = SDLToD3D11_BlendFactorAlpha[colorAttachments[i].blendState.dstAlphaBlendFactor];
-        blendDesc.RenderTarget[i].RenderTargetWriteMask = colorAttachments[i].blendState.colorWriteMask;
-        blendDesc.RenderTarget[i].SrcBlend = SDLToD3D11_BlendFactor[colorAttachments[i].blendState.srcColorBlendFactor];
-        blendDesc.RenderTarget[i].SrcBlendAlpha = SDLToD3D11_BlendFactorAlpha[colorAttachments[i].blendState.srcAlphaBlendFactor];
+    for (Uint32 i = 0; i < numColorTargets; i += 1) {
+        blendDesc.RenderTarget[i].BlendEnable = colorTargets[i].blend_state.enable_blend;
+        blendDesc.RenderTarget[i].BlendOp = SDLToD3D11_BlendOp[colorTargets[i].blend_state.color_blend_op];
+        blendDesc.RenderTarget[i].BlendOpAlpha = SDLToD3D11_BlendOp[colorTargets[i].blend_state.alpha_blend_op];
+        blendDesc.RenderTarget[i].DestBlend = SDLToD3D11_BlendFactor[colorTargets[i].blend_state.dst_color_blendfactor];
+        blendDesc.RenderTarget[i].DestBlendAlpha = SDLToD3D11_BlendFactorAlpha[colorTargets[i].blend_state.dst_alpha_blendfactor];
+        blendDesc.RenderTarget[i].RenderTargetWriteMask = colorTargets[i].blend_state.color_write_mask;
+        blendDesc.RenderTarget[i].SrcBlend = SDLToD3D11_BlendFactor[colorTargets[i].blend_state.src_color_blendfactor];
+        blendDesc.RenderTarget[i].SrcBlendAlpha = SDLToD3D11_BlendFactorAlpha[colorTargets[i].blend_state.src_alpha_blendfactor];
     }
 
     res = ID3D11Device_CreateBlendState(
@@ -1294,23 +1294,23 @@ static ID3D11DepthStencilState *D3D11_INTERNAL_FetchDepthStencilState(
     /* Create a new depth-stencil state.
      * The spec says the driver will not create duplicate states, so there's no need to cache.
      */
-    dsDesc.DepthEnable = depthStencilState.depthTestEnable;
-    dsDesc.StencilEnable = depthStencilState.stencilTestEnable;
-    dsDesc.DepthFunc = SDLToD3D11_CompareOp[depthStencilState.compareOp];
-    dsDesc.DepthWriteMask = (depthStencilState.depthWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO);
+    dsDesc.DepthEnable = depthStencilState.enable_depth_test;
+    dsDesc.StencilEnable = depthStencilState.enable_stencil_test;
+    dsDesc.DepthFunc = SDLToD3D11_CompareOp[depthStencilState.compare_op];
+    dsDesc.DepthWriteMask = (depthStencilState.enable_depth_write ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO);
 
-    dsDesc.BackFace.StencilFunc = SDLToD3D11_CompareOp[depthStencilState.backStencilState.compareOp];
-    dsDesc.BackFace.StencilDepthFailOp = SDLToD3D11_StencilOp[depthStencilState.backStencilState.depthFailOp];
-    dsDesc.BackFace.StencilFailOp = SDLToD3D11_StencilOp[depthStencilState.backStencilState.failOp];
-    dsDesc.BackFace.StencilPassOp = SDLToD3D11_StencilOp[depthStencilState.backStencilState.passOp];
+    dsDesc.BackFace.StencilFunc = SDLToD3D11_CompareOp[depthStencilState.back_stencil_state.compare_op];
+    dsDesc.BackFace.StencilDepthFailOp = SDLToD3D11_StencilOp[depthStencilState.back_stencil_state.depth_fail_op];
+    dsDesc.BackFace.StencilFailOp = SDLToD3D11_StencilOp[depthStencilState.back_stencil_state.fail_op];
+    dsDesc.BackFace.StencilPassOp = SDLToD3D11_StencilOp[depthStencilState.back_stencil_state.pass_op];
 
-    dsDesc.FrontFace.StencilFunc = SDLToD3D11_CompareOp[depthStencilState.frontStencilState.compareOp];
-    dsDesc.FrontFace.StencilDepthFailOp = SDLToD3D11_StencilOp[depthStencilState.frontStencilState.depthFailOp];
-    dsDesc.FrontFace.StencilFailOp = SDLToD3D11_StencilOp[depthStencilState.frontStencilState.failOp];
-    dsDesc.FrontFace.StencilPassOp = SDLToD3D11_StencilOp[depthStencilState.frontStencilState.passOp];
+    dsDesc.FrontFace.StencilFunc = SDLToD3D11_CompareOp[depthStencilState.front_stencil_state.compare_op];
+    dsDesc.FrontFace.StencilDepthFailOp = SDLToD3D11_StencilOp[depthStencilState.front_stencil_state.depth_fail_op];
+    dsDesc.FrontFace.StencilFailOp = SDLToD3D11_StencilOp[depthStencilState.front_stencil_state.fail_op];
+    dsDesc.FrontFace.StencilPassOp = SDLToD3D11_StencilOp[depthStencilState.front_stencil_state.pass_op];
 
-    dsDesc.StencilReadMask = depthStencilState.compareMask;
-    dsDesc.StencilWriteMask = depthStencilState.writeMask;
+    dsDesc.StencilReadMask = depthStencilState.compare_mask;
+    dsDesc.StencilWriteMask = depthStencilState.write_mask;
 
     res = ID3D11Device_CreateDepthStencilState(
         renderer->device,
@@ -1333,15 +1333,15 @@ static ID3D11RasterizerState *D3D11_INTERNAL_FetchRasterizerState(
      * The spec says the driver will not create duplicate states, so there's no need to cache.
      */
     rasterizerDesc.AntialiasedLineEnable = FALSE;
-    rasterizerDesc.CullMode = SDLToD3D11_CullMode[rasterizerState.cullMode];
-    rasterizerDesc.DepthBias = SDL_lroundf(rasterizerState.depthBiasConstantFactor);
-    rasterizerDesc.DepthBiasClamp = rasterizerState.depthBiasClamp;
+    rasterizerDesc.CullMode = SDLToD3D11_CullMode[rasterizerState.cull_mode];
+    rasterizerDesc.DepthBias = SDL_lroundf(rasterizerState.depth_bias_constant_factor);
+    rasterizerDesc.DepthBiasClamp = rasterizerState.depth_bias_clamp;
     rasterizerDesc.DepthClipEnable = TRUE;
-    rasterizerDesc.FillMode = (rasterizerState.fillMode == SDL_GPU_FILLMODE_FILL) ? D3D11_FILL_SOLID : D3D11_FILL_WIREFRAME;
-    rasterizerDesc.FrontCounterClockwise = (rasterizerState.frontFace == SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE);
+    rasterizerDesc.FillMode = (rasterizerState.fill_mode == SDL_GPU_FILLMODE_FILL) ? D3D11_FILL_SOLID : D3D11_FILL_WIREFRAME;
+    rasterizerDesc.FrontCounterClockwise = (rasterizerState.front_face == SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE);
     rasterizerDesc.MultisampleEnable = TRUE; // only applies to MSAA render targets
     rasterizerDesc.ScissorEnable = TRUE;
-    rasterizerDesc.SlopeScaledDepthBias = rasterizerState.depthBiasSlopeFactor;
+    rasterizerDesc.SlopeScaledDepthBias = rasterizerState.depth_bias_slope_factor;
 
     res = ID3D11Device_CreateRasterizerState(
         renderer->device,
@@ -1379,37 +1379,37 @@ static ID3D11InputLayout *D3D11_INTERNAL_FetchInputLayout(
     HRESULT res;
 
     // Don't bother creating/fetching an input layout if there are no attributes.
-    if (inputState.vertexAttributeCount == 0) {
+    if (inputState.num_vertex_attributes == 0) {
         return NULL;
     }
 
     // Allocate an array of vertex elements
     elementDescs = SDL_stack_alloc(
         D3D11_INPUT_ELEMENT_DESC,
-        inputState.vertexAttributeCount);
+        inputState.num_vertex_attributes);
 
     // Create the array of input elements
-    for (Uint32 i = 0; i < inputState.vertexAttributeCount; i += 1) {
-        elementDescs[i].AlignedByteOffset = inputState.vertexAttributes[i].offset;
-        elementDescs[i].Format = SDLToD3D11_VertexFormat[inputState.vertexAttributes[i].format];
-        elementDescs[i].InputSlot = inputState.vertexAttributes[i].binding;
+    for (Uint32 i = 0; i < inputState.num_vertex_attributes; i += 1) {
+        elementDescs[i].AlignedByteOffset = inputState.vertex_attributes[i].offset;
+        elementDescs[i].Format = SDLToD3D11_VertexFormat[inputState.vertex_attributes[i].format];
+        elementDescs[i].InputSlot = inputState.vertex_attributes[i].binding;
 
         bindingIndex = D3D11_INTERNAL_FindIndexOfVertexBinding(
             elementDescs[i].InputSlot,
-            inputState.vertexBindings,
-            inputState.vertexBindingCount);
-        elementDescs[i].InputSlotClass = SDLToD3D11_VertexInputRate[inputState.vertexBindings[bindingIndex].inputRate];
+            inputState.vertex_bindings,
+            inputState.num_vertex_bindings);
+        elementDescs[i].InputSlotClass = SDLToD3D11_VertexInputRate[inputState.vertex_bindings[bindingIndex].input_rate];
         // The spec requires this to be 0 for per-vertex data
-        elementDescs[i].InstanceDataStepRate = (inputState.vertexBindings[bindingIndex].inputRate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? inputState.vertexBindings[bindingIndex].instanceStepRate : 0;
+        elementDescs[i].InstanceDataStepRate = (inputState.vertex_bindings[bindingIndex].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? inputState.vertex_bindings[bindingIndex].instance_step_rate : 0;
 
-        elementDescs[i].SemanticIndex = inputState.vertexAttributes[i].location;
+        elementDescs[i].SemanticIndex = inputState.vertex_attributes[i].location;
         elementDescs[i].SemanticName = "TEXCOORD";
     }
 
     res = ID3D11Device_CreateInputLayout(
         renderer->device,
         elementDescs,
-        inputState.vertexAttributeCount,
+        inputState.num_vertex_attributes,
         shaderBytes,
         shaderByteLength,
         &result);
@@ -1435,7 +1435,7 @@ static ID3D11DeviceChild *D3D11_INTERNAL_CreateID3D11Shader(
     Uint32 stage,
     const Uint8 *code,
     size_t codeSize,
-    const char *entryPointName,
+    const char *entrypointName,
     void **pBytecode,
     size_t *pBytecodeSize)
 {
@@ -1489,7 +1489,7 @@ static ID3D11DeviceChild *D3D11_INTERNAL_CreateID3D11Shader(
 
 static SDL_GPUComputePipeline *D3D11_CreateComputePipeline(
     SDL_GPURenderer *driverData,
-    const SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo)
+    const SDL_GPUComputePipelineCreateInfo *createinfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     ID3D11ComputeShader *shader;
@@ -1498,9 +1498,9 @@ static SDL_GPUComputePipeline *D3D11_CreateComputePipeline(
     shader = (ID3D11ComputeShader *)D3D11_INTERNAL_CreateID3D11Shader(
         renderer,
         SDL_GPU_SHADERSTAGE_COMPUTE,
-        pipelineCreateInfo->code,
-        pipelineCreateInfo->codeSize,
-        pipelineCreateInfo->entryPointName,
+        createinfo->code,
+        createinfo->code_size,
+        createinfo->entrypoint,
         NULL,
         NULL);
     if (shader == NULL) {
@@ -1510,11 +1510,11 @@ static SDL_GPUComputePipeline *D3D11_CreateComputePipeline(
 
     pipeline = SDL_malloc(sizeof(D3D11ComputePipeline));
     pipeline->computeShader = shader;
-    pipeline->readOnlyStorageTextureCount = pipelineCreateInfo->readOnlyStorageTextureCount;
-    pipeline->writeOnlyStorageTextureCount = pipelineCreateInfo->writeOnlyStorageTextureCount;
-    pipeline->readOnlyStorageBufferCount = pipelineCreateInfo->readOnlyStorageBufferCount;
-    pipeline->writeOnlyStorageBufferCount = pipelineCreateInfo->writeOnlyStorageBufferCount;
-    pipeline->uniformBufferCount = pipelineCreateInfo->uniformBufferCount;
+    pipeline->numReadonlyStorageTextures = createinfo->num_readonly_storage_textures;
+    pipeline->numWriteonlyStorageTextures = createinfo->num_writeonly_storage_textures;
+    pipeline->numReadonlyStorageBuffers = createinfo->num_readonly_storage_buffers;
+    pipeline->numWriteonlyStorageBuffers = createinfo->num_writeonly_storage_buffers;
+    pipeline->numUniformBuffers = createinfo->num_uniform_buffers;
     // thread counts are ignored in d3d11
 
     return (SDL_GPUComputePipeline *)pipeline;
@@ -1522,44 +1522,44 @@ static SDL_GPUComputePipeline *D3D11_CreateComputePipeline(
 
 static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
     SDL_GPURenderer *driverData,
-    const SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo)
+    const SDL_GPUGraphicsPipelineCreateInfo *createinfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
-    D3D11Shader *vertShader = (D3D11Shader *)pipelineCreateInfo->vertexShader;
-    D3D11Shader *fragShader = (D3D11Shader *)pipelineCreateInfo->fragmentShader;
+    D3D11Shader *vertShader = (D3D11Shader *)createinfo->vertex_shader;
+    D3D11Shader *fragShader = (D3D11Shader *)createinfo->fragment_shader;
     D3D11GraphicsPipeline *pipeline = SDL_malloc(sizeof(D3D11GraphicsPipeline));
 
     // Blend
 
-    pipeline->colorAttachmentBlendState = D3D11_INTERNAL_FetchBlendState(
+    pipeline->colorTargetBlendState = D3D11_INTERNAL_FetchBlendState(
         renderer,
-        pipelineCreateInfo->attachmentInfo.colorAttachmentCount,
-        pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions);
+        createinfo->target_info.num_color_targets,
+        createinfo->target_info.color_target_descriptions);
 
-    pipeline->numColorAttachments = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
-    for (Sint32 i = 0; i < pipeline->numColorAttachments; i += 1) {
-        pipeline->colorAttachmentFormats[i] = SDLToD3D11_TextureFormat[pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format];
+    pipeline->numColorTargets = createinfo->target_info.num_color_targets;
+    for (Sint32 i = 0; i < pipeline->numColorTargets; i += 1) {
+        pipeline->colorTargetFormats[i] = SDLToD3D11_TextureFormat[createinfo->target_info.color_target_descriptions[i].format];
     }
 
     // Multisample
 
-    pipeline->multisampleState = pipelineCreateInfo->multisampleState;
+    pipeline->multisampleState = createinfo->multisample_state;
 
     // Depth-Stencil
 
     pipeline->depthStencilState = D3D11_INTERNAL_FetchDepthStencilState(
         renderer,
-        pipelineCreateInfo->depthStencilState);
+        createinfo->depth_stencil_state);
 
-    pipeline->hasDepthStencilAttachment = pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment;
-    pipeline->depthStencilAttachmentFormat = SDLToD3D11_TextureFormat[pipelineCreateInfo->attachmentInfo.depthStencilFormat];
+    pipeline->hasDepthStencilTarget = createinfo->target_info.has_depth_stencil_target;
+    pipeline->depthStencilTargetFormat = SDLToD3D11_TextureFormat[createinfo->target_info.depth_stencil_format];
 
     // Rasterizer
 
-    pipeline->primitiveType = pipelineCreateInfo->primitiveType;
+    pipeline->primitiveType = createinfo->primitive_type;
     pipeline->rasterizerState = D3D11_INTERNAL_FetchRasterizerState(
         renderer,
-        pipelineCreateInfo->rasterizerState);
+        createinfo->rasterizer_state);
 
     // Shaders
 
@@ -1573,17 +1573,17 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
 
     pipeline->inputLayout = D3D11_INTERNAL_FetchInputLayout(
         renderer,
-        pipelineCreateInfo->vertexInputState,
+        createinfo->vertex_input_state,
         vertShader->bytecode,
         vertShader->bytecodeSize);
 
-    if (pipelineCreateInfo->vertexInputState.vertexBindingCount > 0) {
+    if (createinfo->vertex_input_state.num_vertex_bindings > 0) {
         pipeline->vertexStrides = SDL_malloc(
             sizeof(Uint32) *
-            pipelineCreateInfo->vertexInputState.vertexBindingCount);
+            createinfo->vertex_input_state.num_vertex_bindings);
 
-        for (Uint32 i = 0; i < pipelineCreateInfo->vertexInputState.vertexBindingCount; i += 1) {
-            pipeline->vertexStrides[i] = pipelineCreateInfo->vertexInputState.vertexBindings[i].stride;
+        for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
+            pipeline->vertexStrides[i] = createinfo->vertex_input_state.vertex_bindings[i].pitch;
         }
     } else {
         pipeline->vertexStrides = NULL;
@@ -1591,15 +1591,15 @@ static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
 
     // Resource layout
 
-    pipeline->vertexSamplerCount = vertShader->samplerCount;
-    pipeline->vertexStorageTextureCount = vertShader->storageTextureCount;
-    pipeline->vertexStorageBufferCount = vertShader->storageBufferCount;
-    pipeline->vertexUniformBufferCount = vertShader->uniformBufferCount;
+    pipeline->vertexSamplerCount = vertShader->numSamplers;
+    pipeline->vertexStorageTextureCount = vertShader->numStorageTextures;
+    pipeline->vertexStorageBufferCount = vertShader->numStorageBuffers;
+    pipeline->vertexUniformBufferCount = vertShader->numUniformBuffers;
 
-    pipeline->fragmentSamplerCount = fragShader->samplerCount;
-    pipeline->fragmentStorageTextureCount = fragShader->storageTextureCount;
-    pipeline->fragmentStorageBufferCount = fragShader->storageBufferCount;
-    pipeline->fragmentUniformBufferCount = fragShader->uniformBufferCount;
+    pipeline->fragmentSamplerCount = fragShader->numSamplers;
+    pipeline->fragmentStorageTextureCount = fragShader->numStorageTextures;
+    pipeline->fragmentStorageBufferCount = fragShader->numStorageBuffers;
+    pipeline->fragmentUniformBufferCount = fragShader->numUniformBuffers;
 
     return (SDL_GPUGraphicsPipeline *)pipeline;
 }
@@ -1694,10 +1694,10 @@ static bool D3D11_INTERNAL_StrToWStr(
     D3D11Renderer *renderer,
     const char *str,
     wchar_t *wstr,
-    size_t wstr_size)
+    size_t wstrSize)
 {
     size_t inlen, result;
-    size_t outlen = wstr_size;
+    size_t outlen = wstrSize;
 
     if (renderer->iconv == NULL) {
         renderer->iconv = SDL_iconv_open("WCHAR_T", "UTF-8");
@@ -1780,7 +1780,7 @@ static void D3D11_PopDebugGroup(
 
 static SDL_GPUSampler *D3D11_CreateSampler(
     SDL_GPURenderer *driverData,
-    const SDL_GPUSamplerCreateInfo *samplerCreateInfo)
+    const SDL_GPUSamplerCreateInfo *createinfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11_SAMPLER_DESC samplerDesc;
@@ -1788,15 +1788,15 @@ static SDL_GPUSampler *D3D11_CreateSampler(
     D3D11Sampler *d3d11Sampler;
     HRESULT res;
 
-    samplerDesc.AddressU = SDLToD3D11_SamplerAddressMode[samplerCreateInfo->addressModeU];
-    samplerDesc.AddressV = SDLToD3D11_SamplerAddressMode[samplerCreateInfo->addressModeV];
-    samplerDesc.AddressW = SDLToD3D11_SamplerAddressMode[samplerCreateInfo->addressModeW];
-    samplerDesc.ComparisonFunc = (samplerCreateInfo->compareEnable ? SDLToD3D11_CompareOp[samplerCreateInfo->compareOp] : SDLToD3D11_CompareOp[SDL_GPU_COMPAREOP_ALWAYS]);
-    samplerDesc.MaxAnisotropy = (samplerCreateInfo->anisotropyEnable ? (UINT)samplerCreateInfo->maxAnisotropy : 0);
-    samplerDesc.Filter = SDLToD3D11_Filter(samplerCreateInfo);
-    samplerDesc.MaxLOD = samplerCreateInfo->maxLod;
-    samplerDesc.MinLOD = samplerCreateInfo->minLod;
-    samplerDesc.MipLODBias = samplerCreateInfo->mipLodBias;
+    samplerDesc.AddressU = SDLToD3D11_SamplerAddressMode[createinfo->address_mode_u];
+    samplerDesc.AddressV = SDLToD3D11_SamplerAddressMode[createinfo->address_mode_v];
+    samplerDesc.AddressW = SDLToD3D11_SamplerAddressMode[createinfo->address_mode_w];
+    samplerDesc.ComparisonFunc = (createinfo->enable_compare ? SDLToD3D11_CompareOp[createinfo->compare_op] : SDLToD3D11_CompareOp[SDL_GPU_COMPAREOP_ALWAYS]);
+    samplerDesc.MaxAnisotropy = (createinfo->enable_anisotropy ? (UINT)createinfo->max_anisotropy : 0);
+    samplerDesc.Filter = SDLToD3D11_Filter(createinfo);
+    samplerDesc.MaxLOD = createinfo->max_lod;
+    samplerDesc.MinLOD = createinfo->min_lod;
+    samplerDesc.MipLODBias = createinfo->mip_lod_bias;
     SDL_zeroa(samplerDesc.BorderColor); // arbitrary, unused
 
     res = ID3D11Device_CreateSamplerState(
@@ -1813,7 +1813,7 @@ static SDL_GPUSampler *D3D11_CreateSampler(
 
 SDL_GPUShader *D3D11_CreateShader(
     SDL_GPURenderer *driverData,
-    const SDL_GPUShaderCreateInfo *shaderCreateInfo)
+    const SDL_GPUShaderCreateInfo *createinfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     ID3D11DeviceChild *handle;
@@ -1823,23 +1823,23 @@ SDL_GPUShader *D3D11_CreateShader(
 
     handle = D3D11_INTERNAL_CreateID3D11Shader(
         renderer,
-        shaderCreateInfo->stage,
-        shaderCreateInfo->code,
-        shaderCreateInfo->codeSize,
-        shaderCreateInfo->entryPointName,
-        shaderCreateInfo->stage == SDL_GPU_SHADERSTAGE_VERTEX ? &bytecode : NULL,
-        shaderCreateInfo->stage == SDL_GPU_SHADERSTAGE_VERTEX ? &bytecodeSize : NULL);
+        createinfo->stage,
+        createinfo->code,
+        createinfo->code_size,
+        createinfo->entrypoint,
+        createinfo->stage == SDL_GPU_SHADERSTAGE_VERTEX ? &bytecode : NULL,
+        createinfo->stage == SDL_GPU_SHADERSTAGE_VERTEX ? &bytecodeSize : NULL);
     if (!handle) {
         return NULL;
     }
 
     shader = (D3D11Shader *)SDL_calloc(1, sizeof(D3D11Shader));
     shader->handle = handle;
-    shader->samplerCount = shaderCreateInfo->samplerCount;
-    shader->storageBufferCount = shaderCreateInfo->storageBufferCount;
-    shader->storageTextureCount = shaderCreateInfo->storageTextureCount;
-    shader->uniformBufferCount = shaderCreateInfo->uniformBufferCount;
-    if (shaderCreateInfo->stage == SDL_GPU_SHADERSTAGE_VERTEX) {
+    shader->numSamplers = createinfo->num_samplers;
+    shader->numStorageBuffers = createinfo->num_storage_buffers;
+    shader->numStorageTextures = createinfo->num_storage_textures;
+    shader->numUniformBuffers = createinfo->num_uniform_buffers;
+    if (createinfo->stage == SDL_GPU_SHADERSTAGE_VERTEX) {
         // Store the raw bytecode and its length for creating InputLayouts
         shader->bytecode = bytecode;
         shader->bytecodeSize = bytecodeSize;
@@ -1860,27 +1860,27 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
     D3D11Texture *d3d11Texture;
     HRESULT res;
 
-    isColorTarget = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
-    isDepthStencil = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
+    isColorTarget = createInfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
+    isDepthStencil = createInfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
     needsSRV =
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) ||
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) ||
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ);
+        (createInfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) ||
+        (createInfo->usage & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) ||
+        (createInfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ);
     needSubresourceUAV =
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE);
-    isMultisample = createInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1;
-    isStaging = createInfo->usageFlags == 0;
+        (createInfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE);
+    isMultisample = createInfo->sample_count > SDL_GPU_SAMPLECOUNT_1;
+    isStaging = createInfo->usage == 0;
     isMippable =
-        createInfo->levelCount > 1 &&
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) &&
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET);
+        createInfo->num_levels > 1 &&
+        (createInfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) &&
+        (createInfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET);
     format = SDLToD3D11_TextureFormat[createInfo->format];
     if (isDepthStencil) {
         format = D3D11_INTERNAL_GetTypelessFormat(format);
     }
 
-    Uint32 layerCount = createInfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : createInfo->layerCountOrDepth;
-    Uint32 depth = createInfo->type == SDL_GPU_TEXTURETYPE_3D ? createInfo->layerCountOrDepth : 1;
+    Uint32 layerCount = createInfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : createInfo->layer_count_or_depth;
+    Uint32 depth = createInfo->type == SDL_GPU_TEXTURETYPE_3D ? createInfo->layer_count_or_depth : 1;
 
     if (createInfo->type != SDL_GPU_TEXTURETYPE_3D) {
         D3D11_TEXTURE2D_DESC desc2D;
@@ -1904,7 +1904,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
         desc2D.ArraySize = layerCount;
         desc2D.CPUAccessFlags = isStaging ? D3D11_CPU_ACCESS_WRITE : 0;
         desc2D.Format = format;
-        desc2D.MipLevels = createInfo->levelCount;
+        desc2D.MipLevels = createInfo->num_levels;
         desc2D.MiscFlags = 0;
         desc2D.SampleDesc.Count = 1;
         desc2D.SampleDesc.Quality = 0;
@@ -1975,7 +1975,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
         desc3D.Depth = depth;
         desc3D.CPUAccessFlags = isStaging ? D3D11_CPU_ACCESS_WRITE : 0;
         desc3D.Format = format;
-        desc3D.MipLevels = createInfo->levelCount;
+        desc3D.MipLevels = createInfo->num_levels;
         desc3D.MiscFlags = isMippable ? D3D11_RESOURCE_MISC_GENERATE_MIPS : 0;
         desc3D.Usage = isStaging ? D3D11_USAGE_STAGING : D3D11_USAGE_DEFAULT;
 
@@ -2014,16 +2014,16 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
     d3d11Texture->container = NULL;
     d3d11Texture->containerIndex = 0;
 
-    d3d11Texture->subresourceCount = createInfo->levelCount * layerCount;
+    d3d11Texture->subresourceCount = createInfo->num_levels * layerCount;
     d3d11Texture->subresources = SDL_malloc(
         d3d11Texture->subresourceCount * sizeof(D3D11TextureSubresource));
 
     for (Uint32 layerIndex = 0; layerIndex < layerCount; layerIndex += 1) {
-        for (Uint32 levelIndex = 0; levelIndex < createInfo->levelCount; levelIndex += 1) {
+        for (Uint32 levelIndex = 0; levelIndex < createInfo->num_levels; levelIndex += 1) {
             Uint32 subresourceIndex = D3D11_INTERNAL_CalcSubresource(
                 levelIndex,
                 layerIndex,
-                createInfo->levelCount);
+                createInfo->num_levels);
 
             d3d11Texture->subresources[subresourceIndex].parent = d3d11Texture;
             d3d11Texture->subresources[subresourceIndex].layer = layerIndex;
@@ -2053,7 +2053,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
                 desc2D.Format = format;
                 desc2D.MipLevels = 1;
                 desc2D.MiscFlags = 0;
-                desc2D.SampleDesc.Count = SDLToD3D11_SampleCount[createInfo->sampleCount];
+                desc2D.SampleDesc.Count = SDLToD3D11_SampleCount[createInfo->sample_count];
                 desc2D.SampleDesc.Quality = (UINT)D3D11_STANDARD_MULTISAMPLE_PATTERN;
                 desc2D.Usage = D3D11_USAGE_DEFAULT;
 
@@ -2181,7 +2181,7 @@ static bool D3D11_SupportsSampleCount(
 
 static SDL_GPUTexture *D3D11_CreateTexture(
     SDL_GPURenderer *driverData,
-    const SDL_GPUTextureCreateInfo *textureCreateInfo)
+    const SDL_GPUTextureCreateInfo *createinfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11TextureContainer *container;
@@ -2189,7 +2189,7 @@ static SDL_GPUTexture *D3D11_CreateTexture(
 
     texture = D3D11_INTERNAL_CreateTexture(
         renderer,
-        textureCreateInfo,
+        createinfo,
         NULL);
 
     if (texture == NULL) {
@@ -2198,7 +2198,7 @@ static SDL_GPUTexture *D3D11_CreateTexture(
     }
 
     container = SDL_malloc(sizeof(D3D11TextureContainer));
-    container->header.info = *textureCreateInfo;
+    container->header.info = *createinfo;
     container->canBeCycled = 1;
     container->activeTexture = texture;
     container->textureCapacity = 1;
@@ -2266,7 +2266,7 @@ static D3D11TextureSubresource *D3D11_INTERNAL_FetchTextureSubresource(
     Uint32 index = D3D11_INTERNAL_CalcSubresource(
         level,
         layer,
-        container->header.info.levelCount);
+        container->header.info.num_levels);
     return &container->activeTexture->subresources[index];
 }
 
@@ -2302,7 +2302,7 @@ static D3D11TextureSubresource *D3D11_INTERNAL_PrepareTextureSubresourceForWrite
 static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
     D3D11Renderer *renderer,
     D3D11_BUFFER_DESC *bufferDesc,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     ID3D11Buffer *bufferHandle;
     ID3D11UnorderedAccessView *uav = NULL;
@@ -2311,7 +2311,7 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
     HRESULT res;
 
     // Storage buffers have to be 4-aligned, so might as well align them all
-    sizeInBytes = D3D11_INTERNAL_NextHighestAlignment(sizeInBytes, 4);
+    size = D3D11_INTERNAL_NextHighestAlignment(size, 4);
 
     res = ID3D11Device_CreateBuffer(
         renderer->device,
@@ -2328,7 +2328,7 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
         uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
         uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
         uavDesc.Buffer.FirstElement = 0;
-        uavDesc.Buffer.NumElements = sizeInBytes / sizeof(Uint32);
+        uavDesc.Buffer.NumElements = size / sizeof(Uint32);
         uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
 
         res = ID3D11Device_CreateUnorderedAccessView(
@@ -2347,7 +2347,7 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
         srvDesc.Format = DXGI_FORMAT_R32_TYPELESS;
         srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
         srvDesc.BufferEx.FirstElement = 0;
-        srvDesc.BufferEx.NumElements = sizeInBytes / sizeof(Uint32);
+        srvDesc.BufferEx.NumElements = size / sizeof(Uint32);
         srvDesc.BufferEx.Flags = D3D11_BUFFEREX_SRV_FLAG_RAW;
 
         res = ID3D11Device_CreateShaderResourceView(
@@ -2363,7 +2363,7 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
 
     d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
     d3d11Buffer->handle = bufferHandle;
-    d3d11Buffer->size = sizeInBytes;
+    d3d11Buffer->size = size;
     d3d11Buffer->uav = uav;
     d3d11Buffer->srv = srv;
     SDL_AtomicSet(&d3d11Buffer->referenceCount, 0);
@@ -2374,7 +2374,7 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
 static SDL_GPUBuffer *D3D11_CreateBuffer(
     SDL_GPURenderer *driverData,
     SDL_GPUBufferUsageFlags usageFlags,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11BufferContainer *container;
@@ -2398,7 +2398,7 @@ static SDL_GPUBuffer *D3D11_CreateBuffer(
         bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
     }
 
-    bufferDesc.ByteWidth = sizeInBytes;
+    bufferDesc.ByteWidth = size;
     bufferDesc.Usage = D3D11_USAGE_DEFAULT;
     bufferDesc.CPUAccessFlags = 0;
     bufferDesc.StructureByteStride = 0;
@@ -2416,7 +2416,7 @@ static SDL_GPUBuffer *D3D11_CreateBuffer(
     buffer = D3D11_INTERNAL_CreateBuffer(
         renderer,
         &bufferDesc,
-        sizeInBytes);
+        size);
 
     if (buffer == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create buffer!");
@@ -2438,7 +2438,7 @@ static SDL_GPUBuffer *D3D11_CreateBuffer(
 
 static D3D11UniformBuffer *D3D11_INTERNAL_CreateUniformBuffer(
     D3D11Renderer *renderer,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     D3D11UniformBuffer *uniformBuffer;
     ID3D11Buffer *buffer;
@@ -2446,7 +2446,7 @@ static D3D11UniformBuffer *D3D11_INTERNAL_CreateUniformBuffer(
     HRESULT res;
 
     bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
-    bufferDesc.ByteWidth = sizeInBytes;
+    bufferDesc.ByteWidth = size;
     bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
     bufferDesc.MiscFlags = 0;
     bufferDesc.StructureByteStride = 0;
@@ -2522,12 +2522,12 @@ static D3D11Buffer *D3D11_INTERNAL_PrepareBufferForWrite(
 
 static D3D11TransferBuffer *D3D11_INTERNAL_CreateTransferBuffer(
     D3D11Renderer *renderer,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     D3D11TransferBuffer *transferBuffer = SDL_malloc(sizeof(D3D11TransferBuffer));
 
-    transferBuffer->data = (Uint8 *)SDL_malloc(sizeInBytes);
-    transferBuffer->size = sizeInBytes;
+    transferBuffer->data = (Uint8 *)SDL_malloc(size);
+    transferBuffer->size = size;
     SDL_AtomicSet(&transferBuffer->referenceCount, 0);
 
     transferBuffer->bufferDownloads = NULL;
@@ -2545,7 +2545,7 @@ static D3D11TransferBuffer *D3D11_INTERNAL_CreateTransferBuffer(
 static SDL_GPUTransferBuffer *D3D11_CreateTransferBuffer(
     SDL_GPURenderer *driverData,
     SDL_GPUTransferBufferUsage usage, // ignored on D3D11
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer *)SDL_malloc(sizeof(D3D11TransferBufferContainer));
@@ -2557,7 +2557,7 @@ static SDL_GPUTransferBuffer *D3D11_CreateTransferBuffer(
 
     container->buffers[0] = D3D11_INTERNAL_CreateTransferBuffer(
         renderer,
-        sizeInBytes);
+        size);
 
     container->activeBuffer = container->buffers[0];
 
@@ -2641,12 +2641,12 @@ static void D3D11_UploadToTexture(
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
-    D3D11TransferBufferContainer *srcTransferContainer = (D3D11TransferBufferContainer *)source->transferBuffer;
+    D3D11TransferBufferContainer *srcTransferContainer = (D3D11TransferBufferContainer *)source->transfer_buffer;
     D3D11TransferBuffer *srcTransferBuffer = srcTransferContainer->activeBuffer;
     D3D11TextureContainer *dstTextureContainer = (D3D11TextureContainer *)destination->texture;
     SDL_GPUTextureFormat dstFormat = dstTextureContainer->header.info.format;
-    Uint32 bufferStride = source->imagePitch;
-    Uint32 bufferImageHeight = source->imageHeight;
+    Uint32 bufferStride = source->pixels_per_row;
+    Uint32 bufferImageHeight = source->rows_per_layer;
     Sint32 w = destination->w;
     Sint32 h = destination->h;
     D3D11Texture *stagingTexture;
@@ -2657,7 +2657,7 @@ static void D3D11_UploadToTexture(
         renderer,
         dstTextureContainer,
         destination->layer,
-        destination->mipLevel,
+        destination->mip_level,
         cycle);
 
     Sint32 blockSize = Texture_GetBlockSize(dstFormat);
@@ -2684,11 +2684,11 @@ static void D3D11_UploadToTexture(
 
     stagingTextureCreateInfo.width = w;
     stagingTextureCreateInfo.height = h;
-    stagingTextureCreateInfo.layerCountOrDepth = 1;
-    stagingTextureCreateInfo.levelCount = 1;
+    stagingTextureCreateInfo.layer_count_or_depth = 1;
+    stagingTextureCreateInfo.num_levels = 1;
     stagingTextureCreateInfo.type = SDL_GPU_TEXTURETYPE_2D;
-    stagingTextureCreateInfo.usageFlags = 0;
-    stagingTextureCreateInfo.sampleCount = SDL_GPU_SAMPLECOUNT_1;
+    stagingTextureCreateInfo.usage = 0;
+    stagingTextureCreateInfo.sample_count = SDL_GPU_SAMPLECOUNT_1;
     stagingTextureCreateInfo.format = dstFormat;
 
     initialData.pSysMem = srcTransferBuffer->data + source->offset;
@@ -2731,7 +2731,7 @@ static void D3D11_UploadToBuffer(
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
-    D3D11TransferBufferContainer *transferContainer = (D3D11TransferBufferContainer *)source->transferBuffer;
+    D3D11TransferBufferContainer *transferContainer = (D3D11TransferBufferContainer *)source->transfer_buffer;
     D3D11TransferBuffer *d3d11TransferBuffer = transferContainer->activeBuffer;
     D3D11BufferContainer *bufferContainer = (D3D11BufferContainer *)destination->buffer;
     D3D11Buffer *d3d11Buffer = D3D11_INTERNAL_PrepareBufferForWrite(
@@ -2787,7 +2787,7 @@ static void D3D11_DownloadFromTexture(
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = d3d11CommandBuffer->renderer;
-    D3D11TransferBufferContainer *dstTransferContainer = (D3D11TransferBufferContainer *)destination->transferBuffer;
+    D3D11TransferBufferContainer *dstTransferContainer = (D3D11TransferBufferContainer *)destination->transfer_buffer;
     D3D11TransferBuffer *d3d11TransferBuffer = dstTransferContainer->activeBuffer;
     D3D11TextureContainer *srcTextureContainer = (D3D11TextureContainer *)source->texture;
     SDL_GPUTextureFormat srcFormat = srcTextureContainer->header.info.format;
@@ -2796,10 +2796,10 @@ static void D3D11_DownloadFromTexture(
     D3D11TextureSubresource *textureSubresource = D3D11_INTERNAL_FetchTextureSubresource(
         srcTextureContainer,
         source->layer,
-        source->mipLevel);
+        source->mip_level);
     D3D11TextureDownload *textureDownload;
-    Uint32 bufferStride = destination->imagePitch;
-    Uint32 bufferImageHeight = destination->imageHeight;
+    Uint32 bufferStride = destination->pixels_per_row;
+    Uint32 bufferImageHeight = destination->rows_per_layer;
     Uint32 bytesPerRow, bytesPerDepthSlice;
     D3D11_BOX srcBox = { source->x, source->y, source->z, source->x + source->w, source->y + source->h, source->z + source->d };
     HRESULT res;
@@ -2892,7 +2892,7 @@ static void D3D11_DownloadFromBuffer(
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = d3d11CommandBuffer->renderer;
-    D3D11TransferBufferContainer *dstTransferContainer = (D3D11TransferBufferContainer *)destination->transferBuffer;
+    D3D11TransferBufferContainer *dstTransferContainer = (D3D11TransferBufferContainer *)destination->transfer_buffer;
     D3D11TransferBuffer *d3d11TransferBuffer = dstTransferContainer->activeBuffer;
     D3D11BufferContainer *srcBufferContainer = (D3D11BufferContainer *)source->buffer;
     D3D11BufferDownload *bufferDownload;
@@ -2962,13 +2962,13 @@ static void D3D11_CopyTextureToTexture(
     D3D11TextureSubresource *srcSubresource = D3D11_INTERNAL_FetchTextureSubresource(
         srcContainer,
         source->layer,
-        source->mipLevel);
+        source->mip_level);
 
     D3D11TextureSubresource *dstSubresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite(
         renderer,
         dstContainer,
         destination->layer,
-        destination->mipLevel,
+        destination->mip_level,
         cycle);
 
     ID3D11DeviceContext1_CopySubresourceRegion(
@@ -3287,7 +3287,7 @@ static void D3D11_INTERNAL_PushUniformData(
     SDL_GPUShaderStage shaderStage,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     D3D11Renderer *renderer = d3d11CommandBuffer->renderer;
     D3D11UniformBuffer *d3d11UniformBuffer;
@@ -3319,7 +3319,7 @@ static void D3D11_INTERNAL_PushUniformData(
 
     d3d11UniformBuffer->currentBlockSize =
         D3D11_INTERNAL_NextHighestAlignment(
-            dataLengthInBytes,
+            length,
             256);
 
     // If there is no more room, acquire a new uniform buffer
@@ -3365,7 +3365,7 @@ static void D3D11_INTERNAL_PushUniformData(
     SDL_memcpy(
         (Uint8 *)d3d11UniformBuffer->mappedData + d3d11UniformBuffer->writeOffset,
         data,
-        dataLengthInBytes);
+        length);
 
     d3d11UniformBuffer->writeOffset += d3d11UniformBuffer->currentBlockSize;
 
@@ -3390,8 +3390,8 @@ static void D3D11_SetViewport(
         viewport->y,
         viewport->w,
         viewport->h,
-        viewport->minDepth,
-        viewport->maxDepth
+        viewport->min_depth,
+        viewport->max_depth
     };
 
     ID3D11DeviceContext_RSSetViewports(
@@ -3430,9 +3430,9 @@ static void D3D11_SetBlendConstants(
     if (d3d11CommandBuffer->graphicsPipeline != NULL) {
         ID3D11DeviceContext_OMSetBlendState(
             d3d11CommandBuffer->context,
-            d3d11CommandBuffer->graphicsPipeline->colorAttachmentBlendState,
+            d3d11CommandBuffer->graphicsPipeline->colorTargetBlendState,
             blendFactor,
-            d3d11CommandBuffer->graphicsPipeline->multisampleState.sampleMask);
+            d3d11CommandBuffer->graphicsPipeline->multisampleState.sample_mask);
     }
 }
 
@@ -3454,9 +3454,9 @@ static void D3D11_SetStencilReference(
 
 static void D3D11_BeginRenderPass(
     SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-    Uint32 colorAttachmentCount,
-    const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    const SDL_GPUColorTargetInfo *colorTargetInfos,
+    Uint32 numColorTargets,
+    const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@@ -3481,14 +3481,14 @@ static void D3D11_BeginRenderPass(
     }
 
     // Set up the new color target bindings
-    for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
-        D3D11TextureContainer *container = (D3D11TextureContainer *)colorAttachmentInfos[i].texture;
+    for (Uint32 i = 0; i < numColorTargets; i += 1) {
+        D3D11TextureContainer *container = (D3D11TextureContainer *)colorTargetInfos[i].texture;
         D3D11TextureSubresource *subresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite(
             renderer,
             container,
-            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorAttachmentInfos[i].layerOrDepthPlane,
-            colorAttachmentInfos[i].mipLevel,
-            colorAttachmentInfos[i].cycle);
+            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorTargetInfos[i].layer_or_depth_plane,
+            colorTargetInfos[i].mip_level,
+            colorTargetInfos[i].cycle);
 
         if (subresource->msaaHandle != NULL) {
             d3d11CommandBuffer->colorTargetResolveTexture[i] = subresource->parent;
@@ -3498,16 +3498,16 @@ static void D3D11_BeginRenderPass(
 
             rtvs[i] = subresource->msaaTargetView;
         } else {
-            Uint32 rtvIndex = container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorAttachmentInfos[i].layerOrDepthPlane : 0;
+            Uint32 rtvIndex = container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorTargetInfos[i].layer_or_depth_plane : 0;
             rtvs[i] = subresource->colorTargetViews[rtvIndex];
         }
 
-        if (colorAttachmentInfos[i].loadOp == SDL_GPU_LOADOP_CLEAR) {
+        if (colorTargetInfos[i].load_op == SDL_GPU_LOADOP_CLEAR) {
             float clearColor[] = {
-                colorAttachmentInfos[i].clearColor.r,
-                colorAttachmentInfos[i].clearColor.g,
-                colorAttachmentInfos[i].clearColor.b,
-                colorAttachmentInfos[i].clearColor.a
+                colorTargetInfos[i].clear_color.r,
+                colorTargetInfos[i].clear_color.g,
+                colorTargetInfos[i].clear_color.b,
+                colorTargetInfos[i].clear_color.a
             };
             ID3D11DeviceContext_ClearRenderTargetView(
                 d3d11CommandBuffer->context,
@@ -3520,15 +3520,15 @@ static void D3D11_BeginRenderPass(
             subresource->parent);
     }
 
-    // Get the DSV for the depth stencil attachment, if applicable
-    if (depthStencilAttachmentInfo != NULL) {
-        D3D11TextureContainer *container = (D3D11TextureContainer *)depthStencilAttachmentInfo->texture;
+    // Get the DSV for the depth stencil target, if applicable
+    if (depthStencilTargetInfo != NULL) {
+        D3D11TextureContainer *container = (D3D11TextureContainer *)depthStencilTargetInfo->texture;
         D3D11TextureSubresource *subresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite(
             renderer,
             container,
             0,
             0,
-            depthStencilAttachmentInfo->cycle);
+            depthStencilTargetInfo->cycle);
 
         dsv = subresource->depthStencilTargetView;
 
@@ -3540,16 +3540,16 @@ static void D3D11_BeginRenderPass(
     // Actually set the RTs
     ID3D11DeviceContext_OMSetRenderTargets(
         d3d11CommandBuffer->context,
-        colorAttachmentCount,
-        colorAttachmentCount > 0 ? rtvs : NULL,
+        numColorTargets,
+        numColorTargets > 0 ? rtvs : NULL,
         dsv);
 
-    if (depthStencilAttachmentInfo != NULL) {
+    if (depthStencilTargetInfo != NULL) {
         D3D11_CLEAR_FLAG dsClearFlags = 0;
-        if (depthStencilAttachmentInfo->loadOp == SDL_GPU_LOADOP_CLEAR) {
+        if (depthStencilTargetInfo->load_op == SDL_GPU_LOADOP_CLEAR) {
             dsClearFlags |= D3D11_CLEAR_DEPTH;
         }
-        if (depthStencilAttachmentInfo->stencilLoadOp == SDL_GPU_LOADOP_CLEAR) {
+        if (depthStencilTargetInfo->stencil_load_op == SDL_GPU_LOADOP_CLEAR) {
             dsClearFlags |= D3D11_CLEAR_STENCIL;
         }
 
@@ -3558,16 +3558,16 @@ static void D3D11_BeginRenderPass(
                 d3d11CommandBuffer->context,
                 dsv,
                 dsClearFlags,
-                depthStencilAttachmentInfo->depthStencilClearValue.depth,
-                depthStencilAttachmentInfo->depthStencilClearValue.stencil);
+                depthStencilTargetInfo->clear_value.depth,
+                depthStencilTargetInfo->clear_value.stencil);
         }
     }
 
-    // The viewport cannot be larger than the smallest attachment.
-    for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
-        D3D11TextureContainer *container = (D3D11TextureContainer *)colorAttachmentInfos[i].texture;
-        Uint32 w = container->header.info.width >> colorAttachmentInfos[i].mipLevel;
-        Uint32 h = container->header.info.height >> colorAttachmentInfos[i].mipLevel;
+    // The viewport cannot be larger than the smallest target.
+    for (Uint32 i = 0; i < numColorTargets; i += 1) {
+        D3D11TextureContainer *container = (D3D11TextureContainer *)colorTargetInfos[i].texture;
+        Uint32 w = container->header.info.width >> colorTargetInfos[i].mip_level;
+        Uint32 h = container->header.info.height >> colorTargetInfos[i].mip_level;
 
         if (w < vpWidth) {
             vpWidth = w;
@@ -3578,8 +3578,8 @@ static void D3D11_BeginRenderPass(
         }
     }
 
-    if (depthStencilAttachmentInfo != NULL) {
-        D3D11TextureContainer *container = (D3D11TextureContainer *)depthStencilAttachmentInfo->texture;
+    if (depthStencilTargetInfo != NULL) {
+        D3D11TextureContainer *container = (D3D11TextureContainer *)depthStencilTargetInfo->texture;
         Uint32 w = container->header.info.width;
         Uint32 h = container->header.info.height;
 
@@ -3597,8 +3597,8 @@ static void D3D11_BeginRenderPass(
     viewport.y = 0;
     viewport.w = (float)vpWidth;
     viewport.h = (float)vpHeight;
-    viewport.minDepth = 0;
-    viewport.maxDepth = 1;
+    viewport.min_depth = 0;
+    viewport.max_depth = 1;
 
     D3D11_SetViewport(
         commandBuffer,
@@ -3639,9 +3639,9 @@ static void D3D11_BindGraphicsPipeline(
 
     ID3D11DeviceContext_OMSetBlendState(
         d3d11CommandBuffer->context,
-        pipeline->colorAttachmentBlendState,
+        pipeline->colorTargetBlendState,
         blendFactor,
-        pipeline->multisampleState.sampleMask);
+        pipeline->multisampleState.sample_mask);
 
     ID3D11DeviceContext_OMSetDepthStencilState(
         d3d11CommandBuffer->context,
@@ -3695,31 +3695,31 @@ static void D3D11_BindGraphicsPipeline(
 static void D3D11_BindVertexBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstBinding,
-    const SDL_GPUBufferBinding *pBindings,
-    Uint32 bindingCount)
+    const SDL_GPUBufferBinding *bindings,
+    Uint32 numBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
-        D3D11Buffer *currentBuffer = ((D3D11BufferContainer *)pBindings[i].buffer)->activeBuffer;
+    for (Uint32 i = 0; i < numBindings; i += 1) {
+        D3D11Buffer *currentBuffer = ((D3D11BufferContainer *)bindings[i].buffer)->activeBuffer;
         d3d11CommandBuffer->vertexBuffers[firstBinding + i] = currentBuffer->handle;
-        d3d11CommandBuffer->vertexBufferOffsets[firstBinding + i] = pBindings[i].offset;
+        d3d11CommandBuffer->vertexBufferOffsets[firstBinding + i] = bindings[i].offset;
         D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, currentBuffer);
     }
 
     d3d11CommandBuffer->vertexBufferCount =
-        SDL_max(d3d11CommandBuffer->vertexBufferCount, firstBinding + bindingCount);
+        SDL_max(d3d11CommandBuffer->vertexBufferCount, firstBinding + numBindings);
 
     d3d11CommandBuffer->needVertexBufferBind = true;
 }
 
 static void D3D11_BindIndexBuffer(
     SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUBufferBinding *pBinding,
+    const SDL_GPUBufferBinding *binding,
     SDL_GPUIndexElementSize indexElementSize)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
-    D3D11Buffer *d3d11Buffer = ((D3D11BufferContainer *)pBinding->buffer)->activeBuffer;
+    D3D11Buffer *d3d11Buffer = ((D3D11BufferContainer *)binding->buffer)->activeBuffer;
 
     D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer);
 
@@ -3727,18 +3727,18 @@ static void D3D11_BindIndexBuffer(
         d3d11CommandBuffer->context,
         d3d11Buffer->handle,
         SDLToD3D11_IndexType[indexElementSize],
-        (UINT)pBinding->offset);
+        (UINT)binding->offset);
 }
 
 static void D3D11_BindVertexSamplers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)textureSamplerBindings[i].texture;
 
         D3D11_INTERNAL_TrackTexture(
@@ -3760,11 +3760,11 @@ static void D3D11_BindVertexStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)storageTextures[i];
 
         D3D11_INTERNAL_TrackTexture(
@@ -3782,13 +3782,13 @@ static void D3D11_BindVertexStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11BufferContainer *bufferContainer;
     Uint32 i;
 
-    for (i = 0; i < bindingCount; i += 1) {
+    for (i = 0; i < numBindings; i += 1) {
         bufferContainer = (D3D11BufferContainer *)storageBuffers[i];
 
         D3D11_INTERNAL_TrackBuffer(
@@ -3807,11 +3807,11 @@ static void D3D11_BindFragmentSamplers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)textureSamplerBindings[i].texture;
 
         D3D11_INTERNAL_TrackTexture(
@@ -3833,11 +3833,11 @@ static void D3D11_BindFragmentStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)storageTextures[i];
 
         D3D11_INTERNAL_TrackTexture(
@@ -3855,13 +3855,13 @@ static void D3D11_BindFragmentStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11BufferContainer *bufferContainer;
     Uint32 i;
 
-    for (i = 0; i < bindingCount; i += 1) {
+    for (i = 0; i < numBindings; i += 1) {
         bufferContainer = (D3D11BufferContainer *)storageBuffers[i];
 
         D3D11_INTERNAL_TrackBuffer(
@@ -4007,8 +4007,8 @@ static void D3D11_INTERNAL_BindGraphicsResources(
 
 static void D3D11_DrawIndexedPrimitives(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 indexCount,
-    Uint32 instanceCount,
+    Uint32 numIndices,
+    Uint32 numInstances,
     Uint32 firstIndex,
     Sint32 vertexOffset,
     Uint32 firstInstance)
@@ -4018,8 +4018,8 @@ static void D3D11_DrawIndexedPrimitives(
 
     ID3D11DeviceContext_DrawIndexedInstanced(
         d3d11CommandBuffer->context,
-        indexCount,
-        instanceCount,
+        numIndices,
+        numInstances,
         firstIndex,
         vertexOffset,
         firstInstance);
@@ -4027,8 +4027,8 @@ static void D3D11_DrawIndexedPrimitives(
 
 static void D3D11_DrawPrimitives(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 vertexCount,
-    Uint32 instanceCount,
+    Uint32 numVertices,
+    Uint32 numInstances,
     Uint32 firstVertex,
     Uint32 firstInstance)
 {
@@ -4037,8 +4037,8 @@ static void D3D11_DrawPrimitives(
 
     ID3D11DeviceContext_DrawInstanced(
         d3d11CommandBuffer->context,
-        vertexCount,
-        instanceCount,
+        numVertices,
+        numInstances,
         firstVertex,
         firstInstance);
 }
@@ -4046,9 +4046,9 @@ static void D3D11_DrawPrimitives(
 static void D3D11_DrawPrimitivesIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
+    Uint32 offset,
     Uint32 drawCount,
-    Uint32 stride)
+    Uint32 pitch)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11_INTERNAL_BindGraphicsResources(d3d11CommandBuffer);
@@ -4062,7 +4062,7 @@ static void D3D11_DrawPrimitivesIndirect(
         ID3D11DeviceContext_DrawInstancedIndirect(
             d3d11CommandBuffer->context,
             d3d11Buffer->handle,
-            offsetInBytes + (stride * i));
+            offset + (pitch * i));
     }
 
     D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer);
@@ -4071,9 +4071,9 @@ static void D3D11_DrawPrimitivesIndirect(
 static void D3D11_DrawIndexedPrimitivesIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
+    Uint32 offset,
     Uint32 drawCount,
-    Uint32 stride)
+    Uint32 pitch)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11_INTERNAL_BindGraphicsResources(d3d11CommandBuffer);
@@ -4087,7 +4087,7 @@ static void D3D11_DrawIndexedPrimitivesIndirect(
         ID3D11DeviceContext_DrawIndexedInstancedIndirect(
             d3d11CommandBuffer->context,
             d3d11Buffer->handle,
-            offsetInBytes + (stride * i));
+            offset + (pitch * i));
     }
 
     D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer);
@@ -4136,28 +4136,28 @@ static void D3D11_PushVertexUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     D3D11_INTERNAL_PushUniformData(
         (D3D11CommandBuffer *)commandBuffer,
         SDL_GPU_SHADERSTAGE_VERTEX,
         slotIndex,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 static void D3D11_PushFragmentUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     D3D11_INTERNAL_PushUniformData(
         (D3D11CommandBuffer *)commandBuffer,
         SDL_GPU_SHADERSTAGE_FRAGMENT,
         slotIndex,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 // Blit
@@ -4167,7 +4167,7 @@ static void D3D11_Blit(
     const SDL_GPUBlitRegion *source,
     const SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GPUFilter filterMode,
+    SDL_GPUFilter filter,
     bool cycle)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -4179,7 +4179,7 @@ static void D3D11_Blit(
         source,
         destination,
         flipMode,
-        filterMode,
+        filter,
         cycle,
         renderer->blitLinearSampler,
         renderer->blitNearestSampler,
@@ -4198,9 +4198,9 @@ static void D3D11_Blit(
 static void D3D11_BeginComputePass(
     SDL_GPUCommandBuffer *commandBuffer,
     const SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
-    Uint32 storageTextureBindingCount,
+    Uint32 numStorageTextureBindings,
     const SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
-    Uint32 storageBufferBindingCount)
+    Uint32 numStorageBufferBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11TextureContainer *textureContainer;
@@ -4209,9 +4209,9 @@ static void D3D11_BeginComputePass(
     D3D11Buffer *buffer;
     Uint32 i;
 
-    for (i = 0; i < storageTextureBindingCount; i += 1) {
+    for (i = 0; i < numStorageTextureBindings; i += 1) {
         textureContainer = (D3D11TextureContainer *)storageTextureBindings[i].texture;
-        if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
+        if (!(textureContainer->header.info.usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
         }
 
@@ -4219,7 +4219,7 @@ static void D3D11_BeginComputePass(
             d3d11CommandBuffer->renderer,
             textureContainer,
             storageTextureBindings[i].layer,
-            storageTextureBindings[i].mipLevel,
+            storageTextureBindings[i].mip_level,
             storageTextureBindings[i].cycle);
 
         D3D11_INTERNAL_TrackTexture(
@@ -4229,7 +4229,7 @@ static void D3D11_BeginComputePass(
         d3d11CommandBuffer->computeUnorderedAccessViews[i] = textureSubresource->uav;
     }
 
-    for (i = 0; i < storageBufferBindingCount; i += 1) {
+    for (i = 0; i < numStorageBufferBindings; i += 1) {
         bufferContainer = (D3D11BufferContainer *)storageBufferBindings[i].buffer;
 
         buffer = D3D11_INTERNAL_PrepareBufferForWrite(
@@ -4241,7 +4241,7 @@ static void D3D11_BeginComputePass(
             d3d11CommandBuffer,
             buffer);
 
-        d3d11CommandBuffer->computeUnorderedAccessViews[i + storageTextureBindingCount] = buffer->uav;
+        d3d11CommandBuffer->computeUnorderedAccessViews[i + numStorageTextureBindings] = buffer->uav;
     }
 
     d3d11CommandBuffer->needComputeUAVBind = true;
@@ -4263,7 +4263,7 @@ static void D3D11_BindComputePipeline(
         0);
 
     // Acquire uniform buffers if necessary
-    for (Uint32 i = 0; i < pipeline->uniformBufferCount; i += 1) {
+    for (Uint32 i = 0; i < pipeline->numUniformBuffers; i += 1) {
         if (d3d11CommandBuffer->computeUniformBuffers[i] == NULL) {
             d3d11CommandBuffer->computeUniformBuffers[i] = D3D11_INTERNAL_AcquireUniformBufferFromPool(
                 d3d11CommandBuffer);
@@ -4277,11 +4277,11 @@ static void D3D11_BindComputeStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D11TextureContainer *textureContainer = (D3D11TextureContainer *)storageTextures[i];
 
         D3D11_INTERNAL_TrackTexture(
@@ -4299,13 +4299,13 @@ static void D3D11_BindComputeStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11BufferContainer *bufferContainer;
     Uint32 i;
 
-    for (i = 0; i < bindingCount; i += 1) {
+    for (i = 0; i < numBindings; i += 1) {
         bufferContainer = (D3D11BufferContainer *)storageBuffers[i];
 
         D3D11_INTERNAL_TrackBuffer(
@@ -4313,7 +4313,7 @@ static void D3D11_BindComputeStorageBuffers(
             bufferContainer->activeBuffer);
 
         d3d11CommandBuffer->computeShaderResourceViews[firstSlot + i +
-                                                       d3d11CommandBuffer->computePipeline->readOnlyStorageTextureCount] = bufferContainer->activeBuffer->srv;
+                                                       d3d11CommandBuffer->computePipeline->numReadonlyStorageTextures] = bufferContainer->activeBuffer->srv;
     }
 
     d3d11CommandBuffer->needComputeSRVBind = true;
@@ -4323,14 +4323,14 @@ static void D3D11_PushComputeUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     D3D11_INTERNAL_PushUniformData(
         (D3D11CommandBuffer *)commandBuffer,
         SDL_GPU_SHADERSTAGE_COMPUTE,
         slotIndex,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 static void D3D11_INTERNAL_BindComputeResources(
@@ -4339,12 +4339,12 @@ static void D3D11_INTERNAL_BindComputeResources(
     D3D11ComputePipeline *computePipeline = commandBuffer->computePipeline;
 
     Uint32 readOnlyResourceCount =
-        computePipeline->readOnlyStorageTextureCount +
-        computePipeline->readOnlyStorageBufferCount;
+        computePipeline->numReadonlyStorageTextures +
+        computePipeline->numReadonlyStorageBuffers;
 
     Uint32 writeOnlyResourceCount =
-        computePipeline->writeOnlyStorageTextureCount +
-        computePipeline->writeOnlyStorageBufferCount;
+        computePipeline->numWriteonlyStorageTextures +
+        computePipeline->numWriteonlyStorageBuffers;
 
     ID3D11Buffer *nullBuf = NULL;
     Uint32 offsetInConstants, blockSizeInConstants, i;
@@ -4371,7 +4371,7 @@ static void D3D11_INTERNAL_BindComputeResources(
     }
 
     if (commandBuffer->needComputeUniformBufferBind) {
-        for (i = 0; i < computePipeline->uniformBufferCount; i += 1) {
+        for (i = 0; i < computePipeline->numUniformBuffers; i += 1) {
             /* stupid workaround for god awful D3D11 drivers
              * see: https://learn.microsoft.com/en-us/windows/win32/api/d3d11_1/nf-d3d11_1-id3d11devicecontext1-vssetconstantbuffers1#calling-vssetconstantbuffers1-with-command-list-emulation
              */
@@ -4398,24 +4398,24 @@ static void D3D11_INTERNAL_BindComputeResources(
 
 static void D3D11_DispatchCompute(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 groupCountX,
-    Uint32 groupCountY,
-    Uint32 groupCountZ)
+    Uint32 groupcountX,
+    Uint32 groupcountY,
+    Uint32 groupcountZ)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11_INTERNAL_BindComputeResources(d3d11CommandBuffer);
 
     ID3D11DeviceContext_Dispatch(
         d3d11CommandBuffer->context,
-        groupCountX,
-        groupCountY,
-        groupCountZ);
+        groupcountX,
+        groupcountY,
+        groupcountZ);
 }
 
 static void D3D11_DispatchComputeIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes)
+    Uint32 offset)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Buffer *d3d11Buffer = ((D3D11BufferContainer *)buffer)->activeBuffer;
@@ -4425,7 +4425,7 @@ static void D3D11_DispatchComputeIndirect(
     ID3D11DeviceContext_DispatchIndirect(
         d3d11CommandBuffer->context,
         d3d11Buffer->handle,
-        offsetInBytes);
+        offset);
 
     D3D11_INTERNAL_TrackBuffer(d3d11CommandBuffer, d3d11Buffer);
 }
@@ -4736,8 +4736,8 @@ static void D3D11_INTERNAL_WaitForFence(
 static void D3D11_WaitForFences(
     SDL_GPURenderer *driverData,
     bool waitAll,
-    SDL_GPUFence *const *pFences,
-    Uint32 fenceCount)
+    SDL_GPUFence *const *fences,
+    Uint32 numFences)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11Fence *fence;
@@ -4745,16 +4745,16 @@ static void D3D11_WaitForFences(
     HRESULT res = S_FALSE;
 
     if (waitAll) {
-        for (Uint32 i = 0; i < fenceCount; i += 1) {
-            fence = (D3D11Fence *)pFences[i];
+        for (Uint32 i = 0; i < numFences; i += 1) {
+            fence = (D3D11Fence *)fences[i];
             D3D11_INTERNAL_WaitForFence(renderer, fence);
         }
     } else {
         SDL_LockMutex(renderer->contextLock);
 
         while (res != S_OK) {
-            for (Uint32 i = 0; i < fenceCount; i += 1) {
-                fence = (D3D11Fence *)pFences[i];
+            for (Uint32 i = 0; i < numFences; i += 1) {
+                fence = (D3D11Fence *)fences[i];
                 res = ID3D11DeviceContext_GetData(
                     renderer->immediateContext,
                     (ID3D11Asynchronous *)fence->handle,
@@ -5032,12 +5032,12 @@ static bool D3D11_INTERNAL_CreateSwapchain(
     windowData->textureContainer.textureCount = 1;
     windowData->textureContainer.textureCapacity = 1;
 
-    windowData->textureContainer.header.info.layerCountOrDepth = 1;
+    windowData->textureContainer.header.info.layer_count_or_depth = 1;
     windowData->textureContainer.header.info.format = SwapchainCompositionToSDLTextureFormat[windowData->swapchainComposition];
     windowData->textureContainer.header.info.type = SDL_GPU_TEXTURETYPE_2D;
-    windowData->textureContainer.header.info.levelCount = 1;
-    windowData->textureContainer.header.info.sampleCount = SDL_GPU_SAMPLECOUNT_1;
-    windowData->textureContainer.header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
+    windowData->textureContainer.header.info.num_levels = 1;
+    windowData->textureContainer.header.info.sample_count = SDL_GPU_SAMPLECOUNT_1;
+    windowData->textureContainer.header.info.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
 
     windowData->texture.container = &windowData->textureContainer;
     windowData->texture.containerIndex = 0;
@@ -5254,14 +5254,14 @@ static void D3D11_ReleaseWindow(
 static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
-    Uint32 *pWidth,
-    Uint32 *pHeight)
+    Uint32 *w,
+    Uint32 *h)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
     D3D11WindowData *windowData;
     DXGI_SWAP_CHAIN_DESC swapchainDesc;
-    int w, h;
+    int windowW, windowH;
     HRESULT res;
 
     windowData = D3D11_INTERNAL_FetchWindowData(window);
@@ -5271,14 +5271,15 @@ static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
 
     // Check for window size changes and resize the swapchain if needed.
     IDXGISwapChain_GetDesc(windowData->swapchain, &swapchainDesc);
-    SDL_GetWindowSize(window, &w, &h);
+    SDL_GetWindowSize(window, &windowW, &windowH);
+    SDL_Log("%d x %d", windowW, windowH);
 
-    if ((UINT)w != swapchainDesc.BufferDesc.Width || (UINT)h != swapchainDesc.BufferDesc.Height) {
+    if ((UINT)windowW != swapchainDesc.BufferDesc.Width || (UINT)windowH != swapchainDesc.BufferDesc.Height) {
         res = D3D11_INTERNAL_ResizeSwapchain(
             renderer,
             windowData,
-            w,
-            h);
+            windowW,
+            windowH);
         ERROR_CHECK_RETURN("Could not resize swapchain", NULL);
     }
 
@@ -5318,12 +5319,12 @@ static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
     ERROR_CHECK_RETURN("Could not acquire swapchain!", NULL);
 
     // Send the dimensions to the out parameters.
-    *pWidth = w;
-    *pHeight = h;
+    *w = windowW;
+    *h = windowH;
 
     // Update the texture container dimensions
-    windowData->textureContainer.header.info.width = w;
-    windowData->textureContainer.header.info.height = h;
+    windowData->textureContainer.header.info.width = windowW;
+    windowData->textureContainer.header.info.height = windowH;
 
     // Set up presentation
     if (d3d11CommandBuffer->windowDataCount == d3d11CommandBuffer->windowDataCapacity) {
@@ -5629,12 +5630,12 @@ static bool D3D11_SupportsTextureFormat(
 
 // Device Creation
 
-static bool D3D11_PrepareDriver(SDL_VideoDevice *_this)
+static bool D3D11_PrepareDriver(SDL_VideoDevice *this)
 {
     void *d3d11_dll, *dxgi_dll;
     PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
     D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_1 };
-    PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
+    PFN_CREATE_DXGI_FACTORY1 CreateDxgiFactoryFunc;
     HRESULT res;
 
     // Can we load D3D11?
@@ -5683,11 +5684,11 @@ static bool D3D11_PrepareDriver(SDL_VideoDevice *_this)
         return false;
     }
 
-    CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction(
+    CreateDxgiFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction(
         dxgi_dll,
         CREATE_DXGI_FACTORY1_FUNC);
     SDL_UnloadObject(dxgi_dll); // We're not going to call this function, so we can just unload now.
-    if (CreateDXGIFactoryFunc == NULL) {
+    if (CreateDxgiFactoryFunc == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL);
         return false;
     }
@@ -5739,15 +5740,15 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     SDL_GPUGraphicsPipelineCreateInfo blitPipelineCreateInfo;
     SDL_GPUGraphicsPipeline *blitPipeline;
     SDL_GPUSamplerCreateInfo samplerCreateInfo;
-    SDL_GPUColorAttachmentDescription colorAttachmentDesc;
+    SDL_GPUColorTargetDescription colorTargetDesc;
 
     // Fullscreen vertex shader
     SDL_zero(shaderCreateInfo);
     shaderCreateInfo.code = (Uint8 *)D3D11_FullscreenVert;
-    shaderCreateInfo.codeSize = sizeof(D3D11_FullscreenVert);
+    shaderCreateInfo.code_size = sizeof(D3D11_FullscreenVert);
     shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
     shaderCreateInfo.format = SDL_GPU_SHADERFORMAT_DXBC;
-    shaderCreateInfo.entryPointName = "main";
+    shaderCreateInfo.entrypoint = "main";
 
     fullscreenVertexShader = D3D11_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -5759,10 +5760,10 @@ static void D3D11_INTERNAL_InitBlitPipelines(
 
     // BlitFrom2D pixel shader
     shaderCreateInfo.code = (Uint8 *)D3D11_BlitFrom2D;
-    shaderCreateInfo.codeSize = sizeof(D3D11_BlitFrom2D);
+    shaderCreateInfo.code_size = sizeof(D3D11_BlitFrom2D);
     shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
-    shaderCreateInfo.samplerCount = 1;
-    shaderCreateInfo.uniformBufferCount = 1;
+    shaderCreateInfo.num_samplers = 1;
+    shaderCreateInfo.num_uniform_buffers = 1;
 
     blitFrom2DPixelShader = D3D11_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -5774,7 +5775,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
 
     // BlitFrom2DArray pixel shader
     shaderCreateInfo.code = (Uint8 *)D3D11_BlitFrom2DArray;
-    shaderCreateInfo.codeSize = sizeof(D3D11_BlitFrom2DArray);
+    shaderCreateInfo.code_size = sizeof(D3D11_BlitFrom2DArray);
 
     blitFrom2DArrayPixelShader = D3D11_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -5786,7 +5787,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
 
     // BlitFrom3D pixel shader
     shaderCreateInfo.code = (Uint8 *)D3D11_BlitFrom3D;
-    shaderCreateInfo.codeSize = sizeof(D3D11_BlitFrom3D);
+    shaderCreateInfo.code_size = sizeof(D3D11_BlitFrom3D);
 
     blitFrom3DPixelShader = D3D11_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -5798,7 +5799,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
 
     // BlitFromCube pixel shader
     shaderCreateInfo.code = (Uint8 *)D3D11_BlitFromCube;
-    shaderCreateInfo.codeSize = sizeof(D3D11_BlitFromCube);
+    shaderCreateInfo.code_size = sizeof(D3D11_BlitFromCube);
 
     blitFromCubePixelShader = D3D11_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -5811,22 +5812,22 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     // BlitFrom2D pipeline
     SDL_zero(blitPipelineCreateInfo);
 
-    SDL_zero(colorAttachmentDesc);
-    colorAttachmentDesc.blendState.colorWriteMask = 0xF;
-    colorAttachmentDesc.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; // format doesn't matter in d3d11
+    SDL_zero(colorTargetDesc);
+    colorTargetDesc.blend_state.color_write_mask = 0xF;
+    colorTargetDesc.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; // format doesn't matter in d3d11
 
-    blitPipelineCreateInfo.attachmentInfo.colorAttachmentDescriptions = &colorAttachmentDesc;
-    blitPipelineCreateInfo.attachmentInfo.colorAttachmentCount = 1;
-    blitPipelineCreateInfo.attachmentInfo.depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary
-    blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = false;
+    blitPipelineCreateInfo.target_info.color_target_descriptions = &colorTargetDesc;
+    blitPipelineCreateInfo.target_info.num_color_targets = 1;
+    blitPipelineCreateInfo.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary
+    blitPipelineCreateInfo.target_info.has_depth_stencil_target = false;
 
-    blitPipelineCreateInfo.vertexShader = fullscreenVertexShader;
-    blitPipelineCreateInfo.fragmentShader = blitFrom2DPixelShader;
+    blitPipelineCreateInfo.vertex_shader = fullscreenVertexShader;
+    blitPipelineCreateInfo.fragment_shader = blitFrom2DPixelShader;
 
-    blitPipelineCreateInfo.multisampleState.sampleCount = SDL_GPU_SAMPLECOUNT_1;
-    blitPipelineCreateInfo.multisampleState.sampleMask = 0xFFFFFFFF;
+    blitPipelineCreateInfo.multisample_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
+    blitPipelineCreateInfo.multisample_state.sample_mask = 0xFFFFFFFF;
 
-    blitPipelineCreateInfo.primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
+    blitPipelineCreateInfo.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
 
     blitPipeline = D3D11_CreateGraphicsPipeline(
         (SDL_GPURenderer *)renderer,
@@ -5841,7 +5842,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     renderer->blitPipelines[SDL_GPU_TEXTURETYPE_2D].format = SDL_GPU_TEXTUREFORMAT_INVALID;
 
     // BlitFrom2DArrayPipeline
-    blitPipelineCreateInfo.fragmentShader = blitFrom2DArrayPixelShader;
+    blitPipelineCreateInfo.fragment_shader = blitFrom2DArrayPixelShader;
     blitPipeline = D3D11_CreateGraphicsPipeline(
         (SDL_GPURenderer *)renderer,
         &blitPipelineCreateInfo);
@@ -5855,7 +5856,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     renderer->blitPipelines[SDL_GPU_TEXTURETYPE_2D_ARRAY].format = SDL_GPU_TEXTUREFORMAT_INVALID;
 
     // BlitFrom3DPipeline
-    blitPipelineCreateInfo.fragmentShader = blitFrom3DPixelShader;
+    blitPipelineCreateInfo.fragment_shader = blitFrom3DPixelShader;
     blitPipeline = D3D11_CreateGraphicsPipeline(
         (SDL_GPURenderer *)renderer,
         &blitPipelineCreateInfo);
@@ -5869,7 +5870,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     renderer->blitPipelines[SDL_GPU_TEXTURETYPE_3D].format = SDL_GPU_TEXTUREFORMAT_INVALID;
 
     // BlitFromCubePipeline
-    blitPipelineCreateInfo.fragmentShader = blitFromCubePixelShader;
+    blitPipelineCreateInfo.fragment_shader = blitFromCubePixelShader;
     blitPipeline = D3D11_CreateGraphicsPipeline(
         (SDL_GPURenderer *)renderer,
         &blitPipelineCreateInfo);
@@ -5883,17 +5884,17 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     renderer->blitPipelines[SDL_GPU_TEXTURETYPE_CUBE].format = SDL_GPU_TEXTUREFORMAT_INVALID;
 
     // Create samplers
-    samplerCreateInfo.addressModeU = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
-    samplerCreateInfo.addressModeV = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
-    samplerCreateInfo.addressModeW = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
-    samplerCreateInfo.anisotropyEnable = 0;
-    samplerCreateInfo.compareEnable = 0;
-    samplerCreateInfo.magFilter = SDL_GPU_FILTER_NEAREST;
-    samplerCreateInfo.minFilter = SDL_GPU_FILTER_NEAREST;
-    samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
-    samplerCreateInfo.mipLodBias = 0.0f;
-    samplerCreateInfo.minLod = 0;
-    samplerCreateInfo.maxLod = 1000;
+    samplerCreateInfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+    samplerCreateInfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+    samplerCreateInfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+    samplerCreateInfo.enable_anisotropy = 0;
+    samplerCreateInfo.enable_compare = 0;
+    samplerCreateInfo.mag_filter = SDL_GPU_FILTER_NEAREST;
+    samplerCreateInfo.min_filter = SDL_GPU_FILTER_NEAREST;
+    samplerCreateInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
+    samplerCreateInfo.mip_lod_bias = 0.0f;
+    samplerCreateInfo.min_lod = 0;
+    samplerCreateInfo.max_lod = 1000;
 
     renderer->blitNearestSampler = D3D11_CreateSampler(
         (SDL_GPURenderer *)renderer,
@@ -5903,9 +5904,9 @@ static void D3D11_INTERNAL_InitBlitPipelines(
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create blit nearest sampler!");
     }
 
-    samplerCreateInfo.magFilter = SDL_GPU_FILTER_LINEAR;
-    samplerCreateInfo.minFilter = SDL_GPU_FILTER_LINEAR;
-    samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
+    samplerCreateInfo.mag_filter = SDL_GPU_FILTER_LINEAR;
+    samplerCreateInfo.min_filter = SDL_GPU_FILTER_LINEAR;
+    samplerCreateInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
 
     renderer->blitLinearSampler = D3D11_CreateSampler(
         (SDL_GPURenderer *)renderer,
@@ -5937,7 +5938,7 @@ static void D3D11_INTERNAL_DestroyBlitPipelines(
 static SDL_GPUDevice *D3D11_CreateDevice(bool debugMode, bool preferLowPower, SDL_PropertiesID props)
 {
     D3D11Renderer *renderer;
-    PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
+    PFN_CREATE_DXGI_FACTORY1 CreateDxgiFactoryFunc;
     PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
     D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_1 };
     IDXGIFactory4 *factory4;
@@ -5959,16 +5960,16 @@ static SDL_GPUDevice *D3D11_CreateDevice(bool debugMode, bool preferLowPower, SD
     }
 
     // Load the CreateDXGIFactory1 function
-    CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction(
+    CreateDxgiFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction(
         renderer->dxgi_dll,
         CREATE_DXGI_FACTORY1_FUNC);
-    if (CreateDXGIFactoryFunc == NULL) {
+    if (CreateDxgiFactoryFunc == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not load function: " CREATE_DXGI_FACTORY1_FUNC);
         return NULL;
     }
 
     // Create the DXGI factory
-    res = CreateDXGIFactoryFunc(
+    res = CreateDxgiFactoryFunc(
         &D3D_IID_IDXGIFactory1,
         (void **)&renderer->factory);
     ERROR_CHECK_RETURN("Could not create DXGIFactory", NULL);

+ 465 - 465
src/gpu/d3d12/SDL_gpu_d3d12.c

@@ -493,7 +493,7 @@ struct D3D12Texture
     Uint32 containerIndex;
 
     D3D12TextureSubresource *subresources;
-    Uint32 subresourceCount; /* layerCount * levelCount */
+    Uint32 subresourceCount; /* layerCount * num_levels */
 
     ID3D12Resource *resource;
     D3D12CPUDescriptor srvHandle;
@@ -517,7 +517,7 @@ typedef struct D3D12WindowData
 #else
     IDXGISwapChain3 *swapchain;
 #endif
-    SDL_GPUPresentMode presentMode;
+    SDL_GPUPresentMode present_mode;
     SDL_GPUSwapchainComposition swapchainComposition;
     DXGI_COLOR_SPACE_TYPE swapchainColorSpace;
     Uint32 frameCounter;
@@ -557,7 +557,7 @@ struct D3D12Renderer
 
     ID3D12CommandQueue *commandQueue;
 
-    bool debugMode;
+    bool debug_mode;
     bool GPUUploadHeapSupported;
     // FIXME: these might not be necessary since we're not using custom heaps
     bool UMA;
@@ -657,8 +657,8 @@ struct D3D12CommandBuffer
     Uint32 presentDataCount;
     Uint32 presentDataCapacity;
 
-    Uint32 colorAttachmentTextureSubresourceCount;
-    D3D12TextureSubresource *colorAttachmentTextureSubresources[MAX_COLOR_TARGET_BINDINGS];
+    Uint32 colorTargetTextureSubresourceCount;
+    D3D12TextureSubresource *colorTargetTextureSubresources[MAX_COLOR_TARGET_BINDINGS];
     D3D12TextureSubresource *depthStencilTextureSubresource;
     D3D12GraphicsPipeline *currentGraphicsPipeline;
     D3D12ComputePipeline *currentComputePipeline;
@@ -742,10 +742,10 @@ struct D3D12Shader
     void *bytecode;
     size_t bytecodeSize;
 
-    Uint32 samplerCount;
-    Uint32 uniformBufferCount;
-    Uint32 storageBufferCount;
-    Uint32 storageTextureCount;
+    Uint32 num_samplers;
+    Uint32 numUniformBuffers;
+    Uint32 numStorageBuffers;
+    Uint32 numStorageTextures;
 };
 
 typedef struct D3D12GraphicsRootSignature
@@ -804,11 +804,11 @@ struct D3D12ComputePipeline
     ID3D12PipelineState *pipelineState;
     D3D12ComputeRootSignature *rootSignature;
 
-    Uint32 readOnlyStorageTextureCount;
-    Uint32 readOnlyStorageBufferCount;
-    Uint32 writeOnlyStorageTextureCount;
-    Uint32 writeOnlyStorageBufferCount;
-    Uint32 uniformBufferCount;
+    Uint32 num_readonly_storage_textures;
+    Uint32 num_readonly_storage_buffers;
+    Uint32 num_writeonly_storage_textures;
+    Uint32 num_writeonly_storage_buffers;
+    Uint32 numUniformBuffers;
 
     SDL_AtomicInt referenceCount;
 };
@@ -843,7 +843,7 @@ struct D3D12Buffer
 
 struct D3D12BufferContainer
 {
-    SDL_GPUBufferUsageFlags usageFlags;
+    SDL_GPUBufferUsageFlags usage;
     Uint32 size;
     D3D12BufferType type;
 
@@ -870,7 +870,7 @@ struct D3D12UniformBuffer
 
 static void D3D12_ReleaseWindow(SDL_GPURenderer *driverData, SDL_Window *window);
 static void D3D12_Wait(SDL_GPURenderer *driverData);
-static void D3D12_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence *const *pFences, Uint32 fenceCount);
+static void D3D12_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence *const *fences, Uint32 numFences);
 static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GPURenderer *driverData);
 
 // Helpers
@@ -954,7 +954,7 @@ static void D3D12_INTERNAL_SetResourceName(
     ID3D12Resource *resource,
     const char *text)
 {
-    if (renderer->debugMode) {
+    if (renderer->debug_mode) {
         ID3D12DeviceChild_SetPrivateData(
             resource,
             D3D_GUID(D3D_IID_D3DDebugObjectName),
@@ -1489,7 +1489,7 @@ static void D3D12_INTERNAL_TextureSubresourceBarrier(
         destinationState,
         textureSubresource->parent->resource,
         textureSubresource->index,
-        textureSubresource->parent->container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE);
+        textureSubresource->parent->container->header.info.usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE);
 }
 
 static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultTextureResourceState(
@@ -1522,7 +1522,7 @@ static void D3D12_INTERNAL_TextureSubresourceTransitionFromDefaultUsage(
 {
     D3D12_INTERNAL_TextureSubresourceBarrier(
         commandBuffer,
-        D3D12_INTERNAL_DefaultTextureResourceState(textureSubresource->parent->container->header.info.usageFlags),
+        D3D12_INTERNAL_DefaultTextureResourceState(textureSubresource->parent->container->header.info.usage),
         destinationUsageMode,
         textureSubresource);
 }
@@ -1548,7 +1548,7 @@ static void D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage(
     D3D12_INTERNAL_TextureSubresourceBarrier(
         commandBuffer,
         sourceUsageMode,
-        D3D12_INTERNAL_DefaultTextureResourceState(textureSubresource->parent->container->header.info.usageFlags),
+        D3D12_INTERNAL_DefaultTextureResourceState(textureSubresource->parent->container->header.info.usage),
         textureSubresource);
 }
 
@@ -1568,17 +1568,17 @@ static void D3D12_INTERNAL_TextureTransitionToDefaultUsage(
 static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultBufferResourceState(
     D3D12Buffer *buffer)
 {
-    if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX) {
+    if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_VERTEX) {
         return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDEX) {
+    } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_INDEX) {
         return D3D12_RESOURCE_STATE_INDEX_BUFFER;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
+    } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_INDIRECT) {
         return D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ) {
+    } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ) {
         return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ) {
+    } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ) {
         return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) {
+    } else if (buffer->container->usage & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) {
         return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
     } else {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Buffer has no default usage mode!");
@@ -1598,7 +1598,7 @@ static void D3D12_INTERNAL_BufferBarrier(
         destinationState,
         buffer->handle,
         0,
-        buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE);
+        buffer->container->usage & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE);
 
     buffer->transitioned = true;
 }
@@ -1870,10 +1870,10 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
         d3d12GraphicsRootSignature->fragmentUniformBufferRootIndex[i] = -1;
     }
 
-    if (vertexShader->samplerCount > 0) {
+    if (vertexShader->num_samplers > 0) {
         // Vertex Samplers
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
-        descriptorRange.NumDescriptors = vertexShader->samplerCount;
+        descriptorRange.NumDescriptors = vertexShader->num_samplers;
         descriptorRange.BaseShaderRegister = 0;
         descriptorRange.RegisterSpace = 0;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
@@ -1889,7 +1889,7 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
         parameterCount += 1;
 
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
-        descriptorRange.NumDescriptors = vertexShader->samplerCount;
+        descriptorRange.NumDescriptors = vertexShader->num_samplers;
         descriptorRange.BaseShaderRegister = 0;
         descriptorRange.RegisterSpace = 0;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
@@ -1905,11 +1905,11 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
         parameterCount += 1;
     }
 
-    if (vertexShader->storageTextureCount) {
+    if (vertexShader->numStorageTextures) {
         // Vertex storage textures
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
-        descriptorRange.NumDescriptors = vertexShader->storageTextureCount;
-        descriptorRange.BaseShaderRegister = vertexShader->samplerCount;
+        descriptorRange.NumDescriptors = vertexShader->numStorageTextures;
+        descriptorRange.BaseShaderRegister = vertexShader->num_samplers;
         descriptorRange.RegisterSpace = 0;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
         descriptorRanges[rangeCount] = descriptorRange;
@@ -1924,12 +1924,12 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
         parameterCount += 1;
     }
 
-    if (vertexShader->storageBufferCount) {
+    if (vertexShader->numStorageBuffers) {
 
         // Vertex storage buffers
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
-        descriptorRange.NumDescriptors = vertexShader->storageBufferCount;
-        descriptorRange.BaseShaderRegister = vertexShader->samplerCount + vertexShader->storageTextureCount;
+        descriptorRange.NumDescriptors = vertexShader->numStorageBuffers;
+        descriptorRange.BaseShaderRegister = vertexShader->num_samplers + vertexShader->numStorageTextures;
         descriptorRange.RegisterSpace = 0;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
         descriptorRanges[rangeCount] = descriptorRange;
@@ -1945,7 +1945,7 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
     }
 
     // Vertex Uniforms
-    for (Uint32 i = 0; i < vertexShader->uniformBufferCount; i += 1) {
+    for (Uint32 i = 0; i < vertexShader->numUniformBuffers; i += 1) {
         rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
         rootParameter.Descriptor.ShaderRegister = i;
         rootParameter.Descriptor.RegisterSpace = 1;
@@ -1955,10 +1955,10 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
         parameterCount += 1;
     }
 
-    if (fragmentShader->samplerCount) {
+    if (fragmentShader->num_samplers) {
         // Fragment Samplers
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
-        descriptorRange.NumDescriptors = fragmentShader->samplerCount;
+        descriptorRange.NumDescriptors = fragmentShader->num_samplers;
         descriptorRange.BaseShaderRegister = 0;
         descriptorRange.RegisterSpace = 2;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
@@ -1974,7 +1974,7 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
         parameterCount += 1;
 
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
-        descriptorRange.NumDescriptors = fragmentShader->samplerCount;
+        descriptorRange.NumDescriptors = fragmentShader->num_samplers;
         descriptorRange.BaseShaderRegister = 0;
         descriptorRange.RegisterSpace = 2;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
@@ -1990,11 +1990,11 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
         parameterCount += 1;
     }
 
-    if (fragmentShader->storageTextureCount) {
+    if (fragmentShader->numStorageTextures) {
         // Fragment Storage Textures
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
-        descriptorRange.NumDescriptors = fragmentShader->storageTextureCount;
-        descriptorRange.BaseShaderRegister = fragmentShader->samplerCount;
+        descriptorRange.NumDescriptors = fragmentShader->numStorageTextures;
+        descriptorRange.BaseShaderRegister = fragmentShader->num_samplers;
         descriptorRange.RegisterSpace = 2;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
         descriptorRanges[rangeCount] = descriptorRange;
@@ -2009,11 +2009,11 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
         parameterCount += 1;
     }
 
-    if (fragmentShader->storageBufferCount) {
+    if (fragmentShader->numStorageBuffers) {
         // Fragment Storage Buffers
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
-        descriptorRange.NumDescriptors = fragmentShader->storageBufferCount;
-        descriptorRange.BaseShaderRegister = fragmentShader->samplerCount + fragmentShader->storageTextureCount;
+        descriptorRange.NumDescriptors = fragmentShader->numStorageBuffers;
+        descriptorRange.BaseShaderRegister = fragmentShader->num_samplers + fragmentShader->numStorageTextures;
         descriptorRange.RegisterSpace = 2;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
         descriptorRanges[rangeCount] = descriptorRange;
@@ -2029,7 +2029,7 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
     }
 
     // Fragment Uniforms
-    for (Uint32 i = 0; i < fragmentShader->uniformBufferCount; i += 1) {
+    for (Uint32 i = 0; i < fragmentShader->numUniformBuffers; i += 1) {
         rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
         rootParameter.Descriptor.ShaderRegister = i;
         rootParameter.Descriptor.RegisterSpace = 3;
@@ -2095,7 +2095,7 @@ static bool D3D12_INTERNAL_CreateShaderBytecode(
     SDL_GPUShaderFormat format,
     const Uint8 *code,
     size_t codeSize,
-    const char *entryPointName,
+    const char *entrypointName,
     void **pBytecode,
     size_t *pBytecodeSize)
 {
@@ -2141,9 +2141,9 @@ static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature(
         d3d12ComputeRootSignature->uniformBufferRootIndex[i] = -1;
     }
 
-    if (createInfo->readOnlyStorageTextureCount) {
+    if (createInfo->num_readonly_storage_textures) {
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
-        descriptorRange.NumDescriptors = createInfo->readOnlyStorageTextureCount;
+        descriptorRange.NumDescriptors = createInfo->num_readonly_storage_textures;
         descriptorRange.BaseShaderRegister = 0;
         descriptorRange.RegisterSpace = 0;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
@@ -2159,10 +2159,10 @@ static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature(
         parameterCount += 1;
     }
 
-    if (createInfo->readOnlyStorageBufferCount) {
+    if (createInfo->num_readonly_storage_buffers) {
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
-        descriptorRange.NumDescriptors = createInfo->readOnlyStorageBufferCount;
-        descriptorRange.BaseShaderRegister = createInfo->readOnlyStorageTextureCount;
+        descriptorRange.NumDescriptors = createInfo->num_readonly_storage_buffers;
+        descriptorRange.BaseShaderRegister = createInfo->num_readonly_storage_textures;
         descriptorRange.RegisterSpace = 0;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
         descriptorRanges[rangeCount] = descriptorRange;
@@ -2177,9 +2177,9 @@ static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature(
         parameterCount += 1;
     }
 
-    if (createInfo->writeOnlyStorageTextureCount) {
+    if (createInfo->num_writeonly_storage_textures) {
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
-        descriptorRange.NumDescriptors = createInfo->writeOnlyStorageTextureCount;
+        descriptorRange.NumDescriptors = createInfo->num_writeonly_storage_textures;
         descriptorRange.BaseShaderRegister = 0;
         descriptorRange.RegisterSpace = 1;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
@@ -2195,10 +2195,10 @@ static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature(
         parameterCount += 1;
     }
 
-    if (createInfo->writeOnlyStorageBufferCount) {
+    if (createInfo->num_writeonly_storage_buffers) {
         descriptorRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
-        descriptorRange.NumDescriptors = createInfo->writeOnlyStorageBufferCount;
-        descriptorRange.BaseShaderRegister = createInfo->writeOnlyStorageTextureCount;
+        descriptorRange.NumDescriptors = createInfo->num_writeonly_storage_buffers;
+        descriptorRange.BaseShaderRegister = createInfo->num_writeonly_storage_textures;
         descriptorRange.RegisterSpace = 1;
         descriptorRange.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
         descriptorRanges[rangeCount] = descriptorRange;
@@ -2213,7 +2213,7 @@ static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature(
         parameterCount += 1;
     }
 
-    for (Uint32 i = 0; i < createInfo->uniformBufferCount; i += 1) {
+    for (Uint32 i = 0; i < createInfo->num_uniform_buffers; i += 1) {
         rootParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
         rootParameter.Descriptor.ShaderRegister = i;
         rootParameter.Descriptor.RegisterSpace = 2;
@@ -2272,7 +2272,7 @@ static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature(
 
 static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
     SDL_GPURenderer *driverData,
-    const SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo)
+    const SDL_GPUComputePipelineCreateInfo *createinfo)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     void *bytecode;
@@ -2282,10 +2282,10 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
     if (!D3D12_INTERNAL_CreateShaderBytecode(
             renderer,
             SDL_GPU_SHADERSTAGE_COMPUTE,
-            pipelineCreateInfo->format,
-            pipelineCreateInfo->code,
-            pipelineCreateInfo->codeSize,
-            pipelineCreateInfo->entryPointName,
+            createinfo->format,
+            createinfo->code,
+            createinfo->code_size,
+            createinfo->entrypoint,
             &bytecode,
             &bytecodeSize)) {
         return NULL;
@@ -2293,7 +2293,7 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
 
     D3D12ComputeRootSignature *rootSignature = D3D12_INTERNAL_CreateComputeRootSignature(
         renderer,
-        pipelineCreateInfo);
+        createinfo);
 
     if (rootSignature == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not create root signature!");
@@ -2333,11 +2333,11 @@ static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
 
     computePipeline->pipelineState = pipelineState;
     computePipeline->rootSignature = rootSignature;
-    computePipeline->readOnlyStorageTextureCount = pipelineCreateInfo->readOnlyStorageTextureCount;
-    computePipeline->readOnlyStorageBufferCount = pipelineCreateInfo->readOnlyStorageBufferCount;
-    computePipeline->writeOnlyStorageTextureCount = pipelineCreateInfo->writeOnlyStorageTextureCount;
-    computePipeline->writeOnlyStorageBufferCount = pipelineCreateInfo->writeOnlyStorageBufferCount;
-    computePipeline->uniformBufferCount = pipelineCreateInfo->uniformBufferCount;
+    computePipeline->num_readonly_storage_textures = createinfo->num_readonly_storage_textures;
+    computePipeline->num_readonly_storage_buffers = createinfo->num_readonly_storage_buffers;
+    computePipeline->num_writeonly_storage_textures = createinfo->num_writeonly_storage_textures;
+    computePipeline->num_writeonly_storage_buffers = createinfo->num_writeonly_storage_buffers;
+    computePipeline->numUniformBuffers = createinfo->num_uniform_buffers;
     SDL_AtomicSet(&computePipeline->referenceCount, 0);
 
     return (SDL_GPUComputePipeline *)computePipeline;
@@ -2349,10 +2349,10 @@ static bool D3D12_INTERNAL_ConvertRasterizerState(SDL_GPURasterizerState rasteri
         return false;
     }
 
-    desc->FillMode = SDLToD3D12_FillMode[rasterizerState.fillMode];
-    desc->CullMode = SDLToD3D12_CullMode[rasterizerState.cullMode];
+    desc->FillMode = SDLToD3D12_FillMode[rasterizerState.fill_mode];
+    desc->CullMode = SDLToD3D12_CullMode[rasterizerState.cull_mode];
 
-    switch (rasterizerState.frontFace) {
+    switch (rasterizerState.front_face) {
     case SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE:
         desc->FrontCounterClockwise = TRUE;
         break;
@@ -2363,10 +2363,10 @@ static bool D3D12_INTERNAL_ConvertRasterizerState(SDL_GPURasterizerState rasteri
         return false;
     }
 
-    if (rasterizerState.depthBiasEnable) {
-        desc->DepthBias = SDL_lroundf(rasterizerState.depthBiasConstantFactor);
-        desc->DepthBiasClamp = rasterizerState.depthBiasClamp;
-        desc->SlopeScaledDepthBias = rasterizerState.depthBiasSlopeFactor;
+    if (rasterizerState.enable_depth_bias) {
+        desc->DepthBias = SDL_lroundf(rasterizerState.depth_bias_constant_factor);
+        desc->DepthBiasClamp = rasterizerState.depth_bias_clamp;
+        desc->SlopeScaledDepthBias = rasterizerState.depth_bias_slope_factor;
     } else {
         desc->DepthBias = 0;
         desc->DepthBiasClamp = 0.0f;
@@ -2407,19 +2407,19 @@ static bool D3D12_INTERNAL_ConvertBlendState(
         rtBlendDesc.LogicOp = D3D12_LOGIC_OP_NOOP;
         rtBlendDesc.RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
 
-        // If attachmentInfo has more blend states, you can set IndependentBlendEnable to TRUE and assign different blend states to each render target slot
-        if (i < pipelineInfo->attachmentInfo.colorAttachmentCount) {
+        // If target_info has more blend states, you can set IndependentBlendEnable to TRUE and assign different blend states to each render target slot
+        if (i < pipelineInfo->target_info.num_color_targets) {
 
-            SDL_GPUColorAttachmentBlendState sdlBlendState = pipelineInfo->attachmentInfo.colorAttachmentDescriptions[i].blendState;
+            SDL_GPUColorTargetBlendState sdlBlendState = pipelineInfo->target_info.color_target_descriptions[i].blend_state;
 
-            rtBlendDesc.BlendEnable = sdlBlendState.blendEnable;
-            rtBlendDesc.SrcBlend = SDLToD3D12_BlendFactor[sdlBlendState.srcColorBlendFactor];
-            rtBlendDesc.DestBlend = SDLToD3D12_BlendFactor[sdlBlendState.dstColorBlendFactor];
-            rtBlendDesc.BlendOp = SDLToD3D12_BlendOp[sdlBlendState.colorBlendOp];
-            rtBlendDesc.SrcBlendAlpha = SDLToD3D12_BlendFactorAlpha[sdlBlendState.srcAlphaBlendFactor];
-            rtBlendDesc.DestBlendAlpha = SDLToD3D12_BlendFactorAlpha[sdlBlendState.dstAlphaBlendFactor];
-            rtBlendDesc.BlendOpAlpha = SDLToD3D12_BlendOp[sdlBlendState.alphaBlendOp];
-            rtBlendDesc.RenderTargetWriteMask = sdlBlendState.colorWriteMask;
+            rtBlendDesc.BlendEnable = sdlBlendState.enable_blend;
+            rtBlendDesc.SrcBlend = SDLToD3D12_BlendFactor[sdlBlendState.src_color_blendfactor];
+            rtBlendDesc.DestBlend = SDLToD3D12_BlendFactor[sdlBlendState.dst_color_blendfactor];
+            rtBlendDesc.BlendOp = SDLToD3D12_BlendOp[sdlBlendState.color_blend_op];
+            rtBlendDesc.SrcBlendAlpha = SDLToD3D12_BlendFactorAlpha[sdlBlendState.src_alpha_blendfactor];
+            rtBlendDesc.DestBlendAlpha = SDLToD3D12_BlendFactorAlpha[sdlBlendState.dst_alpha_blendfactor];
+            rtBlendDesc.BlendOpAlpha = SDLToD3D12_BlendOp[sdlBlendState.alpha_blend_op];
+            rtBlendDesc.RenderTargetWriteMask = sdlBlendState.color_write_mask;
 
             if (i > 0) {
                 blendDesc->IndependentBlendEnable = TRUE;
@@ -2438,42 +2438,42 @@ static bool D3D12_INTERNAL_ConvertDepthStencilState(SDL_GPUDepthStencilState dep
         return false;
     }
 
-    desc->DepthEnable = depthStencilState.depthTestEnable == true ? TRUE : FALSE;
-    desc->DepthWriteMask = depthStencilState.depthWriteEnable == true ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
-    desc->DepthFunc = SDLToD3D12_CompareOp[depthStencilState.compareOp];
-    desc->StencilEnable = depthStencilState.stencilTestEnable == true ? TRUE : FALSE;
-    desc->StencilReadMask = depthStencilState.compareMask;
-    desc->StencilWriteMask = depthStencilState.writeMask;
+    desc->DepthEnable = depthStencilState.enable_depth_test == true ? TRUE : FALSE;
+    desc->DepthWriteMask = depthStencilState.enable_depth_write == true ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
+    desc->DepthFunc = SDLToD3D12_CompareOp[depthStencilState.compare_op];
+    desc->StencilEnable = depthStencilState.enable_stencil_test == true ? TRUE : FALSE;
+    desc->StencilReadMask = depthStencilState.compare_mask;
+    desc->StencilWriteMask = depthStencilState.write_mask;
 
-    desc->FrontFace.StencilFailOp = SDLToD3D12_StencilOp[depthStencilState.frontStencilState.failOp];
-    desc->FrontFace.StencilDepthFailOp = SDLToD3D12_StencilOp[depthStencilState.frontStencilState.depthFailOp];
-    desc->FrontFace.StencilPassOp = SDLToD3D12_StencilOp[depthStencilState.frontStencilState.passOp];
-    desc->FrontFace.StencilFunc = SDLToD3D12_CompareOp[depthStencilState.frontStencilState.compareOp];
+    desc->FrontFace.StencilFailOp = SDLToD3D12_StencilOp[depthStencilState.front_stencil_state.fail_op];
+    desc->FrontFace.StencilDepthFailOp = SDLToD3D12_StencilOp[depthStencilState.front_stencil_state.depth_fail_op];
+    desc->FrontFace.StencilPassOp = SDLToD3D12_StencilOp[depthStencilState.front_stencil_state.pass_op];
+    desc->FrontFace.StencilFunc = SDLToD3D12_CompareOp[depthStencilState.front_stencil_state.compare_op];
 
-    desc->BackFace.StencilFailOp = SDLToD3D12_StencilOp[depthStencilState.backStencilState.failOp];
-    desc->BackFace.StencilDepthFailOp = SDLToD3D12_StencilOp[depthStencilState.backStencilState.depthFailOp];
-    desc->BackFace.StencilPassOp = SDLToD3D12_StencilOp[depthStencilState.backStencilState.passOp];
-    desc->BackFace.StencilFunc = SDLToD3D12_CompareOp[depthStencilState.backStencilState.compareOp];
+    desc->BackFace.StencilFailOp = SDLToD3D12_StencilOp[depthStencilState.back_stencil_state.fail_op];
+    desc->BackFace.StencilDepthFailOp = SDLToD3D12_StencilOp[depthStencilState.back_stencil_state.depth_fail_op];
+    desc->BackFace.StencilPassOp = SDLToD3D12_StencilOp[depthStencilState.back_stencil_state.pass_op];
+    desc->BackFace.StencilFunc = SDLToD3D12_CompareOp[depthStencilState.back_stencil_state.compare_op];
 
     return true;
 }
 
 static bool D3D12_INTERNAL_ConvertVertexInputState(SDL_GPUVertexInputState vertexInputState, D3D12_INPUT_ELEMENT_DESC *desc, const char *semantic)
 {
-    if (desc == NULL || vertexInputState.vertexAttributeCount == 0) {
+    if (desc == NULL || vertexInputState.num_vertex_attributes == 0) {
         return false;
     }
 
-    for (Uint32 i = 0; i < vertexInputState.vertexAttributeCount; i += 1) {
-        SDL_GPUVertexAttribute attribute = vertexInputState.vertexAttributes[i];
+    for (Uint32 i = 0; i < vertexInputState.num_vertex_attributes; i += 1) {
+        SDL_GPUVertexAttribute attribute = vertexInputState.vertex_attributes[i];
 
         desc[i].SemanticName = semantic;
         desc[i].SemanticIndex = attribute.location;
         desc[i].Format = SDLToD3D12_VertexFormat[attribute.format];
         desc[i].InputSlot = attribute.binding;
         desc[i].AlignedByteOffset = attribute.offset;
-        desc[i].InputSlotClass = SDLToD3D12_InputRate[vertexInputState.vertexBindings[attribute.binding].inputRate];
-        desc[i].InstanceDataStepRate = (vertexInputState.vertexBindings[attribute.binding].inputRate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? vertexInputState.vertexBindings[attribute.binding].instanceStepRate : 0;
+        desc[i].InputSlotClass = SDLToD3D12_InputRate[vertexInputState.vertex_bindings[attribute.binding].input_rate];
+        desc[i].InstanceDataStepRate = (vertexInputState.vertex_bindings[attribute.binding].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? vertexInputState.vertex_bindings[attribute.binding].instance_step_rate : 0;
     }
 
     return true;
@@ -2513,11 +2513,11 @@ static void D3D12_INTERNAL_AssignCpuDescriptorHandle(
 
 static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
     SDL_GPURenderer *driverData,
-    const SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo)
+    const SDL_GPUGraphicsPipelineCreateInfo *createinfo)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
-    D3D12Shader *vertShader = (D3D12Shader *)pipelineCreateInfo->vertexShader;
-    D3D12Shader *fragShader = (D3D12Shader *)pipelineCreateInfo->fragmentShader;
+    D3D12Shader *vertShader = (D3D12Shader *)createinfo->vertex_shader;
+    D3D12Shader *fragShader = (D3D12Shader *)createinfo->fragment_shader;
 
     D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
     SDL_zero(psoDesc);
@@ -2527,21 +2527,21 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
     psoDesc.PS.BytecodeLength = fragShader->bytecodeSize;
 
     D3D12_INPUT_ELEMENT_DESC inputElementDescs[D3D12_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT];
-    if (pipelineCreateInfo->vertexInputState.vertexAttributeCount > 0) {
+    if (createinfo->vertex_input_state.num_vertex_attributes > 0) {
         psoDesc.InputLayout.pInputElementDescs = inputElementDescs;
-        psoDesc.InputLayout.NumElements = pipelineCreateInfo->vertexInputState.vertexAttributeCount;
-        D3D12_INTERNAL_ConvertVertexInputState(pipelineCreateInfo->vertexInputState, inputElementDescs, renderer->semantic);
+        psoDesc.InputLayout.NumElements = createinfo->vertex_input_state.num_vertex_attributes;
+        D3D12_INTERNAL_ConvertVertexInputState(createinfo->vertex_input_state, inputElementDescs, renderer->semantic);
     }
 
     psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
 
-    if (!D3D12_INTERNAL_ConvertRasterizerState(pipelineCreateInfo->rasterizerState, &psoDesc.RasterizerState)) {
+    if (!D3D12_INTERNAL_ConvertRasterizerState(createinfo->rasterizer_state, &psoDesc.RasterizerState)) {
         return NULL;
     }
-    if (!D3D12_INTERNAL_ConvertBlendState(pipelineCreateInfo, &psoDesc.BlendState)) {
+    if (!D3D12_INTERNAL_ConvertBlendState(createinfo, &psoDesc.BlendState)) {
         return NULL;
     }
-    if (!D3D12_INTERNAL_ConvertDepthStencilState(pipelineCreateInfo->depthStencilState, &psoDesc.DepthStencilState)) {
+    if (!D3D12_INTERNAL_ConvertDepthStencilState(createinfo->depth_stencil_state, &psoDesc.DepthStencilState)) {
         return NULL;
     }
 
@@ -2551,13 +2551,13 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
     }
 
     psoDesc.SampleMask = UINT_MAX;
-    psoDesc.SampleDesc.Count = SDLToD3D12_SampleCount[pipelineCreateInfo->multisampleState.sampleCount];
+    psoDesc.SampleDesc.Count = SDLToD3D12_SampleCount[createinfo->multisample_state.sample_count];
     psoDesc.SampleDesc.Quality = 0;
 
-    psoDesc.DSVFormat = SDLToD3D12_TextureFormat[pipelineCreateInfo->attachmentInfo.depthStencilFormat];
-    psoDesc.NumRenderTargets = pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
-    for (uint32_t i = 0; i < pipelineCreateInfo->attachmentInfo.colorAttachmentCount; i += 1) {
-        psoDesc.RTVFormats[i] = SDLToD3D12_TextureFormat[pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format];
+    psoDesc.DSVFormat = SDLToD3D12_TextureFormat[createinfo->target_info.depth_stencil_format];
+    psoDesc.NumRenderTargets = createinfo->target_info.num_color_targets;
+    for (uint32_t i = 0; i < createinfo->target_info.num_color_targets; i += 1) {
+        psoDesc.RTVFormats[i] = SDLToD3D12_TextureFormat[createinfo->target_info.color_target_descriptions[i].format];
     }
 
     // Assuming some default values or further initialization
@@ -2595,21 +2595,21 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
 
     pipeline->pipelineState = pipelineState;
 
-    for (Uint32 i = 0; i < pipelineCreateInfo->vertexInputState.vertexBindingCount; i += 1) {
-        pipeline->vertexStrides[i] = pipelineCreateInfo->vertexInputState.vertexBindings[i].stride;
+    for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
+        pipeline->vertexStrides[i] = createinfo->vertex_input_state.vertex_bindings[i].pitch;
     }
 
-    pipeline->primitiveType = pipelineCreateInfo->primitiveType;
+    pipeline->primitiveType = createinfo->primitive_type;
 
-    pipeline->vertexSamplerCount = vertShader->samplerCount;
-    pipeline->vertexStorageTextureCount = vertShader->storageTextureCount;
-    pipeline->vertexStorageBufferCount = vertShader->storageBufferCount;
-    pipeline->vertexUniformBufferCount = vertShader->uniformBufferCount;
+    pipeline->vertexSamplerCount = vertShader->num_samplers;
+    pipeline->vertexStorageTextureCount = vertShader->numStorageTextures;
+    pipeline->vertexStorageBufferCount = vertShader->numStorageBuffers;
+    pipeline->vertexUniformBufferCount = vertShader->numUniformBuffers;
 
-    pipeline->fragmentSamplerCount = fragShader->samplerCount;
-    pipeline->fragmentStorageTextureCount = fragShader->storageTextureCount;
-    pipeline->fragmentStorageBufferCount = fragShader->storageBufferCount;
-    pipeline->fragmentUniformBufferCount = fragShader->uniformBufferCount;
+    pipeline->fragmentSamplerCount = fragShader->num_samplers;
+    pipeline->fragmentStorageTextureCount = fragShader->numStorageTextures;
+    pipeline->fragmentStorageBufferCount = fragShader->numStorageBuffers;
+    pipeline->fragmentUniformBufferCount = fragShader->numUniformBuffers;
 
     SDL_AtomicSet(&pipeline->referenceCount, 0);
     return (SDL_GPUGraphicsPipeline *)pipeline;
@@ -2617,7 +2617,7 @@ static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
 
 static SDL_GPUSampler *D3D12_CreateSampler(
     SDL_GPURenderer *driverData,
-    const SDL_GPUSamplerCreateInfo *samplerCreateInfo)
+    const SDL_GPUSamplerCreateInfo *createinfo)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12Sampler *sampler = (D3D12Sampler *)SDL_calloc(1, sizeof(D3D12Sampler));
@@ -2627,19 +2627,19 @@ static SDL_GPUSampler *D3D12_CreateSampler(
     D3D12_SAMPLER_DESC samplerDesc;
 
     samplerDesc.Filter = SDLToD3D12_Filter(
-        samplerCreateInfo->minFilter,
-        samplerCreateInfo->magFilter,
-        samplerCreateInfo->mipmapMode,
-        samplerCreateInfo->compareEnable,
-        samplerCreateInfo->anisotropyEnable);
-    samplerDesc.AddressU = SDLToD3D12_SamplerAddressMode[samplerCreateInfo->addressModeU];
-    samplerDesc.AddressV = SDLToD3D12_SamplerAddressMode[samplerCreateInfo->addressModeV];
-    samplerDesc.AddressW = SDLToD3D12_SamplerAddressMode[samplerCreateInfo->addressModeW];
-    samplerDesc.MaxAnisotropy = (Uint32)samplerCreateInfo->maxAnisotropy;
-    samplerDesc.ComparisonFunc = SDLToD3D12_CompareOp[samplerCreateInfo->compareOp];
-    samplerDesc.MinLOD = samplerCreateInfo->minLod;
-    samplerDesc.MaxLOD = samplerCreateInfo->maxLod;
-    samplerDesc.MipLODBias = samplerCreateInfo->mipLodBias;
+        createinfo->min_filter,
+        createinfo->mag_filter,
+        createinfo->mipmap_mode,
+        createinfo->enable_compare,
+        createinfo->enable_anisotropy);
+    samplerDesc.AddressU = SDLToD3D12_SamplerAddressMode[createinfo->address_mode_u];
+    samplerDesc.AddressV = SDLToD3D12_SamplerAddressMode[createinfo->address_mode_v];
+    samplerDesc.AddressW = SDLToD3D12_SamplerAddressMode[createinfo->address_mode_w];
+    samplerDesc.MaxAnisotropy = (Uint32)createinfo->max_anisotropy;
+    samplerDesc.ComparisonFunc = SDLToD3D12_CompareOp[createinfo->compare_op];
+    samplerDesc.MinLOD = createinfo->min_lod;
+    samplerDesc.MaxLOD = createinfo->max_lod;
+    samplerDesc.MipLODBias = createinfo->mip_lod_bias;
     samplerDesc.BorderColor[0] = 0;
     samplerDesc.BorderColor[1] = 0;
     samplerDesc.BorderColor[2] = 0;
@@ -2655,14 +2655,14 @@ static SDL_GPUSampler *D3D12_CreateSampler(
         &samplerDesc,
         sampler->handle.cpuHandle);
 
-    sampler->createInfo = *samplerCreateInfo;
+    sampler->createInfo = *createinfo;
     SDL_AtomicSet(&sampler->referenceCount, 0);
     return (SDL_GPUSampler *)sampler;
 }
 
 static SDL_GPUShader *D3D12_CreateShader(
     SDL_GPURenderer *driverData,
-    const SDL_GPUShaderCreateInfo *shaderCreateInfo)
+    const SDL_GPUShaderCreateInfo *createinfo)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     void *bytecode;
@@ -2671,11 +2671,11 @@ static SDL_GPUShader *D3D12_CreateShader(
 
     if (!D3D12_INTERNAL_CreateShaderBytecode(
             renderer,
-            shaderCreateInfo->stage,
-            shaderCreateInfo->format,
-            shaderCreateInfo->code,
-            shaderCreateInfo->codeSize,
-            shaderCreateInfo->entryPointName,
+            createinfo->stage,
+            createinfo->format,
+            createinfo->code,
+            createinfo->code_size,
+            createinfo->entrypoint,
             &bytecode,
             &bytecodeSize)) {
         return NULL;
@@ -2685,10 +2685,10 @@ static SDL_GPUShader *D3D12_CreateShader(
         SDL_free(bytecode);
         return NULL;
     }
-    shader->samplerCount = shaderCreateInfo->samplerCount;
-    shader->storageBufferCount = shaderCreateInfo->storageBufferCount;
-    shader->storageTextureCount = shaderCreateInfo->storageTextureCount;
-    shader->uniformBufferCount = shaderCreateInfo->uniformBufferCount;
+    shader->num_samplers = createinfo->num_samplers;
+    shader->numStorageBuffers = createinfo->num_storage_buffers;
+    shader->numStorageTextures = createinfo->num_storage_textures;
+    shader->numUniformBuffers = createinfo->num_uniform_buffers;
 
     shader->bytecode = bytecode;
     shader->bytecodeSize = bytecodeSize;
@@ -2698,7 +2698,7 @@ static SDL_GPUShader *D3D12_CreateShader(
 
 static D3D12Texture *D3D12_INTERNAL_CreateTexture(
     D3D12Renderer *renderer,
-    const SDL_GPUTextureCreateInfo *textureCreateInfo,
+    const SDL_GPUTextureCreateInfo *createinfo,
     bool isSwapchainTexture)
 {
     D3D12Texture *texture;
@@ -2717,26 +2717,26 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
         return NULL;
     }
 
-    Uint32 layerCount = textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : textureCreateInfo->layerCountOrDepth;
-    Uint32 depth = textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? textureCreateInfo->layerCountOrDepth : 1;
+    Uint32 layerCount = createinfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : createinfo->layer_count_or_depth;
+    Uint32 depth = createinfo->type == SDL_GPU_TEXTURETYPE_3D ? createinfo->layer_count_or_depth : 1;
 
-    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
+    if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
         resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
         useClearValue = true;
-        clearValue.Color[0] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT, 0);
-        clearValue.Color[1] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT, 0);
-        clearValue.Color[2] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT, 0);
-        clearValue.Color[3] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT, 0);
+        clearValue.Color[0] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT, 0);
+        clearValue.Color[1] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT, 0);
+        clearValue.Color[2] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_B_FLOAT, 0);
+        clearValue.Color[3] = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT, 0);
     }
 
-    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
+    if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
         resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
         useClearValue = true;
-        clearValue.DepthStencil.Depth = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT, 0);
-        clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8, 0);
+        clearValue.DepthStencil.Depth = SDL_GetFloatProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT, 0);
+        clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(createinfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8, 0);
     }
 
-    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
+    if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
         resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
     }
 
@@ -2748,14 +2748,14 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
 
     heapFlags = isSwapchainTexture ? D3D12_HEAP_FLAG_ALLOW_DISPLAY : D3D12_HEAP_FLAG_NONE;
 
-    if (textureCreateInfo->type != SDL_GPU_TEXTURETYPE_3D) {
+    if (createinfo->type != SDL_GPU_TEXTURETYPE_3D) {
         desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
         desc.Alignment = isSwapchainTexture ? 0 : D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
-        desc.Width = textureCreateInfo->width;
-        desc.Height = textureCreateInfo->height;
-        desc.DepthOrArraySize = (UINT16)textureCreateInfo->layerCountOrDepth;
-        desc.MipLevels = (UINT16)textureCreateInfo->levelCount;
-        desc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
+        desc.Width = createinfo->width;
+        desc.Height = createinfo->height;
+        desc.DepthOrArraySize = (UINT16)createinfo->layer_count_or_depth;
+        desc.MipLevels = (UINT16)createinfo->num_levels;
+        desc.Format = SDLToD3D12_TextureFormat[createinfo->format];
         desc.SampleDesc.Count = 1;
         desc.SampleDesc.Quality = 0;
         desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; // Apparently this is the most efficient choice
@@ -2763,18 +2763,18 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
     } else {
         desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
         desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
-        desc.Width = textureCreateInfo->width;
-        desc.Height = textureCreateInfo->height;
-        desc.DepthOrArraySize = (UINT16)textureCreateInfo->layerCountOrDepth;
-        desc.MipLevels = (UINT16)textureCreateInfo->levelCount;
-        desc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
+        desc.Width = createinfo->width;
+        desc.Height = createinfo->height;
+        desc.DepthOrArraySize = (UINT16)createinfo->layer_count_or_depth;
+        desc.MipLevels = (UINT16)createinfo->num_levels;
+        desc.Format = SDLToD3D12_TextureFormat[createinfo->format];
         desc.SampleDesc.Count = 1;
         desc.SampleDesc.Quality = 0;
         desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
         desc.Flags = resourceFlags;
     }
 
-    initialState = isSwapchainTexture ? D3D12_RESOURCE_STATE_PRESENT : D3D12_INTERNAL_DefaultTextureResourceState(textureCreateInfo->usageFlags);
+    initialState = isSwapchainTexture ? D3D12_RESOURCE_STATE_PRESENT : D3D12_INTERNAL_DefaultTextureResourceState(createinfo->usage);
     clearValue.Format = desc.Format;
 
     res = ID3D12Device_CreateCommittedResource(
@@ -2795,9 +2795,9 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
     texture->resource = handle;
 
     // Create the SRV if applicable
-    if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) ||
-        (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) ||
-        (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) {
+    if ((createinfo->usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) ||
+        (createinfo->usage & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) ||
+        (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) {
         D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
 
         D3D12_INTERNAL_AssignCpuDescriptorHandle(
@@ -2805,30 +2805,30 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
             D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
             &texture->srvHandle);
 
-        srvDesc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
+        srvDesc.Format = SDLToD3D12_TextureFormat[createinfo->format];
         srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
 
-        if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
+        if (createinfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
             srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
-            srvDesc.TextureCube.MipLevels = textureCreateInfo->levelCount;
+            srvDesc.TextureCube.MipLevels = createinfo->num_levels;
             srvDesc.TextureCube.MostDetailedMip = 0;
             srvDesc.TextureCube.ResourceMinLODClamp = 0;
-        } else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
+        } else if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
             srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2DARRAY;
-            srvDesc.Texture2DArray.MipLevels = textureCreateInfo->levelCount;
+            srvDesc.Texture2DArray.MipLevels = createinfo->num_levels;
             srvDesc.Texture2DArray.MostDetailedMip = 0;
             srvDesc.Texture2DArray.FirstArraySlice = 0;
             srvDesc.Texture2DArray.ArraySize = layerCount;
             srvDesc.Texture2DArray.ResourceMinLODClamp = 0;
             srvDesc.Texture2DArray.PlaneSlice = 0;
-        } else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) {
+        } else if (createinfo->type == SDL_GPU_TEXTURETYPE_3D) {
             srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE3D;
-            srvDesc.Texture3D.MipLevels = textureCreateInfo->levelCount;
+            srvDesc.Texture3D.MipLevels = createinfo->num_levels;
             srvDesc.Texture3D.MostDetailedMip = 0;
             srvDesc.Texture3D.ResourceMinLODClamp = 0; // default behavior
         } else {
             srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
-            srvDesc.Texture2D.MipLevels = textureCreateInfo->levelCount;
+            srvDesc.Texture2D.MipLevels = createinfo->num_levels;
             srvDesc.Texture2D.MostDetailedMip = 0;
             srvDesc.Texture2D.PlaneSlice = 0;
             srvDesc.Texture2D.ResourceMinLODClamp = 0; // default behavior
@@ -2843,7 +2843,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
 
     SDL_AtomicSet(&texture->referenceCount, 0);
 
-    texture->subresourceCount = textureCreateInfo->levelCount * layerCount;
+    texture->subresourceCount = createinfo->num_levels * layerCount;
     texture->subresources = (D3D12TextureSubresource *)SDL_calloc(
         texture->subresourceCount, sizeof(D3D12TextureSubresource));
     if (!texture->subresources) {
@@ -2851,11 +2851,11 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
         return NULL;
     }
     for (Uint32 layerIndex = 0; layerIndex < layerCount; layerIndex += 1) {
-        for (Uint32 levelIndex = 0; levelIndex < textureCreateInfo->levelCount; levelIndex += 1) {
+        for (Uint32 levelIndex = 0; levelIndex < createinfo->num_levels; levelIndex += 1) {
             Uint32 subresourceIndex = D3D12_INTERNAL_CalcSubresource(
                 levelIndex,
                 layerIndex,
-                textureCreateInfo->levelCount);
+                createinfo->num_levels);
 
             texture->subresources[subresourceIndex].parent = texture;
             texture->subresources[subresourceIndex].layer = layerIndex;
@@ -2868,7 +2868,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
             texture->subresources[subresourceIndex].dsvHandle.heap = NULL;
 
             // Create RTV if needed
-            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
+            if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
                 texture->subresources[subresourceIndex].rtvHandles = (D3D12CPUDescriptor *)SDL_calloc(depth, sizeof(D3D12CPUDescriptor));
 
                 for (Uint32 depthIndex = 0; depthIndex < depth; depthIndex += 1) {
@@ -2879,15 +2879,15 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
                         D3D12_DESCRIPTOR_HEAP_TYPE_RTV,
                         &texture->subresources[subresourceIndex].rtvHandles[depthIndex]);
 
-                    rtvDesc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
+                    rtvDesc.Format = SDLToD3D12_TextureFormat[createinfo->format];
 
-                    if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
+                    if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
                         rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
                         rtvDesc.Texture2DArray.MipSlice = levelIndex;
                         rtvDesc.Texture2DArray.FirstArraySlice = layerIndex;
                         rtvDesc.Texture2DArray.ArraySize = 1;
                         rtvDesc.Texture2DArray.PlaneSlice = 0;
-                    } else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) {
+                    } else if (createinfo->type == SDL_GPU_TEXTURETYPE_3D) {
                         rtvDesc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE3D;
                         rtvDesc.Texture3D.MipSlice = levelIndex;
                         rtvDesc.Texture3D.FirstWSlice = depthIndex;
@@ -2907,7 +2907,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
             }
 
             // Create DSV if needed
-            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
+            if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
                 D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
 
                 D3D12_INTERNAL_AssignCpuDescriptorHandle(
@@ -2915,7 +2915,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
                     D3D12_DESCRIPTOR_HEAP_TYPE_DSV,
                     &texture->subresources[subresourceIndex].dsvHandle);
 
-                dsvDesc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
+                dsvDesc.Format = SDLToD3D12_TextureFormat[createinfo->format];
                 dsvDesc.Flags = (D3D12_DSV_FLAGS)0;
                 dsvDesc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D;
                 dsvDesc.Texture2D.MipSlice = levelIndex;
@@ -2928,7 +2928,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
             }
 
             // Create subresource UAV if necessary
-            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
+            if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
                 D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc;
 
                 D3D12_INTERNAL_AssignCpuDescriptorHandle(
@@ -2936,14 +2936,14 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
                     D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
                     &texture->subresources[subresourceIndex].uavHandle);
 
-                uavDesc.Format = SDLToD3D12_TextureFormat[textureCreateInfo->format];
+                uavDesc.Format = SDLToD3D12_TextureFormat[createinfo->format];
 
-                if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
+                if (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY || createinfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
                     uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2DARRAY;
                     uavDesc.Texture2DArray.MipSlice = levelIndex;
                     uavDesc.Texture2DArray.FirstArraySlice = layerIndex;
                     uavDesc.Texture2DArray.ArraySize = 1;
-                } else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) {
+                } else if (createinfo->type == SDL_GPU_TEXTURETYPE_3D) {
                     uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE3D;
                     uavDesc.Texture3D.MipSlice = levelIndex;
                     uavDesc.Texture3D.FirstWSlice = 0;
@@ -2969,14 +2969,14 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
 
 static SDL_GPUTexture *D3D12_CreateTexture(
     SDL_GPURenderer *driverData,
-    const SDL_GPUTextureCreateInfo *textureCreateInfo)
+    const SDL_GPUTextureCreateInfo *createinfo)
 {
     D3D12TextureContainer *container = (D3D12TextureContainer *)SDL_calloc(1, sizeof(D3D12TextureContainer));
     if (!container) {
         return NULL;
     }
 
-    container->header.info = *textureCreateInfo;
+    container->header.info = *createinfo;
     container->textureCapacity = 1;
     container->textureCount = 1;
     container->textures = (D3D12Texture **)SDL_calloc(
@@ -2992,7 +2992,7 @@ static SDL_GPUTexture *D3D12_CreateTexture(
 
     D3D12Texture *texture = D3D12_INTERNAL_CreateTexture(
         (D3D12Renderer *)driverData,
-        textureCreateInfo,
+        createinfo,
         false);
 
     if (!texture) {
@@ -3013,7 +3013,7 @@ static SDL_GPUTexture *D3D12_CreateTexture(
 static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
     D3D12Renderer *renderer,
     SDL_GPUBufferUsageFlags usageFlags,
-    Uint32 sizeInBytes,
+    Uint32 size,
     D3D12BufferType type)
 {
     D3D12Buffer *buffer;
@@ -3038,7 +3038,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
         resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
     }
 #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
+    if (usage & SDL_GPU_BUFFERUSAGE_INDIRECT) {
         resourceFlags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
     }
 #endif
@@ -3083,7 +3083,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
 
     desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
     desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
-    desc.Width = sizeInBytes;
+    desc.Width = size;
     desc.Height = 1;
     desc.DepthOrArraySize = 1;
     desc.MipLevels = 1;
@@ -3124,7 +3124,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
         uavDesc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
         uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
         uavDesc.Buffer.FirstElement = 0;
-        uavDesc.Buffer.NumElements = sizeInBytes / sizeof(Uint32);
+        uavDesc.Buffer.NumElements = size / sizeof(Uint32);
         uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
         uavDesc.Buffer.CounterOffsetInBytes = 0; // TODO: support counters?
         uavDesc.Buffer.StructureByteStride = 0;
@@ -3150,7 +3150,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
         srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
         srvDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
         srvDesc.Buffer.FirstElement = 0;
-        srvDesc.Buffer.NumElements = sizeInBytes / sizeof(Uint32);
+        srvDesc.Buffer.NumElements = size / sizeof(Uint32);
         srvDesc.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_RAW;
         srvDesc.Buffer.StructureByteStride = 0;
 
@@ -3170,7 +3170,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
             &buffer->cbvDescriptor);
 
         cbvDesc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(handle);
-        cbvDesc.SizeInBytes = sizeInBytes;
+        cbvDesc.SizeInBytes = size;
 
         // Create CBV
         ID3D12Device_CreateConstantBufferView(
@@ -3210,7 +3210,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
 static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
     D3D12Renderer *renderer,
     SDL_GPUBufferUsageFlags usageFlags,
-    Uint32 sizeInBytes,
+    Uint32 size,
     D3D12BufferType type)
 {
     D3D12BufferContainer *container;
@@ -3221,8 +3221,8 @@ static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
         return NULL;
     }
 
-    container->usageFlags = usageFlags;
-    container->size = sizeInBytes;
+    container->usage = usageFlags;
+    container->size = size;
     container->type = type;
 
     container->bufferCapacity = 1;
@@ -3238,7 +3238,7 @@ static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
     buffer = D3D12_INTERNAL_CreateBuffer(
         renderer,
         usageFlags,
-        sizeInBytes,
+        size,
         type);
 
     if (buffer == NULL) {
@@ -3259,24 +3259,24 @@ static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
 static SDL_GPUBuffer *D3D12_CreateBuffer(
     SDL_GPURenderer *driverData,
     SDL_GPUBufferUsageFlags usageFlags,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     return (SDL_GPUBuffer *)D3D12_INTERNAL_CreateBufferContainer(
         (D3D12Renderer *)driverData,
         usageFlags,
-        sizeInBytes,
+        size,
         D3D12_BUFFER_TYPE_GPU);
 }
 
 static SDL_GPUTransferBuffer *D3D12_CreateTransferBuffer(
     SDL_GPURenderer *driverData,
     SDL_GPUTransferBufferUsage usage,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     return (SDL_GPUTransferBuffer *)D3D12_INTERNAL_CreateBufferContainer(
         (D3D12Renderer *)driverData,
         0,
-        sizeInBytes,
+        size,
         usage == SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD ? D3D12_BUFFER_TYPE_UPLOAD : D3D12_BUFFER_TYPE_DOWNLOAD);
 }
 
@@ -3291,7 +3291,7 @@ static void D3D12_SetBufferName(
     D3D12BufferContainer *container = (D3D12BufferContainer *)buffer;
     size_t textLength = SDL_strlen(text) + 1;
 
-    if (renderer->debugMode) {
+    if (renderer->debug_mode) {
         container->debugName = (char *)SDL_realloc(
             container->debugName,
             textLength);
@@ -3319,7 +3319,7 @@ static void D3D12_SetTextureName(
     D3D12TextureContainer *container = (D3D12TextureContainer *)texture;
     size_t textLength = SDL_strlen(text) + 1;
 
-    if (renderer->debugMode) {
+    if (renderer->debug_mode) {
         container->debugName = (char *)SDL_realloc(
             container->debugName,
             textLength);
@@ -3346,11 +3346,11 @@ static bool D3D12_INTERNAL_StrToWStr(
     D3D12Renderer *renderer,
     const char *str,
     wchar_t *wstr,
-    size_t wstr_size,
+    size_t wstrSize,
     Uint32 *outSize)
 {
     size_t inlen, result;
-    size_t outlen = wstr_size;
+    size_t outlen = wstrSize;
 
     if (renderer->iconv == NULL) {
         renderer->iconv = SDL_iconv_open("WCHAR_T", "UTF-8");
@@ -3585,8 +3585,8 @@ static void D3D12_SetViewport(
     d3d12Viewport.TopLeftY = viewport->y;
     d3d12Viewport.Width = viewport->w;
     d3d12Viewport.Height = viewport->h;
-    d3d12Viewport.MinDepth = viewport->minDepth;
-    d3d12Viewport.MaxDepth = viewport->maxDepth;
+    d3d12Viewport.MinDepth = viewport->min_depth;
+    d3d12Viewport.MaxDepth = viewport->max_depth;
     ID3D12GraphicsCommandList_RSSetViewports(d3d12CommandBuffer->graphicsCommandList, 1, &d3d12Viewport);
 }
 
@@ -3628,7 +3628,7 @@ static D3D12TextureSubresource *D3D12_INTERNAL_FetchTextureSubresource(
     Uint32 index = D3D12_INTERNAL_CalcSubresource(
         level,
         layer,
-        container->header.info.levelCount);
+        container->header.info.num_levels);
     return &container->activeTexture->subresources[index];
 }
 
@@ -3673,7 +3673,7 @@ static void D3D12_INTERNAL_CycleActiveTexture(
 
     container->activeTexture = texture;
 
-    if (renderer->debugMode && container->debugName != NULL) {
+    if (renderer->debug_mode && container->debugName != NULL) {
         D3D12_INTERNAL_SetResourceName(
             renderer,
             container->activeTexture->resource,
@@ -3732,7 +3732,7 @@ static void D3D12_INTERNAL_CycleActiveBuffer(
     // No buffer handle is available, create a new one.
     D3D12Buffer *buffer = D3D12_INTERNAL_CreateBuffer(
         renderer,
-        container->usageFlags,
+        container->usage,
         container->size,
         container->type);
 
@@ -3755,7 +3755,7 @@ static void D3D12_INTERNAL_CycleActiveBuffer(
 
     container->activeBuffer = buffer;
 
-    if (renderer->debugMode && container->debugName != NULL) {
+    if (renderer->debug_mode && container->debugName != NULL) {
         D3D12_INTERNAL_SetResourceName(
             renderer,
             container->activeBuffer->handle,
@@ -3787,21 +3787,21 @@ static D3D12Buffer *D3D12_INTERNAL_PrepareBufferForWrite(
 
 static void D3D12_BeginRenderPass(
     SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-    Uint32 colorAttachmentCount,
-    const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    const SDL_GPUColorTargetInfo *colorTargetInfos,
+    Uint32 numColorTargets,
+    const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
     Uint32 framebufferWidth = SDL_MAX_UINT32;
     Uint32 framebufferHeight = SDL_MAX_UINT32;
 
-    for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
-        D3D12TextureContainer *container = (D3D12TextureContainer *)colorAttachmentInfos[i].texture;
-        Uint32 h = container->header.info.height >> colorAttachmentInfos[i].mipLevel;
-        Uint32 w = container->header.info.width >> colorAttachmentInfos[i].mipLevel;
+    for (Uint32 i = 0; i < numColorTargets; i += 1) {
+        D3D12TextureContainer *container = (D3D12TextureContainer *)colorTargetInfos[i].texture;
+        Uint32 h = container->header.info.height >> colorTargetInfos[i].mip_level;
+        Uint32 w = container->header.info.width >> colorTargetInfos[i].mip_level;
 
-        // The framebuffer cannot be larger than the smallest attachment.
+        // The framebuffer cannot be larger than the smallest target.
 
         if (w < framebufferWidth) {
             framebufferWidth = w;
@@ -3811,19 +3811,19 @@ static void D3D12_BeginRenderPass(
             framebufferHeight = h;
         }
 
-        if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
-            SDL_LogError(SDL_LOG_CATEGORY_GPU, "Color attachment texture was not designated as a color target!");
+        if (!(container->header.info.usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
+            SDL_LogError(SDL_LOG_CATEGORY_GPU, "Color target texture was not designated as a color target!");
             return;
         }
     }
 
-    if (depthStencilAttachmentInfo != NULL) {
-        D3D12TextureContainer *container = (D3D12TextureContainer *)depthStencilAttachmentInfo->texture;
+    if (depthStencilTargetInfo != NULL) {
+        D3D12TextureContainer *container = (D3D12TextureContainer *)depthStencilTargetInfo->texture;
 
         Uint32 h = container->header.info.height;
         Uint32 w = container->header.info.width;
 
-        // The framebuffer cannot be larger than the smallest attachment.
+        // The framebuffer cannot be larger than the smallest target.
 
         if (w < framebufferWidth) {
             framebufferWidth = w;
@@ -3834,34 +3834,34 @@ static void D3D12_BeginRenderPass(
         }
 
         // Fixme:
-        if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
-            SDL_LogError(SDL_LOG_CATEGORY_GPU, "Depth stencil attachment texture was not designated as a depth target!");
+        if (!(container->header.info.usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
+            SDL_LogError(SDL_LOG_CATEGORY_GPU, "Depth stencil target texture was not designated as a depth target!");
             return;
         }
     }
 
     D3D12_CPU_DESCRIPTOR_HANDLE rtvs[MAX_COLOR_TARGET_BINDINGS];
 
-    for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
-        D3D12TextureContainer *container = (D3D12TextureContainer *)colorAttachmentInfos[i].texture;
+    for (Uint32 i = 0; i < numColorTargets; i += 1) {
+        D3D12TextureContainer *container = (D3D12TextureContainer *)colorTargetInfos[i].texture;
         D3D12TextureSubresource *subresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite(
             d3d12CommandBuffer,
             container,
-            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorAttachmentInfos[i].layerOrDepthPlane,
-            colorAttachmentInfos[i].mipLevel,
-            colorAttachmentInfos[i].cycle,
+            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorTargetInfos[i].layer_or_depth_plane,
+            colorTargetInfos[i].mip_level,
+            colorTargetInfos[i].cycle,
             D3D12_RESOURCE_STATE_RENDER_TARGET);
 
-        Uint32 rtvIndex = container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorAttachmentInfos[i].layerOrDepthPlane : 0;
+        Uint32 rtvIndex = container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorTargetInfos[i].layer_or_depth_plane : 0;
         D3D12_CPU_DESCRIPTOR_HANDLE rtv =
             subresource->rtvHandles[rtvIndex].cpuHandle;
 
-        if (colorAttachmentInfos[i].loadOp == SDL_GPU_LOADOP_CLEAR) {
+        if (colorTargetInfos[i].load_op == SDL_GPU_LOADOP_CLEAR) {
             float clearColor[4];
-            clearColor[0] = colorAttachmentInfos[i].clearColor.r;
-            clearColor[1] = colorAttachmentInfos[i].clearColor.g;
-            clearColor[2] = colorAttachmentInfos[i].clearColor.b;
-            clearColor[3] = colorAttachmentInfos[i].clearColor.a;
+            clearColor[0] = colorTargetInfos[i].clear_color.r;
+            clearColor[1] = colorTargetInfos[i].clear_color.g;
+            clearColor[2] = colorTargetInfos[i].clear_color.b;
+            clearColor[3] = colorTargetInfos[i].clear_color.a;
 
             ID3D12GraphicsCommandList_ClearRenderTargetView(
                 d3d12CommandBuffer->graphicsCommandList,
@@ -3872,32 +3872,32 @@ static void D3D12_BeginRenderPass(
         }
 
         rtvs[i] = rtv;
-        d3d12CommandBuffer->colorAttachmentTextureSubresources[i] = subresource;
+        d3d12CommandBuffer->colorTargetTextureSubresources[i] = subresource;
 
         D3D12_INTERNAL_TrackTexture(d3d12CommandBuffer, subresource->parent);
     }
 
-    d3d12CommandBuffer->colorAttachmentTextureSubresourceCount = colorAttachmentCount;
+    d3d12CommandBuffer->colorTargetTextureSubresourceCount = numColorTargets;
 
     D3D12_CPU_DESCRIPTOR_HANDLE dsv;
-    if (depthStencilAttachmentInfo != NULL) {
-        D3D12TextureContainer *container = (D3D12TextureContainer *)depthStencilAttachmentInfo->texture;
+    if (depthStencilTargetInfo != NULL) {
+        D3D12TextureContainer *container = (D3D12TextureContainer *)depthStencilTargetInfo->texture;
         D3D12TextureSubresource *subresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite(
             d3d12CommandBuffer,
             container,
             0,
             0,
-            depthStencilAttachmentInfo->cycle,
+            depthStencilTargetInfo->cycle,
             D3D12_RESOURCE_STATE_DEPTH_WRITE);
 
         if (
-            depthStencilAttachmentInfo->loadOp == SDL_GPU_LOADOP_CLEAR ||
-            depthStencilAttachmentInfo->stencilLoadOp == SDL_GPU_LOADOP_CLEAR) {
+            depthStencilTargetInfo->load_op == SDL_GPU_LOADOP_CLEAR ||
+            depthStencilTargetInfo->stencil_load_op == SDL_GPU_LOADOP_CLEAR) {
             D3D12_CLEAR_FLAGS clearFlags = (D3D12_CLEAR_FLAGS)0;
-            if (depthStencilAttachmentInfo->loadOp == SDL_GPU_LOADOP_CLEAR) {
+            if (depthStencilTargetInfo->load_op == SDL_GPU_LOADOP_CLEAR) {
                 clearFlags |= D3D12_CLEAR_FLAG_DEPTH;
             }
-            if (depthStencilAttachmentInfo->stencilLoadOp == SDL_GPU_LOADOP_CLEAR) {
+            if (depthStencilTargetInfo->stencil_load_op == SDL_GPU_LOADOP_CLEAR) {
                 clearFlags |= D3D12_CLEAR_FLAG_STENCIL;
             }
 
@@ -3905,8 +3905,8 @@ static void D3D12_BeginRenderPass(
                 d3d12CommandBuffer->graphicsCommandList,
                 subresource->dsvHandle.cpuHandle,
                 clearFlags,
-                depthStencilAttachmentInfo->depthStencilClearValue.depth,
-                depthStencilAttachmentInfo->depthStencilClearValue.stencil,
+                depthStencilTargetInfo->clear_value.depth,
+                depthStencilTargetInfo->clear_value.stencil,
                 0,
                 NULL);
         }
@@ -3918,10 +3918,10 @@ static void D3D12_BeginRenderPass(
 
     ID3D12GraphicsCommandList_OMSetRenderTargets(
         d3d12CommandBuffer->graphicsCommandList,
-        colorAttachmentCount,
+        numColorTargets,
         rtvs,
         false,
-        (depthStencilAttachmentInfo == NULL) ? NULL : &dsv);
+        (depthStencilTargetInfo == NULL) ? NULL : &dsv);
 
     // Set sensible default states
     SDL_GPUViewport defaultViewport;
@@ -3929,8 +3929,8 @@ static void D3D12_BeginRenderPass(
     defaultViewport.y = 0;
     defaultViewport.w = (float)framebufferWidth;
     defaultViewport.h = (float)framebufferHeight;
-    defaultViewport.minDepth = 0;
-    defaultViewport.maxDepth = 1;
+    defaultViewport.min_depth = 0;
+    defaultViewport.max_depth = 1;
 
     D3D12_SetViewport(
         commandBuffer,
@@ -4048,7 +4048,7 @@ static void D3D12_INTERNAL_PushUniformData(
     SDL_GPUShaderStage shaderStage,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     D3D12UniformBuffer *uniformBuffer;
 
@@ -4077,7 +4077,7 @@ static void D3D12_INTERNAL_PushUniformData(
 
     uniformBuffer->currentBlockSize =
         D3D12_INTERNAL_Align(
-            dataLengthInBytes,
+            length,
             256);
 
     // If there is no more room, acquire a new uniform buffer
@@ -4109,7 +4109,7 @@ static void D3D12_INTERNAL_PushUniformData(
     SDL_memcpy(
         (Uint8 *)uniformBuffer->buffer->mapPointer + uniformBuffer->writeOffset,
         data,
-        dataLengthInBytes);
+        length);
 
     uniformBuffer->writeOffset += uniformBuffer->currentBlockSize;
 
@@ -4172,37 +4172,37 @@ static void D3D12_BindGraphicsPipeline(
 static void D3D12_BindVertexBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstBinding,
-    const SDL_GPUBufferBinding *pBindings,
-    Uint32 bindingCount)
+    const SDL_GPUBufferBinding *bindings,
+    Uint32 numBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
-        D3D12Buffer *currentBuffer = ((D3D12BufferContainer *)pBindings[i].buffer)->activeBuffer;
+    for (Uint32 i = 0; i < numBindings; i += 1) {
+        D3D12Buffer *currentBuffer = ((D3D12BufferContainer *)bindings[i].buffer)->activeBuffer;
         d3d12CommandBuffer->vertexBuffers[firstBinding + i] = currentBuffer;
-        d3d12CommandBuffer->vertexBufferOffsets[firstBinding + i] = pBindings[i].offset;
+        d3d12CommandBuffer->vertexBufferOffsets[firstBinding + i] = bindings[i].offset;
         D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, currentBuffer);
     }
 
     d3d12CommandBuffer->vertexBufferCount =
-        SDL_max(d3d12CommandBuffer->vertexBufferCount, firstBinding + bindingCount);
+        SDL_max(d3d12CommandBuffer->vertexBufferCount, firstBinding + numBindings);
 
     d3d12CommandBuffer->needVertexBufferBind = true;
 }
 
 static void D3D12_BindIndexBuffer(
     SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUBufferBinding *pBinding,
+    const SDL_GPUBufferBinding *binding,
     SDL_GPUIndexElementSize indexElementSize)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
-    D3D12Buffer *buffer = ((D3D12BufferContainer *)pBinding->buffer)->activeBuffer;
+    D3D12Buffer *buffer = ((D3D12BufferContainer *)binding->buffer)->activeBuffer;
     D3D12_INDEX_BUFFER_VIEW view;
 
     D3D12_INTERNAL_TrackBuffer(d3d12CommandBuffer, buffer);
 
-    view.BufferLocation = buffer->virtualAddress + pBinding->offset;
-    view.SizeInBytes = buffer->container->size - pBinding->offset;
+    view.BufferLocation = buffer->virtualAddress + binding->offset;
+    view.SizeInBytes = buffer->container->size - binding->offset;
     view.Format =
         indexElementSize == SDL_GPU_INDEXELEMENTSIZE_16BIT ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
 
@@ -4215,11 +4215,11 @@ static void D3D12_BindVertexSamplers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D12TextureContainer *container = (D3D12TextureContainer *)textureSamplerBindings[i].texture;
         D3D12Sampler *sampler = (D3D12Sampler *)textureSamplerBindings[i].sampler;
 
@@ -4242,11 +4242,11 @@ static void D3D12_BindVertexStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextures[i];
         D3D12Texture *texture = container->activeTexture;
 
@@ -4262,11 +4262,11 @@ static void D3D12_BindVertexStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D12BufferContainer *container = (D3D12BufferContainer *)storageBuffers[i];
 
         D3D12_INTERNAL_TrackBuffer(
@@ -4283,11 +4283,11 @@ static void D3D12_BindFragmentSamplers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D12TextureContainer *container = (D3D12TextureContainer *)textureSamplerBindings[i].texture;
         D3D12Sampler *sampler = (D3D12Sampler *)textureSamplerBindings[i].sampler;
 
@@ -4310,11 +4310,11 @@ static void D3D12_BindFragmentStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextures[i];
         D3D12Texture *texture = container->activeTexture;
 
@@ -4330,11 +4330,11 @@ static void D3D12_BindFragmentStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         D3D12BufferContainer *container = (D3D12BufferContainer *)storageBuffers[i];
 
         D3D12_INTERNAL_TrackBuffer(
@@ -4351,7 +4351,7 @@ static void D3D12_PushVertexUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
@@ -4360,14 +4360,14 @@ static void D3D12_PushVertexUniformData(
         SDL_GPU_SHADERSTAGE_VERTEX,
         slotIndex,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 static void D3D12_PushFragmentUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
@@ -4376,7 +4376,7 @@ static void D3D12_PushFragmentUniformData(
         SDL_GPU_SHADERSTAGE_FRAGMENT,
         slotIndex,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 static void D3D12_INTERNAL_WriteGPUDescriptors(
@@ -4614,8 +4614,8 @@ static void D3D12_INTERNAL_BindGraphicsResources(
 
 static void D3D12_DrawIndexedPrimitives(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 indexCount,
-    Uint32 instanceCount,
+    Uint32 numIndices,
+    Uint32 numInstances,
     Uint32 firstIndex,
     Sint32 vertexOffset,
     Uint32 firstInstance)
@@ -4625,8 +4625,8 @@ static void D3D12_DrawIndexedPrimitives(
 
     ID3D12GraphicsCommandList_DrawIndexedInstanced(
         d3d12CommandBuffer->graphicsCommandList,
-        indexCount,
-        instanceCount,
+        numIndices,
+        numInstances,
         firstIndex,
         vertexOffset,
         firstInstance);
@@ -4634,8 +4634,8 @@ static void D3D12_DrawIndexedPrimitives(
 
 static void D3D12_DrawPrimitives(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 vertexCount,
-    Uint32 instanceCount,
+    Uint32 numVertices,
+    Uint32 numInstances,
     Uint32 firstVertex,
     Uint32 firstInstance)
 {
@@ -4644,8 +4644,8 @@ static void D3D12_DrawPrimitives(
 
     ID3D12GraphicsCommandList_DrawInstanced(
         d3d12CommandBuffer->graphicsCommandList,
-        vertexCount,
-        instanceCount,
+        numVertices,
+        numInstances,
         firstVertex,
         firstInstance);
 }
@@ -4653,29 +4653,29 @@ static void D3D12_DrawPrimitives(
 static void D3D12_DrawPrimitivesIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
+    Uint32 offset,
     Uint32 drawCount,
-    Uint32 stride)
+    Uint32 pitch)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer;
 
     D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
 
-    if (stride == sizeof(SDL_GPUIndirectDrawCommand)) {
+    if (pitch == sizeof(SDL_GPUIndirectDrawCommand)) {
         // Real multi-draw!
         ID3D12GraphicsCommandList_ExecuteIndirect(
             d3d12CommandBuffer->graphicsCommandList,
             d3d12CommandBuffer->renderer->indirectDrawCommandSignature,
             drawCount,
             d3d12Buffer->handle,
-            offsetInBytes,
+            offset,
             NULL,
             0);
     } else {
         /* Fake multi-draw...
          * FIXME: we could make this real multi-draw
-         * if we have a lookup to get command signature per stride value
+         * if we have a lookup to get command signature per pitch value
          */
         for (Uint32 i = 0; i < drawCount; i += 1) {
             ID3D12GraphicsCommandList_ExecuteIndirect(
@@ -4683,7 +4683,7 @@ static void D3D12_DrawPrimitivesIndirect(
                 d3d12CommandBuffer->renderer->indirectDrawCommandSignature,
                 1,
                 d3d12Buffer->handle,
-                offsetInBytes + (stride * i),
+                offset + (pitch * i),
                 NULL,
                 0);
         }
@@ -4693,29 +4693,29 @@ static void D3D12_DrawPrimitivesIndirect(
 static void D3D12_DrawIndexedPrimitivesIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
+    Uint32 offset,
     Uint32 drawCount,
-    Uint32 stride)
+    Uint32 pitch)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer;
 
     D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
 
-    if (stride == sizeof(SDL_GPUIndexedIndirectDrawCommand)) {
+    if (pitch == sizeof(SDL_GPUIndexedIndirectDrawCommand)) {
         // Real multi-draw!
         ID3D12GraphicsCommandList_ExecuteIndirect(
             d3d12CommandBuffer->graphicsCommandList,
             d3d12CommandBuffer->renderer->indirectIndexedDrawCommandSignature,
             drawCount,
             d3d12Buffer->handle,
-            offsetInBytes,
+            offset,
             NULL,
             0);
     } else {
         /* Fake multi-draw...
          * FIXME: we could make this real multi-draw
-         * if we have a lookup to get command signature per stride value
+         * if we have a lookup to get command signature per pitch value
          */
         for (Uint32 i = 0; i < drawCount; i += 1) {
             ID3D12GraphicsCommandList_ExecuteIndirect(
@@ -4723,7 +4723,7 @@ static void D3D12_DrawIndexedPrimitivesIndirect(
                 d3d12CommandBuffer->renderer->indirectIndexedDrawCommandSignature,
                 1,
                 d3d12Buffer->handle,
-                offsetInBytes + (stride * i),
+                offset + (pitch * i),
                 NULL,
                 0);
         }
@@ -4736,15 +4736,15 @@ static void D3D12_EndRenderPass(
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     Uint32 i;
 
-    for (i = 0; i < d3d12CommandBuffer->colorAttachmentTextureSubresourceCount; i += 1) {
+    for (i = 0; i < d3d12CommandBuffer->colorTargetTextureSubresourceCount; i += 1) {
         D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage(
             d3d12CommandBuffer,
             D3D12_RESOURCE_STATE_RENDER_TARGET,
-            d3d12CommandBuffer->colorAttachmentTextureSubresources[i]);
+            d3d12CommandBuffer->colorTargetTextureSubresources[i]);
 
-        d3d12CommandBuffer->colorAttachmentTextureSubresources[i] = NULL;
+        d3d12CommandBuffer->colorTargetTextureSubresources[i] = NULL;
     }
-    d3d12CommandBuffer->colorAttachmentTextureSubresourceCount = 0;
+    d3d12CommandBuffer->colorTargetTextureSubresourceCount = 0;
 
     if (d3d12CommandBuffer->depthStencilTextureSubresource != NULL) {
         D3D12_INTERNAL_TextureSubresourceTransitionToDefaultUsage(
@@ -4765,7 +4765,7 @@ static void D3D12_EndRenderPass(
         NULL);
 
     // Reset bind state
-    SDL_zeroa(d3d12CommandBuffer->colorAttachmentTextureSubresources);
+    SDL_zeroa(d3d12CommandBuffer->colorTargetTextureSubresources);
     d3d12CommandBuffer->depthStencilTextureSubresource = NULL;
 
     SDL_zeroa(d3d12CommandBuffer->vertexBuffers);
@@ -4788,23 +4788,23 @@ static void D3D12_EndRenderPass(
 static void D3D12_BeginComputePass(
     SDL_GPUCommandBuffer *commandBuffer,
     const SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
-    Uint32 storageTextureBindingCount,
+    Uint32 numStorageTextureBindings,
     const SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
-    Uint32 storageBufferBindingCount)
+    Uint32 numStorageBufferBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresourceCount = storageTextureBindingCount;
-    d3d12CommandBuffer->computeWriteOnlyStorageBufferCount = storageBufferBindingCount;
+    d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresourceCount = numStorageTextureBindings;
+    d3d12CommandBuffer->computeWriteOnlyStorageBufferCount = numStorageBufferBindings;
 
     /* Write-only resources will be actually bound in BindComputePipeline
      * after the root signature is set.
      * We also have to scan to see which barriers we actually need because depth slices aren't separate subresources
      */
-    if (storageTextureBindingCount > 0) {
-        for (Uint32 i = 0; i < storageTextureBindingCount; i += 1) {
+    if (numStorageTextureBindings > 0) {
+        for (Uint32 i = 0; i < numStorageTextureBindings; i += 1) {
             D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextureBindings[i].texture;
-            if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
+            if (!(container->header.info.usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
                 SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
             }
 
@@ -4812,7 +4812,7 @@ static void D3D12_BeginComputePass(
                 d3d12CommandBuffer,
                 container,
                 storageTextureBindings[i].layer,
-                storageTextureBindings[i].mipLevel,
+                storageTextureBindings[i].mip_level,
                 storageTextureBindings[i].cycle,
                 D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
 
@@ -4824,10 +4824,10 @@ static void D3D12_BeginComputePass(
         }
     }
 
-    if (storageBufferBindingCount > 0) {
-        for (Uint32 i = 0; i < storageBufferBindingCount; i += 1) {
+    if (numStorageBufferBindings > 0) {
+        for (Uint32 i = 0; i < numStorageBufferBindings; i += 1) {
             D3D12BufferContainer *container = (D3D12BufferContainer *)storageBufferBindings[i].buffer;
-            if (!(container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) {
+            if (!(container->usage & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) {
                 SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
             }
             D3D12Buffer *buffer = D3D12_INTERNAL_PrepareBufferForWrite(
@@ -4871,7 +4871,7 @@ static void D3D12_BindComputePipeline(
         d3d12CommandBuffer->needComputeUniformBufferBind[i] = true;
     }
 
-    for (Uint32 i = 0; i < pipeline->uniformBufferCount; i += 1) {
+    for (Uint32 i = 0; i < pipeline->numUniformBuffers; i += 1) {
         if (d3d12CommandBuffer->computeUniformBuffers[i] == NULL) {
             d3d12CommandBuffer->computeUniformBuffers[i] = D3D12_INTERNAL_AcquireUniformBufferFromPool(
                 d3d12CommandBuffer);
@@ -4881,8 +4881,8 @@ static void D3D12_BindComputePipeline(
     D3D12_INTERNAL_TrackComputePipeline(d3d12CommandBuffer, pipeline);
 
     // Bind write-only resources after setting root signature
-    if (pipeline->writeOnlyStorageTextureCount > 0) {
-        for (Uint32 i = 0; i < pipeline->writeOnlyStorageTextureCount; i += 1) {
+    if (pipeline->num_writeonly_storage_textures > 0) {
+        for (Uint32 i = 0; i < pipeline->num_writeonly_storage_textures; i += 1) {
             cpuHandles[i] = d3d12CommandBuffer->computeWriteOnlyStorageTextureSubresources[i]->uavHandle.cpuHandle;
         }
 
@@ -4899,8 +4899,8 @@ static void D3D12_BindComputePipeline(
             gpuDescriptorHandle);
     }
 
-    if (pipeline->writeOnlyStorageBufferCount > 0) {
-        for (Uint32 i = 0; i < pipeline->writeOnlyStorageBufferCount; i += 1) {
+    if (pipeline->num_writeonly_storage_buffers > 0) {
+        for (Uint32 i = 0; i < pipeline->num_writeonly_storage_buffers; i += 1) {
             cpuHandles[i] = d3d12CommandBuffer->computeWriteOnlyStorageBuffers[i]->uavDescriptor.cpuHandle;
         }
 
@@ -4922,11 +4922,11 @@ static void D3D12_BindComputeStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         if (d3d12CommandBuffer->computeReadOnlyStorageTextures[firstSlot + i] != NULL) {
             D3D12_INTERNAL_TextureTransitionToDefaultUsage(
                 d3d12CommandBuffer,
@@ -4954,11 +4954,11 @@ static void D3D12_BindComputeStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         if (d3d12CommandBuffer->computeReadOnlyStorageBuffers[firstSlot + i] != NULL) {
             D3D12_INTERNAL_BufferTransitionToDefaultUsage(
                 d3d12CommandBuffer,
@@ -4988,7 +4988,7 @@ static void D3D12_PushComputeUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
@@ -4997,7 +4997,7 @@ static void D3D12_PushComputeUniformData(
         SDL_GPU_SHADERSTAGE_COMPUTE,
         slotIndex,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 static void D3D12_INTERNAL_BindComputeResources(
@@ -5009,8 +5009,8 @@ static void D3D12_INTERNAL_BindComputeResources(
     D3D12_GPU_DESCRIPTOR_HANDLE gpuDescriptorHandle;
 
     if (commandBuffer->needComputeReadOnlyStorageTextureBind) {
-        if (computePipeline->readOnlyStorageTextureCount > 0) {
-            for (Uint32 i = 0; i < computePipeline->readOnlyStorageTextureCount; i += 1) {
+        if (computePipeline->num_readonly_storage_textures > 0) {
+            for (Uint32 i = 0; i < computePipeline->num_readonly_storage_textures; i += 1) {
                 cpuHandles[i] = commandBuffer->computeReadOnlyStorageTextures[i]->srvHandle.cpuHandle;
             }
 
@@ -5018,7 +5018,7 @@ static void D3D12_INTERNAL_BindComputeResources(
                 commandBuffer,
                 D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
                 cpuHandles,
-                computePipeline->readOnlyStorageTextureCount,
+                computePipeline->num_readonly_storage_textures,
                 &gpuDescriptorHandle);
 
             ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
@@ -5030,8 +5030,8 @@ static void D3D12_INTERNAL_BindComputeResources(
     }
 
     if (commandBuffer->needComputeReadOnlyStorageBufferBind) {
-        if (computePipeline->readOnlyStorageBufferCount > 0) {
-            for (Uint32 i = 0; i < computePipeline->readOnlyStorageBufferCount; i += 1) {
+        if (computePipeline->num_readonly_storage_buffers > 0) {
+            for (Uint32 i = 0; i < computePipeline->num_readonly_storage_buffers; i += 1) {
                 cpuHandles[i] = commandBuffer->computeReadOnlyStorageBuffers[i]->srvDescriptor.cpuHandle;
             }
 
@@ -5039,7 +5039,7 @@ static void D3D12_INTERNAL_BindComputeResources(
                 commandBuffer,
                 D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
                 cpuHandles,
-                computePipeline->readOnlyStorageBufferCount,
+                computePipeline->num_readonly_storage_buffers,
                 &gpuDescriptorHandle);
 
             ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
@@ -5052,7 +5052,7 @@ static void D3D12_INTERNAL_BindComputeResources(
 
     for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) {
         if (commandBuffer->needComputeUniformBufferBind[i]) {
-            if (computePipeline->uniformBufferCount > i) {
+            if (computePipeline->numUniformBuffers > i) {
                 ID3D12GraphicsCommandList_SetComputeRootConstantBufferView(
                     commandBuffer->graphicsCommandList,
                     computePipeline->rootSignature->uniformBufferRootIndex[i],
@@ -5065,24 +5065,24 @@ static void D3D12_INTERNAL_BindComputeResources(
 
 static void D3D12_DispatchCompute(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 groupCountX,
-    Uint32 groupCountY,
-    Uint32 groupCountZ)
+    Uint32 groupcountX,
+    Uint32 groupcountY,
+    Uint32 groupcountZ)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
     D3D12_INTERNAL_BindComputeResources(d3d12CommandBuffer);
     ID3D12GraphicsCommandList_Dispatch(
         d3d12CommandBuffer->graphicsCommandList,
-        groupCountX,
-        groupCountY,
-        groupCountZ);
+        groupcountX,
+        groupcountY,
+        groupcountZ);
 }
 
 static void D3D12_DispatchComputeIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes)
+    Uint32 offset)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12Buffer *d3d12Buffer = ((D3D12BufferContainer *)buffer)->activeBuffer;
@@ -5093,7 +5093,7 @@ static void D3D12_DispatchComputeIndirect(
         d3d12CommandBuffer->renderer->indirectDispatchCommandSignature,
         1,
         d3d12Buffer->handle,
-        offsetInBytes,
+        offset,
         NULL,
         0);
 }
@@ -5217,14 +5217,14 @@ static void D3D12_UploadToTexture(
     bool cycle)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
-    D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)source->transferBuffer;
+    D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)source->transfer_buffer;
     D3D12Buffer *temporaryBuffer = NULL;
     D3D12_TEXTURE_COPY_LOCATION sourceLocation;
     D3D12_TEXTURE_COPY_LOCATION destinationLocation;
-    Uint32 pixelsPerRow = source->imagePitch;
+    Uint32 pixelsPerRow = source->pixels_per_row;
     Uint32 rowPitch;
     Uint32 alignedRowPitch;
-    Uint32 rowsPerSlice = source->imageHeight;
+    Uint32 rowsPerSlice = source->rows_per_layer;
     Uint32 bytesPerSlice;
     bool needsRealignment;
     bool needsPlacementCopy;
@@ -5236,7 +5236,7 @@ static void D3D12_UploadToTexture(
         d3d12CommandBuffer,
         textureContainer,
         destination->layer,
-        destination->mipLevel,
+        destination->mip_level,
         cycle,
         D3D12_RESOURCE_STATE_COPY_DEST);
 
@@ -5393,7 +5393,7 @@ static void D3D12_UploadToBuffer(
     bool cycle)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
-    D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)source->transferBuffer;
+    D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)source->transfer_buffer;
     D3D12BufferContainer *bufferContainer = (D3D12BufferContainer *)destination->buffer;
 
     // The transfer buffer does not need a barrier, it is synced by the client.
@@ -5437,13 +5437,13 @@ static void D3D12_CopyTextureToTexture(
     D3D12TextureSubresource *sourceSubresource = D3D12_INTERNAL_FetchTextureSubresource(
         (D3D12TextureContainer *)source->texture,
         source->layer,
-        source->mipLevel);
+        source->mip_level);
 
     D3D12TextureSubresource *destinationSubresource = D3D12_INTERNAL_PrepareTextureSubresourceForWrite(
         d3d12CommandBuffer,
         (D3D12TextureContainer *)destination->texture,
         destination->layer,
-        destination->mipLevel,
+        destination->mip_level,
         cycle,
         D3D12_RESOURCE_STATE_COPY_DEST);
 
@@ -5543,10 +5543,10 @@ static void D3D12_DownloadFromTexture(
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12_TEXTURE_COPY_LOCATION sourceLocation;
     D3D12_TEXTURE_COPY_LOCATION destinationLocation;
-    Uint32 pixelsPerRow = destination->imagePitch;
+    Uint32 pixelsPerRow = destination->pixels_per_row;
     Uint32 rowPitch;
     Uint32 alignedRowPitch;
-    Uint32 rowsPerSlice = destination->imageHeight;
+    Uint32 rowsPerSlice = destination->rows_per_layer;
     bool needsRealignment;
     bool needsPlacementCopy;
     D3D12TextureDownload *textureDownload = NULL;
@@ -5554,8 +5554,8 @@ static void D3D12_DownloadFromTexture(
     D3D12TextureSubresource *sourceSubresource = D3D12_INTERNAL_FetchTextureSubresource(
         sourceContainer,
         source->layer,
-        source->mipLevel);
-    D3D12BufferContainer *destinationContainer = (D3D12BufferContainer *)destination->transferBuffer;
+        source->mip_level);
+    D3D12BufferContainer *destinationContainer = (D3D12BufferContainer *)destination->transfer_buffer;
     D3D12Buffer *destinationBuffer = destinationContainer->activeBuffer;
 
     /* D3D12 requires texture data row pitch to be 256 byte aligned, which is obviously insane.
@@ -5681,7 +5681,7 @@ static void D3D12_DownloadFromBuffer(
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12BufferContainer *sourceContainer = (D3D12BufferContainer *)source->buffer;
-    D3D12BufferContainer *destinationContainer = (D3D12BufferContainer *)destination->transferBuffer;
+    D3D12BufferContainer *destinationContainer = (D3D12BufferContainer *)destination->transfer_buffer;
 
     D3D12Buffer *sourceBuffer = sourceContainer->activeBuffer;
     D3D12_INTERNAL_BufferTransitionFromDefaultUsage(
@@ -5744,20 +5744,20 @@ static void D3D12_GenerateMipmaps(
     }
 
     // We have to do this one subresource at a time
-    for (Uint32 layerOrDepthIndex = 0; layerOrDepthIndex < container->header.info.layerCountOrDepth; layerOrDepthIndex += 1) {
-        for (Uint32 levelIndex = 1; levelIndex < container->header.info.levelCount; levelIndex += 1) {
+    for (Uint32 layerOrDepthIndex = 0; layerOrDepthIndex < container->header.info.layer_count_or_depth; layerOrDepthIndex += 1) {
+        for (Uint32 levelIndex = 1; levelIndex < container->header.info.num_levels; levelIndex += 1) {
 
             srcRegion.texture = texture;
-            srcRegion.mipLevel = levelIndex - 1;
-            srcRegion.layerOrDepthPlane = layerOrDepthIndex;
+            srcRegion.mip_level = levelIndex - 1;
+            srcRegion.layer_or_depth_plane = layerOrDepthIndex;
             srcRegion.x = 0;
             srcRegion.y = 0;
             srcRegion.w = container->header.info.width >> (levelIndex - 1);
             srcRegion.h = container->header.info.height >> (levelIndex - 1);
 
             dstRegion.texture = texture;
-            dstRegion.mipLevel = levelIndex;
-            dstRegion.layerOrDepthPlane = layerOrDepthIndex;
+            dstRegion.mip_level = levelIndex;
+            dstRegion.layer_or_depth_plane = layerOrDepthIndex;
             dstRegion.x = 0;
             dstRegion.y = 0;
             dstRegion.w = container->header.info.width >> levelIndex;
@@ -5781,7 +5781,7 @@ static void D3D12_Blit(
     const SDL_GPUBlitRegion *source,
     const SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GPUFilter filterMode,
+    SDL_GPUFilter filter,
     bool cycle)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -5792,7 +5792,7 @@ static void D3D12_Blit(
         source,
         destination,
         flipMode,
-        filterMode,
+        filter,
         cycle,
         renderer->blitLinearSampler,
         renderer->blitNearestSampler,
@@ -5822,8 +5822,8 @@ static bool D3D12_SupportsSwapchainComposition(
 {
 #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
     // FIXME: HDR support would be nice to add, but it seems complicated...
-    return swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR ||
-           swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR;
+    return swapchain_composition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR ||
+           swapchain_composition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR;
 #else
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     DXGI_FORMAT format;
@@ -5898,8 +5898,8 @@ static bool D3D12_SupportsPresentMode(
 static bool D3D12_INTERNAL_CreateSwapchain(
     D3D12Renderer *renderer,
     D3D12WindowData *windowData,
-    SDL_GPUSwapchainComposition swapchainComposition,
-    SDL_GPUPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchain_composition,
+    SDL_GPUPresentMode present_mode)
 {
     int width, height;
     SDL_GPUTextureCreateInfo createInfo;
@@ -5913,10 +5913,10 @@ static bool D3D12_INTERNAL_CreateSwapchain(
     createInfo.type = SDL_GPU_TEXTURETYPE_2D;
     createInfo.width = width;
     createInfo.height = height;
-    createInfo.format = SwapchainCompositionToSDLTextureFormat[swapchainComposition];
-    createInfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
-    createInfo.layerCountOrDepth = 1;
-    createInfo.levelCount = 1;
+    createInfo.format = SwapchainCompositionToSDLTextureFormat[swapchain_composition];
+    createInfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
+    createInfo.layer_count_or_depth = 1;
+    createInfo.num_levels = 1;
 
     for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) {
         texture = D3D12_INTERNAL_CreateTexture(renderer, &createInfo, true);
@@ -5930,8 +5930,8 @@ static bool D3D12_INTERNAL_CreateSwapchain(
     }
 
     // Initialize the swapchain data
-    windowData->presentMode = presentMode;
-    windowData->swapchainComposition = swapchainComposition;
+    windowData->present_mode = present_mode;
+    windowData->swapchain_composition = swapchain_composition;
     windowData->swapchainColorSpace = DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709;
     windowData->frameCounter = 0;
     windowData->swapchainWidth = width;
@@ -5993,8 +5993,8 @@ static bool D3D12_INTERNAL_ResizeSwapchainIfNeeded(
         D3D12_INTERNAL_CreateSwapchain(
             renderer,
             windowData,
-            windowData->swapchainComposition,
-            windowData->presentMode);
+            windowData->swapchain_composition,
+            windowData->present_mode);
     }
 
     return true;
@@ -6048,11 +6048,11 @@ static bool D3D12_INTERNAL_InitializeSwapchainTexture(
     ID3D12Resource_GetDesc(swapchainTexture, &textureDesc);
     pTextureContainer->header.info.width = (Uint32)textureDesc.Width;
     pTextureContainer->header.info.height = (Uint32)textureDesc.Height;
-    pTextureContainer->header.info.layerCountOrDepth = 1;
-    pTextureContainer->header.info.levelCount = 1;
+    pTextureContainer->header.info.layer_count_or_depth = 1;
+    pTextureContainer->header.info.num_levels = 1;
     pTextureContainer->header.info.type = SDL_GPU_TEXTURETYPE_2D;
-    pTextureContainer->header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
-    pTextureContainer->header.info.sampleCount = SDL_GPU_SAMPLECOUNT_1;
+    pTextureContainer->header.info.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
+    pTextureContainer->header.info.sample_count = SDL_GPU_SAMPLECOUNT_1;
     pTextureContainer->header.info.format = SwapchainCompositionToSDLTextureFormat[composition];
 
     pTextureContainer->debugName = NULL;
@@ -6312,7 +6312,7 @@ static bool D3D12_INTERNAL_CreateSwapchain(
 
     // Initialize the swapchain data
     windowData->swapchain = swapchain3;
-    windowData->presentMode = presentMode;
+    windowData->present_mode = presentMode;
     windowData->swapchainComposition = swapchainComposition;
     windowData->swapchainColorSpace = SwapchainCompositionToColorSpace[swapchainComposition];
     windowData->frameCounter = 0;
@@ -6459,7 +6459,7 @@ static bool D3D12_SetSwapchainParameters(
 
     if (
         swapchainComposition != windowData->swapchainComposition ||
-        presentMode != windowData->presentMode) {
+        presentMode != windowData->present_mode) {
         D3D12_Wait(driverData);
 
         // Recreate the swapchain
@@ -6714,8 +6714,8 @@ static SDL_GPUCommandBuffer *D3D12_AcquireCommandBuffer(
     // Set the bind state
     commandBuffer->currentGraphicsPipeline = NULL;
 
-    SDL_zeroa(commandBuffer->colorAttachmentTextureSubresources);
-    commandBuffer->colorAttachmentTextureSubresourceCount = 0;
+    SDL_zeroa(commandBuffer->colorTargetTextureSubresources);
+    commandBuffer->colorTargetTextureSubresourceCount = 0;
     commandBuffer->depthStencilTextureSubresource = NULL;
 
     SDL_zeroa(commandBuffer->vertexBuffers);
@@ -6748,8 +6748,8 @@ static SDL_GPUCommandBuffer *D3D12_AcquireCommandBuffer(
 static SDL_GPUTexture *D3D12_AcquireSwapchainTexture(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
-    Uint32 *pWidth,
-    Uint32 *pHeight)
+    Uint32 *w,
+    Uint32 *h)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12Renderer *renderer = d3d12CommandBuffer->renderer;
@@ -6768,7 +6768,7 @@ static SDL_GPUTexture *D3D12_AcquireSwapchainTexture(
     ERROR_CHECK_RETURN("Could not resize swapchain", NULL);
 
     if (windowData->inFlightFences[windowData->frameCounter] != NULL) {
-        if (windowData->presentMode == SDL_GPU_PRESENTMODE_VSYNC) {
+        if (windowData->present_mode == SDL_GPU_PRESENTMODE_VSYNC) {
             // In VSYNC mode, block until the least recent presented frame is done
             D3D12_WaitForFences(
                 (SDL_GPURenderer *)renderer,
@@ -6812,8 +6812,8 @@ static SDL_GPUTexture *D3D12_AcquireSwapchainTexture(
 #endif
 
     // Send the dimensions to the out parameters.
-    *pWidth = windowData->textureContainers[swapchainIndex].header.info.width;
-    *pHeight = windowData->textureContainers[swapchainIndex].header.info.height;
+    *w = windowData->textureContainers[swapchainIndex].header.info.width;
+    *h = windowData->textureContainers[swapchainIndex].header.info.height;
 
     // Set up presentation
     if (d3d12CommandBuffer->presentDataCount == d3d12CommandBuffer->presentDataCapacity) {
@@ -7171,20 +7171,20 @@ static void D3D12_Submit(
 
         D3D12XBOX_PRESENT_PARAMETERS presentParams;
         SDL_zero(presentParams);
-        presentParams.Flags = (windowData->presentMode == SDL_GPU_PRESENTMODE_IMMEDIATE) ? D3D12XBOX_PRESENT_FLAG_IMMEDIATE : D3D12XBOX_PRESENT_FLAG_NONE;
+        presentParams.Flags = (windowData->present_mode == SDL_GPU_PRESENTMODE_IMMEDIATE) ? D3D12XBOX_PRESENT_FLAG_IMMEDIATE : D3D12XBOX_PRESENT_FLAG_NONE;
 
         renderer->commandQueue->PresentX(1, &planeParams, &presentParams);
 #else
         // NOTE: flip discard always supported since DXGI 1.4 is required
         Uint32 syncInterval = 1;
-        if (windowData->presentMode == SDL_GPU_PRESENTMODE_IMMEDIATE ||
-            windowData->presentMode == SDL_GPU_PRESENTMODE_MAILBOX) {
+        if (windowData->present_mode == SDL_GPU_PRESENTMODE_IMMEDIATE ||
+            windowData->present_mode == SDL_GPU_PRESENTMODE_MAILBOX) {
             syncInterval = 0;
         }
 
         Uint32 presentFlags = 0;
         if (renderer->supportsTearing &&
-            windowData->presentMode == SDL_GPU_PRESENTMODE_IMMEDIATE) {
+            windowData->present_mode == SDL_GPU_PRESENTMODE_IMMEDIATE) {
             presentFlags = DXGI_PRESENT_ALLOW_TEARING;
         }
 
@@ -7276,18 +7276,18 @@ static void D3D12_Wait(
 static void D3D12_WaitForFences(
     SDL_GPURenderer *driverData,
     bool waitAll,
-    SDL_GPUFence *const *pFences,
-    Uint32 fenceCount)
+    SDL_GPUFence *const *fences,
+    Uint32 numFences)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12Fence *fence;
-    HANDLE *events = SDL_stack_alloc(HANDLE, fenceCount);
+    HANDLE *events = SDL_stack_alloc(HANDLE, numFences);
     HRESULT res;
 
     SDL_LockMutex(renderer->submitLock);
 
-    for (Uint32 i = 0; i < fenceCount; i += 1) {
-        fence = (D3D12Fence *)pFences[i];
+    for (Uint32 i = 0; i < numFences; i += 1) {
+        fence = (D3D12Fence *)fences[i];
 
         res = ID3D12Fence_SetEventOnCompletion(
             fence->handle,
@@ -7299,7 +7299,7 @@ static void D3D12_WaitForFences(
     }
 
     WaitForMultipleObjects(
-        fenceCount,
+        numFences,
         events,
         waitAll,
         INFINITE);
@@ -7419,10 +7419,10 @@ static void D3D12_INTERNAL_InitBlitResources(
     // Fullscreen vertex shader
     SDL_zero(shaderCreateInfo);
     shaderCreateInfo.code = (Uint8 *)D3D12_FullscreenVert;
-    shaderCreateInfo.codeSize = sizeof(D3D12_FullscreenVert);
+    shaderCreateInfo.code_size = sizeof(D3D12_FullscreenVert);
     shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
     shaderCreateInfo.format = SDL_GPU_SHADERFORMAT_DXBC;
-    shaderCreateInfo.entryPointName = "main";
+    shaderCreateInfo.entrypoint = "main";
 
     renderer->blitVertexShader = D3D12_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -7434,10 +7434,10 @@ static void D3D12_INTERNAL_InitBlitResources(
 
     // BlitFrom2D pixel shader
     shaderCreateInfo.code = (Uint8 *)D3D12_BlitFrom2D;
-    shaderCreateInfo.codeSize = sizeof(D3D12_BlitFrom2D);
+    shaderCreateInfo.code_size = sizeof(D3D12_BlitFrom2D);
     shaderCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
-    shaderCreateInfo.samplerCount = 1;
-    shaderCreateInfo.uniformBufferCount = 1;
+    shaderCreateInfo.num_samplers = 1;
+    shaderCreateInfo.num_uniform_buffers = 1;
 
     renderer->blitFrom2DShader = D3D12_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -7449,7 +7449,7 @@ static void D3D12_INTERNAL_InitBlitResources(
 
     // BlitFrom2DArray pixel shader
     shaderCreateInfo.code = (Uint8 *)D3D12_BlitFrom2DArray;
-    shaderCreateInfo.codeSize = sizeof(D3D12_BlitFrom2DArray);
+    shaderCreateInfo.code_size = sizeof(D3D12_BlitFrom2DArray);
 
     renderer->blitFrom2DArrayShader = D3D12_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -7461,7 +7461,7 @@ static void D3D12_INTERNAL_InitBlitResources(
 
     // BlitFrom3D pixel shader
     shaderCreateInfo.code = (Uint8 *)D3D12_BlitFrom3D;
-    shaderCreateInfo.codeSize = sizeof(D3D12_BlitFrom3D);
+    shaderCreateInfo.code_size = sizeof(D3D12_BlitFrom3D);
 
     renderer->blitFrom3DShader = D3D12_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -7473,7 +7473,7 @@ static void D3D12_INTERNAL_InitBlitResources(
 
     // BlitFromCube pixel shader
     shaderCreateInfo.code = (Uint8 *)D3D12_BlitFromCube;
-    shaderCreateInfo.codeSize = sizeof(D3D12_BlitFromCube);
+    shaderCreateInfo.code_size = sizeof(D3D12_BlitFromCube);
 
     renderer->blitFromCubeShader = D3D12_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -7484,19 +7484,19 @@ static void D3D12_INTERNAL_InitBlitResources(
     }
 
     // Create samplers
-    samplerCreateInfo.addressModeU = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
-    samplerCreateInfo.addressModeV = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
-    samplerCreateInfo.addressModeW = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
-    samplerCreateInfo.anisotropyEnable = 0;
-    samplerCreateInfo.compareEnable = 0;
-    samplerCreateInfo.magFilter = SDL_GPU_FILTER_NEAREST;
-    samplerCreateInfo.minFilter = SDL_GPU_FILTER_NEAREST;
-    samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
-    samplerCreateInfo.mipLodBias = 0.0f;
-    samplerCreateInfo.minLod = 0;
-    samplerCreateInfo.maxLod = 1000;
-    samplerCreateInfo.maxAnisotropy = 1.0f;
-    samplerCreateInfo.compareOp = SDL_GPU_COMPAREOP_ALWAYS;
+    samplerCreateInfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+    samplerCreateInfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+    samplerCreateInfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+    samplerCreateInfo.enable_anisotropy = 0;
+    samplerCreateInfo.enable_compare = 0;
+    samplerCreateInfo.mag_filter = SDL_GPU_FILTER_NEAREST;
+    samplerCreateInfo.min_filter = SDL_GPU_FILTER_NEAREST;
+    samplerCreateInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
+    samplerCreateInfo.mip_lod_bias = 0.0f;
+    samplerCreateInfo.min_lod = 0;
+    samplerCreateInfo.max_lod = 1000;
+    samplerCreateInfo.max_anisotropy = 1.0f;
+    samplerCreateInfo.compare_op = SDL_GPU_COMPAREOP_ALWAYS;
 
     renderer->blitNearestSampler = D3D12_CreateSampler(
         (SDL_GPURenderer *)renderer,
@@ -7506,9 +7506,9 @@ static void D3D12_INTERNAL_InitBlitResources(
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create blit nearest sampler!");
     }
 
-    samplerCreateInfo.magFilter = SDL_GPU_FILTER_LINEAR;
-    samplerCreateInfo.minFilter = SDL_GPU_FILTER_LINEAR;
-    samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
+    samplerCreateInfo.mag_filter = SDL_GPU_FILTER_LINEAR;
+    samplerCreateInfo.min_filter = SDL_GPU_FILTER_LINEAR;
+    samplerCreateInfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
 
     renderer->blitLinearSampler = D3D12_CreateSampler(
         (SDL_GPURenderer *)renderer,
@@ -7519,13 +7519,13 @@ static void D3D12_INTERNAL_InitBlitResources(
     }
 }
 
-static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
+static bool D3D12_PrepareDriver(SDL_VideoDevice *this)
 {
 #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
     return true;
 #else
-    void *d3d12_dll;
-    void *dxgi_dll;
+    void *d3d12Dll;
+    void *dxgiDll;
     PFN_D3D12_CREATE_DEVICE D3D12CreateDeviceFunc;
     PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
     HRESULT res;
@@ -7537,35 +7537,35 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
 
     // Can we load D3D12?
 
-    d3d12_dll = SDL_LoadObject(D3D12_DLL);
-    if (d3d12_dll == NULL) {
+    d3d12Dll = SDL_LoadObject(D3D12_DLL);
+    if (d3d12Dll == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not find " D3D12_DLL);
         return false;
     }
 
     D3D12CreateDeviceFunc = (PFN_D3D12_CREATE_DEVICE)SDL_LoadFunction(
-        d3d12_dll,
+        d3d12Dll,
         D3D12_CREATE_DEVICE_FUNC);
     if (D3D12CreateDeviceFunc == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not find function " D3D12_CREATE_DEVICE_FUNC " in " D3D12_DLL);
-        SDL_UnloadObject(d3d12_dll);
+        SDL_UnloadObject(d3d12Dll);
         return false;
     }
 
     // Can we load DXGI?
 
-    dxgi_dll = SDL_LoadObject(DXGI_DLL);
-    if (dxgi_dll == NULL) {
+    dxgiDll = SDL_LoadObject(DXGI_DLL);
+    if (dxgiDll == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not find " DXGI_DLL);
         return false;
     }
 
     CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction(
-        dxgi_dll,
+        dxgiDll,
         CREATE_DXGI_FACTORY1_FUNC);
     if (CreateDXGIFactoryFunc == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL);
-        SDL_UnloadObject(dxgi_dll);
+        SDL_UnloadObject(dxgiDll);
         return false;
     }
 
@@ -7577,8 +7577,8 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
         (void **)&factory);
     if (FAILED(res)) {
         SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not create DXGIFactory");
-        SDL_UnloadObject(d3d12_dll);
-        SDL_UnloadObject(dxgi_dll);
+        SDL_UnloadObject(d3d12Dll);
+        SDL_UnloadObject(dxgiDll);
         return false;
     }
 
@@ -7590,8 +7590,8 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
     if (FAILED(res)) {
         IDXGIFactory1_Release(factory);
         SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Failed to find DXGI1.4 support, required for DX12");
-        SDL_UnloadObject(d3d12_dll);
-        SDL_UnloadObject(dxgi_dll);
+        SDL_UnloadObject(d3d12Dll);
+        SDL_UnloadObject(dxgiDll);
         return false;
     }
     IDXGIFactory4_Release(factory4);
@@ -7617,8 +7617,8 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
     if (FAILED(res)) {
         SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Failed to find adapter for D3D12Device");
         IDXGIFactory1_Release(factory);
-        SDL_UnloadObject(d3d12_dll);
-        SDL_UnloadObject(dxgi_dll);
+        SDL_UnloadObject(d3d12Dll);
+        SDL_UnloadObject(dxgiDll);
         return false;
     }
 
@@ -7634,8 +7634,8 @@ static bool D3D12_PrepareDriver(SDL_VideoDevice *_this)
     IDXGIAdapter1_Release(adapter);
     IDXGIFactory1_Release(factory);
 
-    SDL_UnloadObject(d3d12_dll);
-    SDL_UnloadObject(dxgi_dll);
+    SDL_UnloadObject(d3d12Dll);
+    SDL_UnloadObject(dxgiDll);
 
     if (FAILED(res)) {
         SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "D3D12: Could not create D3D12Device with feature level " D3D_FEATURE_LEVEL_CHOICE_STR);
@@ -7916,7 +7916,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
 #if defined(SDL_PLATFORM_XBOXSERIES)
         createDeviceParams.DisableDXR = TRUE;
 #endif
-        if (debugMode) {
+        if (debug_mode) {
             createDeviceParams.ProcessDebugFlags = D3D12XBOX_PROCESS_DEBUG_FLAG_DEBUG;
         }
 
@@ -8200,7 +8200,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
     renderer->fenceLock = SDL_CreateMutex();
     renderer->disposeLock = SDL_CreateMutex();
 
-    renderer->debugMode = debugMode;
+    renderer->debug_mode = debugMode;
 
     renderer->semantic = SDL_GetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING, "TEXCOORD");
 
@@ -8217,7 +8217,7 @@ static SDL_GPUDevice *D3D12_CreateDevice(bool debugMode, bool preferLowPower, SD
 
     ASSIGN_DRIVER(D3D12)
     result->driverData = (SDL_GPURenderer *)renderer;
-    result->debugMode = debugMode;
+    result->debug_mode = debugMode;
     renderer->sdlGPUDevice = result;
 
     return result;

+ 343 - 343
src/gpu/metal/SDL_gpu_metal.m

@@ -392,22 +392,22 @@ typedef struct MetalShader
     id<MTLLibrary> library;
     id<MTLFunction> function;
 
-    Uint32 samplerCount;
-    Uint32 uniformBufferCount;
-    Uint32 storageBufferCount;
-    Uint32 storageTextureCount;
+    Uint32 num_samplers;
+    Uint32 numUniformBuffers;
+    Uint32 numStorageBuffers;
+    Uint32 numStorageTextures;
 } MetalShader;
 
 typedef struct MetalGraphicsPipeline
 {
     id<MTLRenderPipelineState> handle;
 
-    Uint32 sampleMask;
+    Uint32 sample_mask;
 
     SDL_GPURasterizerState rasterizerState;
     SDL_GPUPrimitiveType primitiveType;
 
-    id<MTLDepthStencilState> depthStencilState;
+    id<MTLDepthStencilState> depth_stencil_state;
 
     Uint32 vertexSamplerCount;
     Uint32 vertexUniformBufferCount;
@@ -423,14 +423,14 @@ typedef struct MetalGraphicsPipeline
 typedef struct MetalComputePipeline
 {
     id<MTLComputePipelineState> handle;
-    Uint32 readOnlyStorageTextureCount;
-    Uint32 writeOnlyStorageTextureCount;
-    Uint32 readOnlyStorageBufferCount;
-    Uint32 writeOnlyStorageBufferCount;
-    Uint32 uniformBufferCount;
-    Uint32 threadCountX;
-    Uint32 threadCountY;
-    Uint32 threadCountZ;
+    Uint32 num_readonly_storage_textures;
+    Uint32 num_writeonly_storage_textures;
+    Uint32 num_readonly_storage_buffers;
+    Uint32 num_writeonly_storage_buffers;
+    Uint32 numUniformBuffers;
+    Uint32 threadcount_x;
+    Uint32 threadcount_y;
+    Uint32 threadcount_z;
 } MetalComputePipeline;
 
 typedef struct MetalBuffer
@@ -477,17 +477,17 @@ typedef struct MetalCommandBuffer
 
     // Render Pass
     id<MTLRenderCommandEncoder> renderEncoder;
-    MetalGraphicsPipeline *graphicsPipeline;
+    MetalGraphicsPipeline *graphics_pipeline;
     MetalBuffer *indexBuffer;
     Uint32 indexBufferOffset;
-    SDL_GPUIndexElementSize indexElementSize;
+    SDL_GPUIndexElementSize index_element_size;
 
     // Copy Pass
     id<MTLBlitCommandEncoder> blitEncoder;
 
     // Compute Pass
     id<MTLComputeCommandEncoder> computeEncoder;
-    MetalComputePipeline *computePipeline;
+    MetalComputePipeline *compute_pipeline;
 
     // Resource slot state
     bool needVertexSamplerBind;
@@ -561,7 +561,7 @@ struct MetalRenderer
     id<MTLDevice> device;
     id<MTLCommandQueue> queue;
 
-    bool debugMode;
+    bool debug_mode;
 
     MetalWindowData **claimedWindows;
     Uint32 claimedWindowCount;
@@ -754,7 +754,7 @@ static MetalLibraryFunction METAL_INTERNAL_CompileShader(
     SDL_GPUShaderFormat format,
     const Uint8 *code,
     size_t codeSize,
-    const char *entryPointName)
+    const char *entrypoint)
 {
     MetalLibraryFunction libraryFunction = { nil, nil };
     id<MTLLibrary> library;
@@ -796,7 +796,7 @@ static MetalLibraryFunction METAL_INTERNAL_CompileShader(
             [[error description] cStringUsingEncoding:[NSString defaultCStringEncoding]]);
     }
 
-    function = [library newFunctionWithName:@(entryPointName)];
+    function = [library newFunctionWithName:@(entrypoint)];
     if (function == nil) {
         SDL_LogError(
             SDL_LOG_CATEGORY_GPU,
@@ -934,7 +934,7 @@ static void METAL_ReleaseGraphicsPipeline(
     @autoreleasepool {
         MetalGraphicsPipeline *metalGraphicsPipeline = (MetalGraphicsPipeline *)graphicsPipeline;
         metalGraphicsPipeline->handle = nil;
-        metalGraphicsPipeline->depthStencilState = nil;
+        metalGraphicsPipeline->depth_stencil_state = nil;
         SDL_free(metalGraphicsPipeline);
     }
 }
@@ -943,7 +943,7 @@ static void METAL_ReleaseGraphicsPipeline(
 
 static SDL_GPUComputePipeline *METAL_CreateComputePipeline(
     SDL_GPURenderer *driverData,
-    const SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo)
+    const SDL_GPUComputePipelineCreateInfo *createinfo)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -954,10 +954,10 @@ static SDL_GPUComputePipeline *METAL_CreateComputePipeline(
 
         libraryFunction = METAL_INTERNAL_CompileShader(
             renderer,
-            pipelineCreateInfo->format,
-            pipelineCreateInfo->code,
-            pipelineCreateInfo->codeSize,
-            pipelineCreateInfo->entryPointName);
+            createinfo->format,
+            createinfo->code,
+            createinfo->code_size,
+            createinfo->entrypoint);
 
         if (libraryFunction.library == nil || libraryFunction.function == nil) {
             return NULL;
@@ -973,14 +973,14 @@ static SDL_GPUComputePipeline *METAL_CreateComputePipeline(
 
         pipeline = SDL_calloc(1, sizeof(MetalComputePipeline));
         pipeline->handle = handle;
-        pipeline->readOnlyStorageTextureCount = pipelineCreateInfo->readOnlyStorageTextureCount;
-        pipeline->writeOnlyStorageTextureCount = pipelineCreateInfo->writeOnlyStorageTextureCount;
-        pipeline->readOnlyStorageBufferCount = pipelineCreateInfo->readOnlyStorageBufferCount;
-        pipeline->writeOnlyStorageBufferCount = pipelineCreateInfo->writeOnlyStorageBufferCount;
-        pipeline->uniformBufferCount = pipelineCreateInfo->uniformBufferCount;
-        pipeline->threadCountX = pipelineCreateInfo->threadCountX;
-        pipeline->threadCountY = pipelineCreateInfo->threadCountY;
-        pipeline->threadCountZ = pipelineCreateInfo->threadCountZ;
+        pipeline->num_readonly_storage_textures = createinfo->num_readonly_storage_textures;
+        pipeline->num_writeonly_storage_textures = createinfo->num_writeonly_storage_textures;
+        pipeline->num_readonly_storage_buffers = createinfo->num_readonly_storage_buffers;
+        pipeline->num_writeonly_storage_buffers = createinfo->num_writeonly_storage_buffers;
+        pipeline->numUniformBuffers = createinfo->num_uniform_buffers;
+        pipeline->threadcount_x = createinfo->threadcount_x;
+        pipeline->threadcount_y = createinfo->threadcount_y;
+        pipeline->threadcount_z = createinfo->threadcount_z;
 
         return (SDL_GPUComputePipeline *)pipeline;
     }
@@ -988,14 +988,14 @@ static SDL_GPUComputePipeline *METAL_CreateComputePipeline(
 
 static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
     SDL_GPURenderer *driverData,
-    const SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo)
+    const SDL_GPUGraphicsPipelineCreateInfo *createinfo)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
-        MetalShader *vertexShader = (MetalShader *)pipelineCreateInfo->vertexShader;
-        MetalShader *fragmentShader = (MetalShader *)pipelineCreateInfo->fragmentShader;
+        MetalShader *vertexShader = (MetalShader *)createinfo->vertex_shader;
+        MetalShader *fragmentShader = (MetalShader *)createinfo->fragment_shader;
         MTLRenderPipelineDescriptor *pipelineDescriptor;
-        const SDL_GPUColorAttachmentBlendState *blendState;
+        const SDL_GPUColorTargetBlendState *blendState;
         MTLVertexDescriptor *vertexDescriptor;
         Uint32 binding;
         MTLDepthStencilDescriptor *depthStencilDescriptor;
@@ -1010,52 +1010,52 @@ static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
 
         // Blend
 
-        for (Uint32 i = 0; i < pipelineCreateInfo->attachmentInfo.colorAttachmentCount; i += 1) {
-            blendState = &pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].blendState;
+        for (Uint32 i = 0; i < createinfo->target_info.num_color_targets; i += 1) {
+            blendState = &createinfo->target_info.color_target_descriptions[i].blend_state;
 
-            pipelineDescriptor.colorAttachments[i].pixelFormat = SDLToMetal_SurfaceFormat[pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].format];
-            pipelineDescriptor.colorAttachments[i].writeMask = SDLToMetal_ColorWriteMask(blendState->colorWriteMask);
-            pipelineDescriptor.colorAttachments[i].blendingEnabled = blendState->blendEnable;
-            pipelineDescriptor.colorAttachments[i].rgbBlendOperation = SDLToMetal_BlendOp[blendState->colorBlendOp];
-            pipelineDescriptor.colorAttachments[i].alphaBlendOperation = SDLToMetal_BlendOp[blendState->alphaBlendOp];
-            pipelineDescriptor.colorAttachments[i].sourceRGBBlendFactor = SDLToMetal_BlendFactor[blendState->srcColorBlendFactor];
-            pipelineDescriptor.colorAttachments[i].sourceAlphaBlendFactor = SDLToMetal_BlendFactor[blendState->srcAlphaBlendFactor];
-            pipelineDescriptor.colorAttachments[i].destinationRGBBlendFactor = SDLToMetal_BlendFactor[blendState->dstColorBlendFactor];
-            pipelineDescriptor.colorAttachments[i].destinationAlphaBlendFactor = SDLToMetal_BlendFactor[blendState->dstAlphaBlendFactor];
+            pipelineDescriptor.colorAttachments[i].pixelFormat = SDLToMetal_SurfaceFormat[createinfo->target_info.color_target_descriptions[i].format];
+            pipelineDescriptor.colorAttachments[i].writeMask = SDLToMetal_ColorWriteMask(blendState->color_write_mask);
+            pipelineDescriptor.colorAttachments[i].blendingEnabled = blendState->enable_blend;
+            pipelineDescriptor.colorAttachments[i].rgbBlendOperation = SDLToMetal_BlendOp[blendState->color_blend_op];
+            pipelineDescriptor.colorAttachments[i].alphaBlendOperation = SDLToMetal_BlendOp[blendState->alpha_blend_op];
+            pipelineDescriptor.colorAttachments[i].sourceRGBBlendFactor = SDLToMetal_BlendFactor[blendState->src_color_blendfactor];
+            pipelineDescriptor.colorAttachments[i].sourceAlphaBlendFactor = SDLToMetal_BlendFactor[blendState->src_alpha_blendfactor];
+            pipelineDescriptor.colorAttachments[i].destinationRGBBlendFactor = SDLToMetal_BlendFactor[blendState->dst_color_blendfactor];
+            pipelineDescriptor.colorAttachments[i].destinationAlphaBlendFactor = SDLToMetal_BlendFactor[blendState->dst_alpha_blendfactor];
         }
 
         // Multisample
 
-        pipelineDescriptor.rasterSampleCount = SDLToMetal_SampleCount[pipelineCreateInfo->multisampleState.sampleCount];
+        pipelineDescriptor.rasterSampleCount = SDLToMetal_SampleCount[createinfo->multisample_state.sample_count];
 
         // Depth Stencil
 
-        if (pipelineCreateInfo->attachmentInfo.hasDepthStencilAttachment) {
-            pipelineDescriptor.depthAttachmentPixelFormat = SDLToMetal_SurfaceFormat[pipelineCreateInfo->attachmentInfo.depthStencilFormat];
+        if (createinfo->target_info.has_depth_stencil_target) {
+            pipelineDescriptor.depthAttachmentPixelFormat = SDLToMetal_SurfaceFormat[createinfo->target_info.depth_stencil_format];
 
-            if (pipelineCreateInfo->depthStencilState.stencilTestEnable) {
-                pipelineDescriptor.stencilAttachmentPixelFormat = SDLToMetal_SurfaceFormat[pipelineCreateInfo->attachmentInfo.depthStencilFormat];
+            if (createinfo->depth_stencil_state.enable_stencil_test) {
+                pipelineDescriptor.stencilAttachmentPixelFormat = SDLToMetal_SurfaceFormat[createinfo->target_info.depth_stencil_format];
 
                 frontStencilDescriptor = [MTLStencilDescriptor new];
-                frontStencilDescriptor.stencilCompareFunction = SDLToMetal_CompareOp[pipelineCreateInfo->depthStencilState.frontStencilState.compareOp];
-                frontStencilDescriptor.stencilFailureOperation = SDLToMetal_StencilOp[pipelineCreateInfo->depthStencilState.frontStencilState.failOp];
-                frontStencilDescriptor.depthStencilPassOperation = SDLToMetal_StencilOp[pipelineCreateInfo->depthStencilState.frontStencilState.passOp];
-                frontStencilDescriptor.depthFailureOperation = SDLToMetal_StencilOp[pipelineCreateInfo->depthStencilState.frontStencilState.depthFailOp];
-                frontStencilDescriptor.readMask = pipelineCreateInfo->depthStencilState.compareMask;
-                frontStencilDescriptor.writeMask = pipelineCreateInfo->depthStencilState.writeMask;
+                frontStencilDescriptor.stencilCompareFunction = SDLToMetal_CompareOp[createinfo->depth_stencil_state.front_stencil_state.compare_op];
+                frontStencilDescriptor.stencilFailureOperation = SDLToMetal_StencilOp[createinfo->depth_stencil_state.front_stencil_state.fail_op];
+                frontStencilDescriptor.depthStencilPassOperation = SDLToMetal_StencilOp[createinfo->depth_stencil_state.front_stencil_state.pass_op];
+                frontStencilDescriptor.depthFailureOperation = SDLToMetal_StencilOp[createinfo->depth_stencil_state.front_stencil_state.depth_fail_op];
+                frontStencilDescriptor.readMask = createinfo->depth_stencil_state.compare_mask;
+                frontStencilDescriptor.writeMask = createinfo->depth_stencil_state.write_mask;
 
                 backStencilDescriptor = [MTLStencilDescriptor new];
-                backStencilDescriptor.stencilCompareFunction = SDLToMetal_CompareOp[pipelineCreateInfo->depthStencilState.backStencilState.compareOp];
-                backStencilDescriptor.stencilFailureOperation = SDLToMetal_StencilOp[pipelineCreateInfo->depthStencilState.backStencilState.failOp];
-                backStencilDescriptor.depthStencilPassOperation = SDLToMetal_StencilOp[pipelineCreateInfo->depthStencilState.backStencilState.passOp];
-                backStencilDescriptor.depthFailureOperation = SDLToMetal_StencilOp[pipelineCreateInfo->depthStencilState.backStencilState.depthFailOp];
-                backStencilDescriptor.readMask = pipelineCreateInfo->depthStencilState.compareMask;
-                backStencilDescriptor.writeMask = pipelineCreateInfo->depthStencilState.writeMask;
+                backStencilDescriptor.stencilCompareFunction = SDLToMetal_CompareOp[createinfo->depth_stencil_state.back_stencil_state.compare_op];
+                backStencilDescriptor.stencilFailureOperation = SDLToMetal_StencilOp[createinfo->depth_stencil_state.back_stencil_state.fail_op];
+                backStencilDescriptor.depthStencilPassOperation = SDLToMetal_StencilOp[createinfo->depth_stencil_state.back_stencil_state.pass_op];
+                backStencilDescriptor.depthFailureOperation = SDLToMetal_StencilOp[createinfo->depth_stencil_state.back_stencil_state.depth_fail_op];
+                backStencilDescriptor.readMask = createinfo->depth_stencil_state.compare_mask;
+                backStencilDescriptor.writeMask = createinfo->depth_stencil_state.write_mask;
             }
 
             depthStencilDescriptor = [MTLDepthStencilDescriptor new];
-            depthStencilDescriptor.depthCompareFunction = pipelineCreateInfo->depthStencilState.depthTestEnable ? SDLToMetal_CompareOp[pipelineCreateInfo->depthStencilState.compareOp] : MTLCompareFunctionAlways;
-            depthStencilDescriptor.depthWriteEnabled = pipelineCreateInfo->depthStencilState.depthWriteEnable;
+            depthStencilDescriptor.depthCompareFunction = createinfo->depth_stencil_state.enable_depth_test ? SDLToMetal_CompareOp[createinfo->depth_stencil_state.compare_op] : MTLCompareFunctionAlways;
+            depthStencilDescriptor.depthWriteEnabled = createinfo->depth_stencil_state.enable_depth_write;
             depthStencilDescriptor.frontFaceStencil = frontStencilDescriptor;
             depthStencilDescriptor.backFaceStencil = backStencilDescriptor;
 
@@ -1069,21 +1069,21 @@ static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
 
         // Vertex Descriptor
 
-        if (pipelineCreateInfo->vertexInputState.vertexBindingCount > 0) {
+        if (createinfo->vertex_input_state.num_vertex_bindings > 0) {
             vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
 
-            for (Uint32 i = 0; i < pipelineCreateInfo->vertexInputState.vertexAttributeCount; i += 1) {
-                Uint32 loc = pipelineCreateInfo->vertexInputState.vertexAttributes[i].location;
-                vertexDescriptor.attributes[loc].format = SDLToMetal_VertexFormat[pipelineCreateInfo->vertexInputState.vertexAttributes[i].format];
-                vertexDescriptor.attributes[loc].offset = pipelineCreateInfo->vertexInputState.vertexAttributes[i].offset;
-                vertexDescriptor.attributes[loc].bufferIndex = METAL_INTERNAL_GetVertexBufferIndex(pipelineCreateInfo->vertexInputState.vertexAttributes[i].binding);
+            for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_attributes; i += 1) {
+                Uint32 loc = createinfo->vertex_input_state.vertex_attributes[i].location;
+                vertexDescriptor.attributes[loc].format = SDLToMetal_VertexFormat[createinfo->vertex_input_state.vertex_attributes[i].format];
+                vertexDescriptor.attributes[loc].offset = createinfo->vertex_input_state.vertex_attributes[i].offset;
+                vertexDescriptor.attributes[loc].bufferIndex = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_attributes[i].binding);
             }
 
-            for (Uint32 i = 0; i < pipelineCreateInfo->vertexInputState.vertexBindingCount; i += 1) {
-                binding = METAL_INTERNAL_GetVertexBufferIndex(pipelineCreateInfo->vertexInputState.vertexBindings[i].binding);
-                vertexDescriptor.layouts[binding].stepFunction = SDLToMetal_StepFunction[pipelineCreateInfo->vertexInputState.vertexBindings[i].inputRate];
-                vertexDescriptor.layouts[binding].stepRate = (pipelineCreateInfo->vertexInputState.vertexBindings[i].inputRate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? pipelineCreateInfo->vertexInputState.vertexBindings[i].instanceStepRate : 1;
-                vertexDescriptor.layouts[binding].stride = pipelineCreateInfo->vertexInputState.vertexBindings[i].stride;
+            for (Uint32 i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
+                binding = METAL_INTERNAL_GetVertexBufferIndex(createinfo->vertex_input_state.vertex_bindings[i].binding);
+                vertexDescriptor.layouts[binding].stepFunction = SDLToMetal_StepFunction[createinfo->vertex_input_state.vertex_bindings[i].input_rate];
+                vertexDescriptor.layouts[binding].stepRate = (createinfo->vertex_input_state.vertex_bindings[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) ? createinfo->vertex_input_state.vertex_bindings[i].instance_step_rate : 1;
+                vertexDescriptor.layouts[binding].stride = createinfo->vertex_input_state.vertex_bindings[i].pitch;
             }
 
             pipelineDescriptor.vertexDescriptor = vertexDescriptor;
@@ -1101,18 +1101,18 @@ static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
 
         result = SDL_calloc(1, sizeof(MetalGraphicsPipeline));
         result->handle = pipelineState;
-        result->sampleMask = pipelineCreateInfo->multisampleState.sampleMask;
-        result->depthStencilState = depthStencilState;
-        result->rasterizerState = pipelineCreateInfo->rasterizerState;
-        result->primitiveType = pipelineCreateInfo->primitiveType;
-        result->vertexSamplerCount = vertexShader->samplerCount;
-        result->vertexUniformBufferCount = vertexShader->uniformBufferCount;
-        result->vertexStorageBufferCount = vertexShader->storageBufferCount;
-        result->vertexStorageTextureCount = vertexShader->storageTextureCount;
-        result->fragmentSamplerCount = fragmentShader->samplerCount;
-        result->fragmentUniformBufferCount = fragmentShader->uniformBufferCount;
-        result->fragmentStorageBufferCount = fragmentShader->storageBufferCount;
-        result->fragmentStorageTextureCount = fragmentShader->storageTextureCount;
+        result->sample_mask = createinfo->multisample_state.sample_mask;
+        result->depth_stencil_state = depthStencilState;
+        result->rasterizerState = createinfo->rasterizer_state;
+        result->primitiveType = createinfo->primitive_type;
+        result->vertexSamplerCount = vertexShader->num_samplers;
+        result->vertexUniformBufferCount = vertexShader->numUniformBuffers;
+        result->vertexStorageBufferCount = vertexShader->numStorageBuffers;
+        result->vertexStorageTextureCount = vertexShader->numStorageTextures;
+        result->fragmentSamplerCount = fragmentShader->num_samplers;
+        result->fragmentUniformBufferCount = fragmentShader->numUniformBuffers;
+        result->fragmentStorageBufferCount = fragmentShader->numStorageBuffers;
+        result->fragmentStorageTextureCount = fragmentShader->numStorageTextures;
         return (SDL_GPUGraphicsPipeline *)result;
     }
 }
@@ -1129,7 +1129,7 @@ static void METAL_SetBufferName(
         MetalBufferContainer *container = (MetalBufferContainer *)buffer;
         size_t textLength = SDL_strlen(text) + 1;
 
-        if (renderer->debugMode) {
+        if (renderer->debug_mode) {
             container->debugName = SDL_realloc(
                 container->debugName,
                 textLength);
@@ -1156,7 +1156,7 @@ static void METAL_SetTextureName(
         MetalTextureContainer *container = (MetalTextureContainer *)texture;
         size_t textLength = SDL_strlen(text) + 1;
 
-        if (renderer->debugMode) {
+        if (renderer->debug_mode) {
             container->debugName = SDL_realloc(
                 container->debugName,
                 textLength);
@@ -1237,7 +1237,7 @@ static void METAL_PopDebugGroup(
 
 static SDL_GPUSampler *METAL_CreateSampler(
     SDL_GPURenderer *driverData,
-    const SDL_GPUSamplerCreateInfo *samplerCreateInfo)
+    const SDL_GPUSamplerCreateInfo *createinfo)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -1245,16 +1245,16 @@ static SDL_GPUSampler *METAL_CreateSampler(
         id<MTLSamplerState> sampler;
         MetalSampler *metalSampler;
 
-        samplerDesc.rAddressMode = SDLToMetal_SamplerAddressMode[samplerCreateInfo->addressModeU];
-        samplerDesc.sAddressMode = SDLToMetal_SamplerAddressMode[samplerCreateInfo->addressModeV];
-        samplerDesc.tAddressMode = SDLToMetal_SamplerAddressMode[samplerCreateInfo->addressModeW];
-        samplerDesc.minFilter = SDLToMetal_MinMagFilter[samplerCreateInfo->minFilter];
-        samplerDesc.magFilter = SDLToMetal_MinMagFilter[samplerCreateInfo->magFilter];
-        samplerDesc.mipFilter = SDLToMetal_MipFilter[samplerCreateInfo->mipmapMode]; // FIXME: Is this right with non-mipmapped samplers?
-        samplerDesc.lodMinClamp = samplerCreateInfo->minLod;
-        samplerDesc.lodMaxClamp = samplerCreateInfo->maxLod;
-        samplerDesc.maxAnisotropy = (NSUInteger)((samplerCreateInfo->anisotropyEnable) ? samplerCreateInfo->maxAnisotropy : 1);
-        samplerDesc.compareFunction = (samplerCreateInfo->compareEnable) ? SDLToMetal_CompareOp[samplerCreateInfo->compareOp] : MTLCompareFunctionAlways;
+        samplerDesc.rAddressMode = SDLToMetal_SamplerAddressMode[createinfo->address_mode_u];
+        samplerDesc.sAddressMode = SDLToMetal_SamplerAddressMode[createinfo->address_mode_v];
+        samplerDesc.tAddressMode = SDLToMetal_SamplerAddressMode[createinfo->address_mode_w];
+        samplerDesc.minFilter = SDLToMetal_MinMagFilter[createinfo->min_filter];
+        samplerDesc.magFilter = SDLToMetal_MinMagFilter[createinfo->mag_filter];
+        samplerDesc.mipFilter = SDLToMetal_MipFilter[createinfo->mipmap_mode]; // FIXME: Is this right with non-mipmapped samplers?
+        samplerDesc.lodMinClamp = createinfo->min_lod;
+        samplerDesc.lodMaxClamp = createinfo->max_lod;
+        samplerDesc.maxAnisotropy = (NSUInteger)((createinfo->enable_anisotropy) ? createinfo->max_anisotropy : 1);
+        samplerDesc.compareFunction = (createinfo->enable_compare) ? SDLToMetal_CompareOp[createinfo->compare_op] : MTLCompareFunctionAlways;
         samplerDesc.borderColor = MTLSamplerBorderColorTransparentBlack; // arbitrary, unused
 
         sampler = [renderer->device newSamplerStateWithDescriptor:samplerDesc];
@@ -1271,7 +1271,7 @@ static SDL_GPUSampler *METAL_CreateSampler(
 
 static SDL_GPUShader *METAL_CreateShader(
     SDL_GPURenderer *driverData,
-    const SDL_GPUShaderCreateInfo *shaderCreateInfo)
+    const SDL_GPUShaderCreateInfo *createinfo)
 {
     @autoreleasepool {
         MetalLibraryFunction libraryFunction;
@@ -1279,10 +1279,10 @@ static SDL_GPUShader *METAL_CreateShader(
 
         libraryFunction = METAL_INTERNAL_CompileShader(
             (MetalRenderer *)driverData,
-            shaderCreateInfo->format,
-            shaderCreateInfo->code,
-            shaderCreateInfo->codeSize,
-            shaderCreateInfo->entryPointName);
+            createinfo->format,
+            createinfo->code,
+            createinfo->code_size,
+            createinfo->entrypoint);
 
         if (libraryFunction.library == nil || libraryFunction.function == nil) {
             return NULL;
@@ -1291,10 +1291,10 @@ static SDL_GPUShader *METAL_CreateShader(
         result = SDL_calloc(1, sizeof(MetalShader));
         result->library = libraryFunction.library;
         result->function = libraryFunction.function;
-        result->samplerCount = shaderCreateInfo->samplerCount;
-        result->storageBufferCount = shaderCreateInfo->storageBufferCount;
-        result->storageTextureCount = shaderCreateInfo->storageTextureCount;
-        result->uniformBufferCount = shaderCreateInfo->uniformBufferCount;
+        result->num_samplers = createinfo->num_samplers;
+        result->numStorageBuffers = createinfo->num_storage_buffers;
+        result->numStorageTextures = createinfo->num_storage_textures;
+        result->numUniformBuffers = createinfo->num_uniform_buffers;
         return (SDL_GPUShader *)result;
     }
 }
@@ -1302,17 +1302,17 @@ static SDL_GPUShader *METAL_CreateShader(
 // This function assumes that it's called from within an autorelease pool
 static MetalTexture *METAL_INTERNAL_CreateTexture(
     MetalRenderer *renderer,
-    const SDL_GPUTextureCreateInfo *textureCreateInfo)
+    const SDL_GPUTextureCreateInfo *createinfo)
 {
     MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor new];
     id<MTLTexture> texture;
     id<MTLTexture> msaaTexture = NULL;
     MetalTexture *metalTexture;
 
-    textureDescriptor.textureType = SDLToMetal_TextureType[textureCreateInfo->type];
-    textureDescriptor.pixelFormat = SDLToMetal_SurfaceFormat[textureCreateInfo->format];
+    textureDescriptor.textureType = SDLToMetal_TextureType[createinfo->type];
+    textureDescriptor.pixelFormat = SDLToMetal_SurfaceFormat[createinfo->format];
     // This format isn't natively supported so let's swizzle!
-    if (textureCreateInfo->format == SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM) {
+    if (createinfo->format == SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM) {
         textureDescriptor.swizzle = MTLTextureSwizzleChannelsMake(
             MTLTextureSwizzleBlue,
             MTLTextureSwizzleGreen,
@@ -1320,25 +1320,25 @@ static MetalTexture *METAL_INTERNAL_CreateTexture(
             MTLTextureSwizzleAlpha);
     }
 
-    textureDescriptor.width = textureCreateInfo->width;
-    textureDescriptor.height = textureCreateInfo->height;
-    textureDescriptor.depth = (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) ? textureCreateInfo->layerCountOrDepth : 1;
-    textureDescriptor.mipmapLevelCount = textureCreateInfo->levelCount;
+    textureDescriptor.width = createinfo->width;
+    textureDescriptor.height = createinfo->height;
+    textureDescriptor.depth = (createinfo->type == SDL_GPU_TEXTURETYPE_3D) ? createinfo->layer_count_or_depth : 1;
+    textureDescriptor.mipmapLevelCount = createinfo->num_levels;
     textureDescriptor.sampleCount = 1;
-    textureDescriptor.arrayLength = (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) ? textureCreateInfo->layerCountOrDepth : 1;
+    textureDescriptor.arrayLength = (createinfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) ? createinfo->layer_count_or_depth : 1;
     textureDescriptor.storageMode = MTLStorageModePrivate;
 
     textureDescriptor.usage = 0;
-    if (textureCreateInfo->usageFlags & (SDL_GPU_TEXTUREUSAGE_COLOR_TARGET |
-                                         SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
+    if (createinfo->usage & (SDL_GPU_TEXTUREUSAGE_COLOR_TARGET |
+                             SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
         textureDescriptor.usage |= MTLTextureUsageRenderTarget;
     }
-    if (textureCreateInfo->usageFlags & (SDL_GPU_TEXTUREUSAGE_SAMPLER |
-                                         SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ |
-                                         SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) {
+    if (createinfo->usage & (SDL_GPU_TEXTUREUSAGE_SAMPLER |
+                             SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ |
+                             SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) {
         textureDescriptor.usage |= MTLTextureUsageShaderRead;
     }
-    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
+    if (createinfo->usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
         textureDescriptor.usage |= MTLTextureUsageShaderWrite;
     }
 
@@ -1349,9 +1349,9 @@ static MetalTexture *METAL_INTERNAL_CreateTexture(
     }
 
     // Create the MSAA texture, if needed
-    if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1 && textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D) {
+    if (createinfo->sample_count > SDL_GPU_SAMPLECOUNT_1 && createinfo->type == SDL_GPU_TEXTURETYPE_2D) {
         textureDescriptor.textureType = MTLTextureType2DMultisample;
-        textureDescriptor.sampleCount = SDLToMetal_SampleCount[textureCreateInfo->sampleCount];
+        textureDescriptor.sampleCount = SDLToMetal_SampleCount[createinfo->sample_count];
         textureDescriptor.usage = MTLTextureUsageRenderTarget;
 
         msaaTexture = [renderer->device newTextureWithDescriptor:textureDescriptor];
@@ -1382,7 +1382,7 @@ static bool METAL_SupportsSampleCount(
 
 static SDL_GPUTexture *METAL_CreateTexture(
     SDL_GPURenderer *driverData,
-    const SDL_GPUTextureCreateInfo *textureCreateInfo)
+    const SDL_GPUTextureCreateInfo *createinfo)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -1391,7 +1391,7 @@ static SDL_GPUTexture *METAL_CreateTexture(
 
         texture = METAL_INTERNAL_CreateTexture(
             renderer,
-            textureCreateInfo);
+            createinfo);
 
         if (texture == NULL) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create texture!");
@@ -1400,7 +1400,7 @@ static SDL_GPUTexture *METAL_CreateTexture(
 
         container = SDL_calloc(1, sizeof(MetalTextureContainer));
         container->canBeCycled = 1;
-        container->header.info = *textureCreateInfo;
+        container->header.info = *createinfo;
         container->activeTexture = texture;
         container->textureCapacity = 1;
         container->textureCount = 1;
@@ -1444,7 +1444,7 @@ static MetalTexture *METAL_INTERNAL_PrepareTextureForWrite(
 
         container->activeTexture = container->textures[container->textureCount - 1];
 
-        if (renderer->debugMode && container->debugName != NULL) {
+        if (renderer->debug_mode && container->debugName != NULL) {
             container->activeTexture->handle.label = @(container->debugName);
         }
     }
@@ -1455,16 +1455,16 @@ static MetalTexture *METAL_INTERNAL_PrepareTextureForWrite(
 // This function assumes that it's called from within an autorelease pool
 static MetalBuffer *METAL_INTERNAL_CreateBuffer(
     MetalRenderer *renderer,
-    Uint32 sizeInBytes,
+    Uint32 size,
     MTLResourceOptions resourceOptions)
 {
     id<MTLBuffer> bufferHandle;
     MetalBuffer *metalBuffer;
 
     // Storage buffers have to be 4-aligned, so might as well align them all
-    sizeInBytes = METAL_INTERNAL_NextHighestAlignment(sizeInBytes, 4);
+    size = METAL_INTERNAL_NextHighestAlignment(size, 4);
 
-    bufferHandle = [renderer->device newBufferWithLength:sizeInBytes options:resourceOptions];
+    bufferHandle = [renderer->device newBufferWithLength:size options:resourceOptions];
     if (bufferHandle == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not create buffer");
         return NULL;
@@ -1480,14 +1480,14 @@ static MetalBuffer *METAL_INTERNAL_CreateBuffer(
 // This function assumes that it's called from within an autorelease pool
 static MetalBufferContainer *METAL_INTERNAL_CreateBufferContainer(
     MetalRenderer *renderer,
-    Uint32 sizeInBytes,
+    Uint32 size,
     bool isPrivate,
     bool isWriteOnly)
 {
     MetalBufferContainer *container = SDL_calloc(1, sizeof(MetalBufferContainer));
     MTLResourceOptions resourceOptions;
 
-    container->size = sizeInBytes;
+    container->size = size;
     container->bufferCapacity = 1;
     container->bufferCount = 1;
     container->buffers = SDL_calloc(
@@ -1508,7 +1508,7 @@ static MetalBufferContainer *METAL_INTERNAL_CreateBufferContainer(
 
     container->buffers[0] = METAL_INTERNAL_CreateBuffer(
         renderer,
-        sizeInBytes,
+        size,
         resourceOptions);
     container->activeBuffer = container->buffers[0];
 
@@ -1517,13 +1517,13 @@ static MetalBufferContainer *METAL_INTERNAL_CreateBufferContainer(
 
 static SDL_GPUBuffer *METAL_CreateBuffer(
     SDL_GPURenderer *driverData,
-    SDL_GPUBufferUsageFlags usageFlags,
-    Uint32 sizeInBytes)
+    SDL_GPUBufferUsageFlags usage,
+    Uint32 size)
 {
     @autoreleasepool {
         return (SDL_GPUBuffer *)METAL_INTERNAL_CreateBufferContainer(
             (MetalRenderer *)driverData,
-            sizeInBytes,
+            size,
             true,
             false);
     }
@@ -1532,12 +1532,12 @@ static SDL_GPUBuffer *METAL_CreateBuffer(
 static SDL_GPUTransferBuffer *METAL_CreateTransferBuffer(
     SDL_GPURenderer *driverData,
     SDL_GPUTransferBufferUsage usage,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     @autoreleasepool {
         return (SDL_GPUTransferBuffer *)METAL_INTERNAL_CreateBufferContainer(
             (MetalRenderer *)driverData,
-            sizeInBytes,
+            size,
             false,
             usage == SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD);
     }
@@ -1546,12 +1546,12 @@ static SDL_GPUTransferBuffer *METAL_CreateTransferBuffer(
 // This function assumes that it's called from within an autorelease pool
 static MetalUniformBuffer *METAL_INTERNAL_CreateUniformBuffer(
     MetalRenderer *renderer,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     MetalUniformBuffer *uniformBuffer;
     id<MTLBuffer> bufferHandle;
 
-    bufferHandle = [renderer->device newBufferWithLength:sizeInBytes options:MTLResourceCPUCacheModeWriteCombined];
+    bufferHandle = [renderer->device newBufferWithLength:size options:MTLResourceCPUCacheModeWriteCombined];
     if (bufferHandle == nil) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not create uniform buffer");
         return NULL;
@@ -1608,7 +1608,7 @@ static MetalBuffer *METAL_INTERNAL_PrepareBufferForWrite(
 
         container->activeBuffer = container->buffers[container->bufferCount - 1];
 
-        if (renderer->debugMode && container->debugName != NULL) {
+        if (renderer->debug_mode && container->debugName != NULL) {
             container->activeBuffer->handle.label = @(container->debugName);
         }
     }
@@ -1667,7 +1667,7 @@ static void METAL_UploadToTexture(
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         MetalRenderer *renderer = metalCommandBuffer->renderer;
-        MetalBufferContainer *bufferContainer = (MetalBufferContainer *)source->transferBuffer;
+        MetalBufferContainer *bufferContainer = (MetalBufferContainer *)source->transfer_buffer;
         MetalTextureContainer *textureContainer = (MetalTextureContainer *)destination->texture;
 
         MetalTexture *metalTexture = METAL_INTERNAL_PrepareTextureForWrite(renderer, textureContainer, cycle);
@@ -1680,7 +1680,7 @@ static void METAL_UploadToTexture(
                      sourceSize:MTLSizeMake(destination->w, destination->h, destination->d)
                       toTexture:metalTexture->handle
                destinationSlice:destination->layer
-               destinationLevel:destination->mipLevel
+               destinationLevel:destination->mip_level
               destinationOrigin:MTLOriginMake(destination->x, destination->y, destination->z)];
 
         METAL_INTERNAL_TrackTexture(metalCommandBuffer, metalTexture);
@@ -1697,7 +1697,7 @@ static void METAL_UploadToBuffer(
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         MetalRenderer *renderer = metalCommandBuffer->renderer;
-        MetalBufferContainer *transferContainer = (MetalBufferContainer *)source->transferBuffer;
+        MetalBufferContainer *transferContainer = (MetalBufferContainer *)source->transfer_buffer;
         MetalBufferContainer *bufferContainer = (MetalBufferContainer *)destination->buffer;
 
         MetalBuffer *metalBuffer = METAL_INTERNAL_PrepareBufferForWrite(
@@ -1741,12 +1741,12 @@ static void METAL_CopyTextureToTexture(
         [metalCommandBuffer->blitEncoder
               copyFromTexture:srcTexture->handle
                   sourceSlice:source->layer
-                  sourceLevel:source->mipLevel
+                  sourceLevel:source->mip_level
                  sourceOrigin:MTLOriginMake(source->x, source->y, source->z)
                    sourceSize:MTLSizeMake(w, h, d)
                     toTexture:dstTexture->handle
              destinationSlice:destination->layer
-             destinationLevel:destination->mipLevel
+             destinationLevel:destination->mip_level
             destinationOrigin:MTLOriginMake(destination->x, destination->y, destination->z)];
 
         METAL_INTERNAL_TrackTexture(metalCommandBuffer, srcTexture);
@@ -1795,9 +1795,9 @@ static void METAL_DownloadFromTexture(
         MetalRenderer *renderer = metalCommandBuffer->renderer;
         MetalTextureContainer *textureContainer = (MetalTextureContainer *)source->texture;
         MetalTexture *metalTexture = textureContainer->activeTexture;
-        MetalBufferContainer *bufferContainer = (MetalBufferContainer *)destination->transferBuffer;
-        Uint32 bufferStride = destination->imagePitch;
-        Uint32 bufferImageHeight = destination->imageHeight;
+        MetalBufferContainer *bufferContainer = (MetalBufferContainer *)destination->transfer_buffer;
+        Uint32 bufferStride = destination->pixels_per_row;
+        Uint32 bufferImageHeight = destination->rows_per_layer;
         Uint32 bytesPerRow, bytesPerDepthSlice;
 
         MetalBuffer *dstBuffer = METAL_INTERNAL_PrepareBufferForWrite(
@@ -1826,7 +1826,7 @@ static void METAL_DownloadFromTexture(
         [metalCommandBuffer->blitEncoder
                      copyFromTexture:metalTexture->handle
                          sourceSlice:source->layer
-                         sourceLevel:source->mipLevel
+                         sourceLevel:source->mip_level
                         sourceOrigin:regionOrigin
                           sourceSize:regionSize
                             toBuffer:dstBuffer->handle
@@ -2007,8 +2007,8 @@ static SDL_GPUCommandBuffer *METAL_AcquireCommandBuffer(
         commandBuffer = METAL_INTERNAL_GetInactiveCommandBufferFromPool(renderer);
         commandBuffer->handle = [renderer->queue commandBuffer];
 
-        commandBuffer->graphicsPipeline = NULL;
-        commandBuffer->computePipeline = NULL;
+        commandBuffer->graphics_pipeline = NULL;
+        commandBuffer->compute_pipeline = NULL;
         for (Uint32 i = 0; i < MAX_UNIFORM_BUFFERS_PER_STAGE; i += 1) {
             commandBuffer->vertexUniformBuffers[i] = NULL;
             commandBuffer->fragmentUniformBuffers[i] = NULL;
@@ -2092,8 +2092,8 @@ static void METAL_SetViewport(
         metalViewport.originY = viewport->y;
         metalViewport.width = viewport->w;
         metalViewport.height = viewport->h;
-        metalViewport.znear = viewport->minDepth;
-        metalViewport.zfar = viewport->maxDepth;
+        metalViewport.znear = viewport->min_depth;
+        metalViewport.zfar = viewport->max_depth;
 
         [metalCommandBuffer->renderEncoder setViewport:metalViewport];
     }
@@ -2131,8 +2131,8 @@ static void METAL_SetBlendConstants(
 
 static void METAL_SetStencilReference(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint8 reference
-) {
+    Uint8 reference)
+{
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         [metalCommandBuffer->renderEncoder setStencilReferenceValue:reference];
@@ -2141,9 +2141,9 @@ static void METAL_SetStencilReference(
 
 static void METAL_BeginRenderPass(
     SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-    Uint32 colorAttachmentCount,
-    const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    const SDL_GPUColorTargetInfo *colorTargetInfos,
+    Uint32 numColorTargets,
+    const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2154,12 +2154,12 @@ static void METAL_BeginRenderPass(
         SDL_GPUViewport viewport;
         SDL_Rect scissorRect;
 
-        for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
-            MetalTextureContainer *container = (MetalTextureContainer *)colorAttachmentInfos[i].texture;
+        for (Uint32 i = 0; i < numColorTargets; i += 1) {
+            MetalTextureContainer *container = (MetalTextureContainer *)colorTargetInfos[i].texture;
             MetalTexture *texture = METAL_INTERNAL_PrepareTextureForWrite(
                 renderer,
                 container,
-                colorAttachmentInfos[i].cycle);
+                colorTargetInfos[i].cycle);
 
             if (texture->msaaHandle) {
                 passDescriptor.colorAttachments[i].texture = texture->msaaHandle;
@@ -2167,31 +2167,31 @@ static void METAL_BeginRenderPass(
             } else {
                 passDescriptor.colorAttachments[i].texture = texture->handle;
             }
-            passDescriptor.colorAttachments[i].level = colorAttachmentInfos[i].mipLevel;
+            passDescriptor.colorAttachments[i].level = colorTargetInfos[i].mip_level;
             if (container->header.info.type == SDL_GPU_TEXTURETYPE_3D) {
-                passDescriptor.colorAttachments[i].depthPlane = colorAttachmentInfos[i].layerOrDepthPlane;
+                passDescriptor.colorAttachments[i].depthPlane = colorTargetInfos[i].layer_or_depth_plane;
             } else {
-                passDescriptor.colorAttachments[i].slice = colorAttachmentInfos[i].layerOrDepthPlane;
+                passDescriptor.colorAttachments[i].slice = colorTargetInfos[i].layer_or_depth_plane;
             }
             passDescriptor.colorAttachments[i].clearColor = MTLClearColorMake(
-                colorAttachmentInfos[i].clearColor.r,
-                colorAttachmentInfos[i].clearColor.g,
-                colorAttachmentInfos[i].clearColor.b,
-                colorAttachmentInfos[i].clearColor.a);
-            passDescriptor.colorAttachments[i].loadAction = SDLToMetal_LoadOp[colorAttachmentInfos[i].loadOp];
+                colorTargetInfos[i].clear_color.r,
+                colorTargetInfos[i].clear_color.g,
+                colorTargetInfos[i].clear_color.b,
+                colorTargetInfos[i].clear_color.a);
+            passDescriptor.colorAttachments[i].loadAction = SDLToMetal_LoadOp[colorTargetInfos[i].load_op];
             passDescriptor.colorAttachments[i].storeAction = SDLToMetal_StoreOp(
-                colorAttachmentInfos[i].storeOp,
+                colorTargetInfos[i].store_op,
                 texture->msaaHandle ? 1 : 0);
 
             METAL_INTERNAL_TrackTexture(metalCommandBuffer, texture);
         }
 
-        if (depthStencilAttachmentInfo != NULL) {
-            MetalTextureContainer *container = (MetalTextureContainer *)depthStencilAttachmentInfo->texture;
+        if (depthStencilTargetInfo != NULL) {
+            MetalTextureContainer *container = (MetalTextureContainer *)depthStencilTargetInfo->texture;
             MetalTexture *texture = METAL_INTERNAL_PrepareTextureForWrite(
                 renderer,
                 container,
-                depthStencilAttachmentInfo->cycle);
+                depthStencilTargetInfo->cycle);
 
             if (texture->msaaHandle) {
                 passDescriptor.depthAttachment.texture = texture->msaaHandle;
@@ -2199,11 +2199,11 @@ static void METAL_BeginRenderPass(
             } else {
                 passDescriptor.depthAttachment.texture = texture->handle;
             }
-            passDescriptor.depthAttachment.loadAction = SDLToMetal_LoadOp[depthStencilAttachmentInfo->loadOp];
+            passDescriptor.depthAttachment.loadAction = SDLToMetal_LoadOp[depthStencilTargetInfo->load_op];
             passDescriptor.depthAttachment.storeAction = SDLToMetal_StoreOp(
-                depthStencilAttachmentInfo->storeOp,
+                depthStencilTargetInfo->store_op,
                 texture->msaaHandle ? 1 : 0);
-            passDescriptor.depthAttachment.clearDepth = depthStencilAttachmentInfo->depthStencilClearValue.depth;
+            passDescriptor.depthAttachment.clearDepth = depthStencilTargetInfo->clear_value.depth;
 
             if (IsStencilFormat(container->header.info.format)) {
                 if (texture->msaaHandle) {
@@ -2212,11 +2212,11 @@ static void METAL_BeginRenderPass(
                 } else {
                     passDescriptor.stencilAttachment.texture = texture->handle;
                 }
-                passDescriptor.stencilAttachment.loadAction = SDLToMetal_LoadOp[depthStencilAttachmentInfo->loadOp];
+                passDescriptor.stencilAttachment.loadAction = SDLToMetal_LoadOp[depthStencilTargetInfo->load_op];
                 passDescriptor.stencilAttachment.storeAction = SDLToMetal_StoreOp(
-                    depthStencilAttachmentInfo->storeOp,
+                    depthStencilTargetInfo->store_op,
                     texture->msaaHandle ? 1 : 0);
-                passDescriptor.stencilAttachment.clearStencil = depthStencilAttachmentInfo->depthStencilClearValue.stencil;
+                passDescriptor.stencilAttachment.clearStencil = depthStencilTargetInfo->clear_value.stencil;
             }
 
             METAL_INTERNAL_TrackTexture(metalCommandBuffer, texture);
@@ -2224,11 +2224,11 @@ static void METAL_BeginRenderPass(
 
         metalCommandBuffer->renderEncoder = [metalCommandBuffer->handle renderCommandEncoderWithDescriptor:passDescriptor];
 
-        // The viewport cannot be larger than the smallest attachment.
-        for (Uint32 i = 0; i < colorAttachmentCount; i += 1) {
-            MetalTextureContainer *container = (MetalTextureContainer *)colorAttachmentInfos[i].texture;
-            Uint32 w = container->header.info.width >> colorAttachmentInfos[i].mipLevel;
-            Uint32 h = container->header.info.height >> colorAttachmentInfos[i].mipLevel;
+        // The viewport cannot be larger than the smallest target.
+        for (Uint32 i = 0; i < numColorTargets; i += 1) {
+            MetalTextureContainer *container = (MetalTextureContainer *)colorTargetInfos[i].texture;
+            Uint32 w = container->header.info.width >> colorTargetInfos[i].mip_level;
+            Uint32 h = container->header.info.height >> colorTargetInfos[i].mip_level;
 
             if (w < vpWidth) {
                 vpWidth = w;
@@ -2239,8 +2239,8 @@ static void METAL_BeginRenderPass(
             }
         }
 
-        if (depthStencilAttachmentInfo != NULL) {
-            MetalTextureContainer *container = (MetalTextureContainer *)depthStencilAttachmentInfo->texture;
+        if (depthStencilTargetInfo != NULL) {
+            MetalTextureContainer *container = (MetalTextureContainer *)depthStencilTargetInfo->texture;
             Uint32 w = container->header.info.width;
             Uint32 h = container->header.info.height;
 
@@ -2258,8 +2258,8 @@ static void METAL_BeginRenderPass(
         viewport.y = 0;
         viewport.w = vpWidth;
         viewport.h = vpHeight;
-        viewport.minDepth = 0;
-        viewport.maxDepth = 1;
+        viewport.min_depth = 0;
+        viewport.max_depth = 1;
         METAL_SetViewport(commandBuffer, &viewport);
 
         scissorRect.x = 0;
@@ -2287,23 +2287,23 @@ static void METAL_BindGraphicsPipeline(
         MetalGraphicsPipeline *metalGraphicsPipeline = (MetalGraphicsPipeline *)graphicsPipeline;
         SDL_GPURasterizerState *rast = &metalGraphicsPipeline->rasterizerState;
 
-        metalCommandBuffer->graphicsPipeline = metalGraphicsPipeline;
+        metalCommandBuffer->graphics_pipeline = metalGraphicsPipeline;
 
         [metalCommandBuffer->renderEncoder setRenderPipelineState:metalGraphicsPipeline->handle];
 
         // Apply rasterizer state
-        [metalCommandBuffer->renderEncoder setTriangleFillMode:SDLToMetal_PolygonMode[metalGraphicsPipeline->rasterizerState.fillMode]];
-        [metalCommandBuffer->renderEncoder setCullMode:SDLToMetal_CullMode[metalGraphicsPipeline->rasterizerState.cullMode]];
-        [metalCommandBuffer->renderEncoder setFrontFacingWinding:SDLToMetal_FrontFace[metalGraphicsPipeline->rasterizerState.frontFace]];
+        [metalCommandBuffer->renderEncoder setTriangleFillMode:SDLToMetal_PolygonMode[metalGraphicsPipeline->rasterizerState.fill_mode]];
+        [metalCommandBuffer->renderEncoder setCullMode:SDLToMetal_CullMode[metalGraphicsPipeline->rasterizerState.cull_mode]];
+        [metalCommandBuffer->renderEncoder setFrontFacingWinding:SDLToMetal_FrontFace[metalGraphicsPipeline->rasterizerState.front_face]];
         [metalCommandBuffer->renderEncoder
-            setDepthBias:((rast->depthBiasEnable) ? rast->depthBiasConstantFactor : 0)
-              slopeScale:((rast->depthBiasEnable) ? rast->depthBiasSlopeFactor : 0)
-              clamp:((rast->depthBiasEnable) ? rast->depthBiasClamp : 0)];
+            setDepthBias:((rast->enable_depth_bias) ? rast->depth_bias_constant_factor : 0)
+              slopeScale:((rast->enable_depth_bias) ? rast->depth_bias_slope_factor : 0)
+              clamp:((rast->enable_depth_bias) ? rast->depth_bias_clamp : 0)];
 
         // Apply depth-stencil state
-        if (metalGraphicsPipeline->depthStencilState != NULL) {
+        if (metalGraphicsPipeline->depth_stencil_state != NULL) {
             [metalCommandBuffer->renderEncoder
-                setDepthStencilState:metalGraphicsPipeline->depthStencilState];
+                setDepthStencilState:metalGraphicsPipeline->depth_stencil_state];
         }
 
         for (Uint32 i = 0; i < metalGraphicsPipeline->vertexUniformBufferCount; i += 1) {
@@ -2328,24 +2328,24 @@ static void METAL_BindGraphicsPipeline(
 static void METAL_BindVertexBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstBinding,
-    const SDL_GPUBufferBinding *pBindings,
-    Uint32 bindingCount)
+    const SDL_GPUBufferBinding *bindings,
+    Uint32 numBindings)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         id<MTLBuffer> metalBuffers[MAX_BUFFER_BINDINGS];
         NSUInteger bufferOffsets[MAX_BUFFER_BINDINGS];
-        NSRange range = NSMakeRange(METAL_INTERNAL_GetVertexBufferIndex(firstBinding), bindingCount);
+        NSRange range = NSMakeRange(METAL_INTERNAL_GetVertexBufferIndex(firstBinding), numBindings);
 
         if (range.length == 0) {
             return;
         }
 
         for (Uint32 i = 0; i < range.length; i += 1) {
-            MetalBuffer *currentBuffer = ((MetalBufferContainer *)pBindings[i].buffer)->activeBuffer;
+            MetalBuffer *currentBuffer = ((MetalBufferContainer *)bindings[i].buffer)->activeBuffer;
             NSUInteger bindingIndex = range.length - 1 - i;
             metalBuffers[bindingIndex] = currentBuffer->handle;
-            bufferOffsets[bindingIndex] = pBindings[i].offset;
+            bufferOffsets[bindingIndex] = bindings[i].offset;
             METAL_INTERNAL_TrackBuffer(metalCommandBuffer, currentBuffer);
         }
 
@@ -2355,13 +2355,13 @@ static void METAL_BindVertexBuffers(
 
 static void METAL_BindIndexBuffer(
     SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUBufferBinding *pBinding,
+    const SDL_GPUBufferBinding *binding,
     SDL_GPUIndexElementSize indexElementSize)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
-    metalCommandBuffer->indexBuffer = ((MetalBufferContainer *)pBinding->buffer)->activeBuffer;
-    metalCommandBuffer->indexBufferOffset = pBinding->offset;
-    metalCommandBuffer->indexElementSize = indexElementSize;
+    metalCommandBuffer->indexBuffer = ((MetalBufferContainer *)binding->buffer)->activeBuffer;
+    metalCommandBuffer->indexBufferOffset = binding->offset;
+    metalCommandBuffer->index_element_size = indexElementSize;
 
     METAL_INTERNAL_TrackBuffer(metalCommandBuffer, metalCommandBuffer->indexBuffer);
 }
@@ -2370,12 +2370,12 @@ static void METAL_BindVertexSamplers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalTextureContainer *textureContainer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         textureContainer = (MetalTextureContainer *)textureSamplerBindings[i].texture;
 
         METAL_INTERNAL_TrackTexture(
@@ -2396,12 +2396,12 @@ static void METAL_BindVertexStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalTextureContainer *textureContainer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         textureContainer = (MetalTextureContainer *)storageTextures[i];
 
         METAL_INTERNAL_TrackTexture(
@@ -2419,12 +2419,12 @@ static void METAL_BindVertexStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalBufferContainer *bufferContainer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         bufferContainer = (MetalBufferContainer *)storageBuffers[i];
 
         METAL_INTERNAL_TrackBuffer(
@@ -2442,12 +2442,12 @@ static void METAL_BindFragmentSamplers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalTextureContainer *textureContainer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         textureContainer = (MetalTextureContainer *)textureSamplerBindings[i].texture;
 
         METAL_INTERNAL_TrackTexture(
@@ -2468,12 +2468,12 @@ static void METAL_BindFragmentStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalTextureContainer *textureContainer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         textureContainer = (MetalTextureContainer *)storageTextures[i];
 
         METAL_INTERNAL_TrackTexture(
@@ -2491,12 +2491,12 @@ static void METAL_BindFragmentStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalBufferContainer *bufferContainer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         bufferContainer = (MetalBufferContainer *)storageBuffers[i];
 
         METAL_INTERNAL_TrackBuffer(
@@ -2514,7 +2514,7 @@ static void METAL_BindFragmentStorageBuffers(
 static void METAL_INTERNAL_BindGraphicsResources(
     MetalCommandBuffer *commandBuffer)
 {
-    MetalGraphicsPipeline *graphicsPipeline = commandBuffer->graphicsPipeline;
+    MetalGraphicsPipeline *graphicsPipeline = commandBuffer->graphics_pipeline;
     NSUInteger offsets[MAX_STORAGE_BUFFERS_PER_STAGE] = { 0 };
 
     // Vertex Samplers+Textures
@@ -2603,48 +2603,48 @@ static void METAL_INTERNAL_BindGraphicsResources(
 static void METAL_INTERNAL_BindComputeResources(
     MetalCommandBuffer *commandBuffer)
 {
-    MetalComputePipeline *computePipeline = commandBuffer->computePipeline;
+    MetalComputePipeline *computePipeline = commandBuffer->compute_pipeline;
     NSUInteger offsets[MAX_STORAGE_BUFFERS_PER_STAGE] = { 0 }; // 8 is the max for both read and write-only
 
     if (commandBuffer->needComputeTextureBind) {
         // Bind read-only textures
-        if (computePipeline->readOnlyStorageTextureCount > 0) {
+        if (computePipeline->num_readonly_storage_textures > 0) {
             [commandBuffer->computeEncoder setTextures:commandBuffer->computeReadOnlyTextures
-                                             withRange:NSMakeRange(0, computePipeline->readOnlyStorageTextureCount)];
+                                             withRange:NSMakeRange(0, computePipeline->num_readonly_storage_textures)];
         }
 
         // Bind write-only textures
-        if (computePipeline->writeOnlyStorageTextureCount > 0) {
+        if (computePipeline->num_writeonly_storage_textures > 0) {
             [commandBuffer->computeEncoder setTextures:commandBuffer->computeWriteOnlyTextures
                                              withRange:NSMakeRange(
-                                                           computePipeline->readOnlyStorageTextureCount,
-                                                           computePipeline->writeOnlyStorageTextureCount)];
+                                                           computePipeline->num_readonly_storage_textures,
+                                                           computePipeline->num_writeonly_storage_textures)];
         }
         commandBuffer->needComputeTextureBind = false;
     }
 
     if (commandBuffer->needComputeBufferBind) {
         // Bind read-only buffers
-        if (computePipeline->readOnlyStorageBufferCount > 0) {
+        if (computePipeline->num_readonly_storage_buffers > 0) {
             [commandBuffer->computeEncoder setBuffers:commandBuffer->computeReadOnlyBuffers
                                               offsets:offsets
-                                            withRange:NSMakeRange(computePipeline->uniformBufferCount,
-                                                                  computePipeline->readOnlyStorageBufferCount)];
+                                            withRange:NSMakeRange(computePipeline->numUniformBuffers,
+                                                                  computePipeline->num_readonly_storage_buffers)];
         }
         // Bind write-only buffers
-        if (computePipeline->writeOnlyStorageBufferCount > 0) {
+        if (computePipeline->num_writeonly_storage_buffers > 0) {
             [commandBuffer->computeEncoder setBuffers:commandBuffer->computeWriteOnlyBuffers
                                               offsets:offsets
                                             withRange:NSMakeRange(
-                                                          computePipeline->uniformBufferCount +
-                                                              computePipeline->readOnlyStorageBufferCount,
-                                                          computePipeline->writeOnlyStorageBufferCount)];
+                                                          computePipeline->numUniformBuffers +
+                                                              computePipeline->num_readonly_storage_buffers,
+                                                          computePipeline->num_writeonly_storage_buffers)];
         }
         commandBuffer->needComputeBufferBind = false;
     }
 
     if (commandBuffer->needComputeUniformBind) {
-        for (Uint32 i = 0; i < computePipeline->uniformBufferCount; i += 1) {
+        for (Uint32 i = 0; i < computePipeline->numUniformBuffers; i += 1) {
             [commandBuffer->computeEncoder
                 setBuffer:commandBuffer->computeUniformBuffers[i]->handle
                    offset:commandBuffer->computeUniformBuffers[i]->drawOffset
@@ -2657,26 +2657,26 @@ static void METAL_INTERNAL_BindComputeResources(
 
 static void METAL_DrawIndexedPrimitives(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 indexCount,
-    Uint32 instanceCount,
+    Uint32 numIndices,
+    Uint32 numInstances,
     Uint32 firstIndex,
     Sint32 vertexOffset,
     Uint32 firstInstance)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
-        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
-        Uint32 indexSize = IndexSize(metalCommandBuffer->indexElementSize);
+        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphics_pipeline->primitiveType;
+        Uint32 indexSize = IndexSize(metalCommandBuffer->index_element_size);
 
         METAL_INTERNAL_BindGraphicsResources(metalCommandBuffer);
 
         [metalCommandBuffer->renderEncoder
             drawIndexedPrimitives:SDLToMetal_PrimitiveType[primitiveType]
-                       indexCount:indexCount
-                        indexType:SDLToMetal_IndexType[metalCommandBuffer->indexElementSize]
+                       indexCount:numIndices
+                        indexType:SDLToMetal_IndexType[metalCommandBuffer->index_element_size]
                       indexBuffer:metalCommandBuffer->indexBuffer->handle
                 indexBufferOffset:metalCommandBuffer->indexBufferOffset + (firstIndex * indexSize)
-                    instanceCount:instanceCount
+                    instanceCount:numInstances
                        baseVertex:vertexOffset
                      baseInstance:firstInstance];
     }
@@ -2684,22 +2684,22 @@ static void METAL_DrawIndexedPrimitives(
 
 static void METAL_DrawPrimitives(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 vertexCount,
-    Uint32 instanceCount,
+    Uint32 numVertices,
+    Uint32 numInstances,
     Uint32 firstVertex,
     Uint32 firstInstance)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
-        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
+        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphics_pipeline->primitiveType;
 
         METAL_INTERNAL_BindGraphicsResources(metalCommandBuffer);
 
         [metalCommandBuffer->renderEncoder
             drawPrimitives:SDLToMetal_PrimitiveType[primitiveType]
                vertexStart:firstVertex
-               vertexCount:vertexCount
-             instanceCount:instanceCount
+               vertexCount:numVertices
+             instanceCount:numInstances
               baseInstance:firstInstance];
     }
 }
@@ -2707,14 +2707,14 @@ static void METAL_DrawPrimitives(
 static void METAL_DrawPrimitivesIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
+    Uint32 offset,
     Uint32 drawCount,
-    Uint32 stride)
+    Uint32 pitch)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         MetalBuffer *metalBuffer = ((MetalBufferContainer *)buffer)->activeBuffer;
-        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
+        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphics_pipeline->primitiveType;
 
         METAL_INTERNAL_BindGraphicsResources(metalCommandBuffer);
 
@@ -2725,7 +2725,7 @@ static void METAL_DrawPrimitivesIndirect(
             [metalCommandBuffer->renderEncoder
                       drawPrimitives:SDLToMetal_PrimitiveType[primitiveType]
                       indirectBuffer:metalBuffer->handle
-                indirectBufferOffset:offsetInBytes + (stride * i)];
+                indirectBufferOffset:offset + (pitch * i)];
         }
 
         METAL_INTERNAL_TrackBuffer(metalCommandBuffer, metalBuffer);
@@ -2735,25 +2735,25 @@ static void METAL_DrawPrimitivesIndirect(
 static void METAL_DrawIndexedPrimitivesIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
+    Uint32 offset,
     Uint32 drawCount,
-    Uint32 stride)
+    Uint32 pitch)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         MetalBuffer *metalBuffer = ((MetalBufferContainer *)buffer)->activeBuffer;
-        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
+        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphics_pipeline->primitiveType;
 
         METAL_INTERNAL_BindGraphicsResources(metalCommandBuffer);
 
         for (Uint32 i = 0; i < drawCount; i += 1) {
             [metalCommandBuffer->renderEncoder
                 drawIndexedPrimitives:SDLToMetal_PrimitiveType[primitiveType]
-                            indexType:SDLToMetal_IndexType[metalCommandBuffer->indexElementSize]
+                            indexType:SDLToMetal_IndexType[metalCommandBuffer->index_element_size]
                           indexBuffer:metalCommandBuffer->indexBuffer->handle
                     indexBufferOffset:metalCommandBuffer->indexBufferOffset
                        indirectBuffer:metalBuffer->handle
-                 indirectBufferOffset:offsetInBytes + (stride * i)];
+                 indirectBufferOffset:offset + (pitch * i)];
         }
 
         METAL_INTERNAL_TrackBuffer(metalCommandBuffer, metalBuffer);
@@ -2791,7 +2791,7 @@ static void METAL_INTERNAL_PushUniformData(
     SDL_GPUShaderStage shaderStage,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     MetalUniformBuffer *metalUniformBuffer;
     Uint32 alignedDataLength;
@@ -2820,7 +2820,7 @@ static void METAL_INTERNAL_PushUniformData(
     }
 
     alignedDataLength = METAL_INTERNAL_NextHighestAlignment(
-        dataLengthInBytes,
+        length,
         256);
 
     if (metalUniformBuffer->writeOffset + alignedDataLength >= UNIFORM_BUFFER_SIZE) {
@@ -2847,7 +2847,7 @@ static void METAL_INTERNAL_PushUniformData(
     SDL_memcpy(
         (metalUniformBuffer->handle).contents + metalUniformBuffer->writeOffset,
         data,
-        dataLengthInBytes);
+        length);
 
     metalUniformBuffer->writeOffset += alignedDataLength;
 
@@ -2866,7 +2866,7 @@ static void METAL_PushVertexUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     @autoreleasepool {
         METAL_INTERNAL_PushUniformData(
@@ -2874,7 +2874,7 @@ static void METAL_PushVertexUniformData(
             SDL_GPU_SHADERSTAGE_VERTEX,
             slotIndex,
             data,
-            dataLengthInBytes);
+            length);
     }
 }
 
@@ -2882,7 +2882,7 @@ static void METAL_PushFragmentUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     @autoreleasepool {
         METAL_INTERNAL_PushUniformData(
@@ -2890,7 +2890,7 @@ static void METAL_PushFragmentUniformData(
             SDL_GPU_SHADERSTAGE_FRAGMENT,
             slotIndex,
             data,
-            dataLengthInBytes);
+            length);
     }
 }
 
@@ -2901,7 +2901,7 @@ static void METAL_Blit(
     const SDL_GPUBlitRegion *source,
     const SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GPUFilter filterMode,
+    SDL_GPUFilter filter,
     bool cycle)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2912,7 +2912,7 @@ static void METAL_Blit(
         source,
         destination,
         flipMode,
-        filterMode,
+        filter,
         cycle,
         renderer->blitLinearSampler,
         renderer->blitNearestSampler,
@@ -2931,9 +2931,9 @@ static void METAL_Blit(
 static void METAL_BeginComputePass(
     SDL_GPUCommandBuffer *commandBuffer,
     const SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
-    Uint32 storageTextureBindingCount,
+    Uint32 numStorageTextureBindings,
     const SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
-    Uint32 storageBufferBindingCount)
+    Uint32 numStorageBufferBindings)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2945,7 +2945,7 @@ static void METAL_BeginComputePass(
 
         metalCommandBuffer->computeEncoder = [metalCommandBuffer->handle computeCommandEncoder];
 
-        for (Uint32 i = 0; i < storageTextureBindingCount; i += 1) {
+        for (Uint32 i = 0; i < numStorageTextureBindings; i += 1) {
             textureContainer = (MetalTextureContainer *)storageTextureBindings[i].texture;
 
             texture = METAL_INTERNAL_PrepareTextureForWrite(
@@ -2957,14 +2957,14 @@ static void METAL_BeginComputePass(
 
             textureView = [texture->handle newTextureViewWithPixelFormat:SDLToMetal_SurfaceFormat[textureContainer->header.info.format]
                                                              textureType:SDLToMetal_TextureType[textureContainer->header.info.type]
-                                                                  levels:NSMakeRange(storageTextureBindings[i].mipLevel, 1)
+                                                                  levels:NSMakeRange(storageTextureBindings[i].mip_level, 1)
                                                                   slices:NSMakeRange(storageTextureBindings[i].layer, 1)];
 
             metalCommandBuffer->computeWriteOnlyTextures[i] = textureView;
             metalCommandBuffer->needComputeTextureBind = true;
         }
 
-        for (Uint32 i = 0; i < storageBufferBindingCount; i += 1) {
+        for (Uint32 i = 0; i < numStorageBufferBindings; i += 1) {
             bufferContainer = (MetalBufferContainer *)storageBufferBindings[i].buffer;
 
             buffer = METAL_INTERNAL_PrepareBufferForWrite(
@@ -2990,11 +2990,11 @@ static void METAL_BindComputePipeline(
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         MetalComputePipeline *pipeline = (MetalComputePipeline *)computePipeline;
 
-        metalCommandBuffer->computePipeline = pipeline;
+        metalCommandBuffer->compute_pipeline = pipeline;
 
         [metalCommandBuffer->computeEncoder setComputePipelineState:pipeline->handle];
 
-        for (Uint32 i = 0; i < pipeline->uniformBufferCount; i += 1) {
+        for (Uint32 i = 0; i < pipeline->numUniformBuffers; i += 1) {
             if (metalCommandBuffer->computeUniformBuffers[i] == NULL) {
                 metalCommandBuffer->computeUniformBuffers[i] = METAL_INTERNAL_AcquireUniformBufferFromPool(
                     metalCommandBuffer);
@@ -3009,12 +3009,12 @@ static void METAL_BindComputeStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalTextureContainer *textureContainer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         textureContainer = (MetalTextureContainer *)storageTextures[i];
 
         METAL_INTERNAL_TrackTexture(
@@ -3032,12 +3032,12 @@ static void METAL_BindComputeStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalBufferContainer *bufferContainer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         bufferContainer = (MetalBufferContainer *)storageBuffers[i];
 
         METAL_INTERNAL_TrackBuffer(
@@ -3055,7 +3055,7 @@ static void METAL_PushComputeUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     @autoreleasepool {
         METAL_INTERNAL_PushUniformData(
@@ -3063,23 +3063,23 @@ static void METAL_PushComputeUniformData(
             SDL_GPU_SHADERSTAGE_COMPUTE,
             slotIndex,
             data,
-            dataLengthInBytes);
+            length);
     }
 }
 
 static void METAL_DispatchCompute(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 groupCountX,
-    Uint32 groupCountY,
-    Uint32 groupCountZ)
+    Uint32 groupcountX,
+    Uint32 groupcountY,
+    Uint32 groupcountZ)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
-        MTLSize threadgroups = MTLSizeMake(groupCountX, groupCountY, groupCountZ);
+        MTLSize threadgroups = MTLSizeMake(groupcountX, groupcountY, groupcountZ);
         MTLSize threadsPerThreadgroup = MTLSizeMake(
-            metalCommandBuffer->computePipeline->threadCountX,
-            metalCommandBuffer->computePipeline->threadCountY,
-            metalCommandBuffer->computePipeline->threadCountZ);
+            metalCommandBuffer->compute_pipeline->threadcount_x,
+            metalCommandBuffer->compute_pipeline->threadcount_y,
+            metalCommandBuffer->compute_pipeline->threadcount_z);
 
         METAL_INTERNAL_BindComputeResources(metalCommandBuffer);
 
@@ -3092,21 +3092,21 @@ static void METAL_DispatchCompute(
 static void METAL_DispatchComputeIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes)
+    Uint32 offset)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         MetalBuffer *metalBuffer = ((MetalBufferContainer *)buffer)->activeBuffer;
         MTLSize threadsPerThreadgroup = MTLSizeMake(
-            metalCommandBuffer->computePipeline->threadCountX,
-            metalCommandBuffer->computePipeline->threadCountY,
-            metalCommandBuffer->computePipeline->threadCountZ);
+            metalCommandBuffer->compute_pipeline->threadcount_x,
+            metalCommandBuffer->compute_pipeline->threadcount_y,
+            metalCommandBuffer->compute_pipeline->threadcount_z);
 
         METAL_INTERNAL_BindComputeResources(metalCommandBuffer);
 
         [metalCommandBuffer->computeEncoder
             dispatchThreadgroupsWithIndirectBuffer:metalBuffer->handle
-                              indirectBufferOffset:offsetInBytes
+                              indirectBufferOffset:offset
                              threadsPerThreadgroup:threadsPerThreadgroup];
 
         METAL_INTERNAL_TrackBuffer(metalCommandBuffer, metalBuffer);
@@ -3299,24 +3299,24 @@ static void METAL_INTERNAL_PerformPendingDestroys(
 static void METAL_WaitForFences(
     SDL_GPURenderer *driverData,
     bool waitAll,
-    SDL_GPUFence *const *pFences,
-    Uint32 fenceCount)
+    SDL_GPUFence *const *fences,
+    Uint32 numFences)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
         bool waiting;
 
         if (waitAll) {
-            for (Uint32 i = 0; i < fenceCount; i += 1) {
-                while (!SDL_AtomicGet(&((MetalFence *)pFences[i])->complete)) {
+            for (Uint32 i = 0; i < numFences; i += 1) {
+                while (!SDL_AtomicGet(&((MetalFence *)fences[i])->complete)) {
                     // Spin!
                 }
             }
         } else {
             waiting = 1;
             while (waiting) {
-                for (Uint32 i = 0; i < fenceCount; i += 1) {
-                    if (SDL_AtomicGet(&((MetalFence *)pFences[i])->complete) > 0) {
+                for (Uint32 i = 0; i < numFences; i += 1) {
+                    if (SDL_AtomicGet(&((MetalFence *)fences[i])->complete) > 0) {
                         waiting = 0;
                         break;
                     }
@@ -3414,10 +3414,10 @@ static Uint8 METAL_INTERNAL_CreateSwapchain(
     windowData->textureContainer.textureCapacity = 1;
     windowData->textureContainer.textureCount = 1;
     windowData->textureContainer.header.info.format = SwapchainCompositionToFormat[swapchainComposition];
-    windowData->textureContainer.header.info.levelCount = 1;
-    windowData->textureContainer.header.info.layerCountOrDepth = 1;
+    windowData->textureContainer.header.info.num_levels = 1;
+    windowData->textureContainer.header.info.layer_count_or_depth = 1;
     windowData->textureContainer.header.info.type = SDL_GPU_TEXTURETYPE_2D;
-    windowData->textureContainer.header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
+    windowData->textureContainer.header.info.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
 
     drawableSize = windowData->layer.drawableSize;
     windowData->textureContainer.header.info.width = (Uint32)drawableSize.width;
@@ -3517,8 +3517,8 @@ static void METAL_ReleaseWindow(
 static SDL_GPUTexture *METAL_AcquireSwapchainTexture(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
-    Uint32 *pWidth,
-    Uint32 *pHeight)
+    Uint32 *w,
+    Uint32 *h)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -3540,8 +3540,8 @@ static SDL_GPUTexture *METAL_AcquireSwapchainTexture(
         windowData->textureContainer.header.info.height = (Uint32)drawableSize.height;
 
         // Send the dimensions to the out parameters.
-        *pWidth = (Uint32)drawableSize.width;
-        *pHeight = (Uint32)drawableSize.height;
+        *w = (Uint32)drawableSize.width;
+        *h = (Uint32)drawableSize.height;
 
         // Set up presentation
         if (metalCommandBuffer->windowDataCount == metalCommandBuffer->windowDataCapacity) {
@@ -3779,17 +3779,17 @@ static bool METAL_SupportsTextureFormat(
 
 // Device Creation
 
-static bool METAL_PrepareDriver(SDL_VideoDevice *_this)
+static bool METAL_PrepareDriver(SDL_VideoDevice *this)
 {
     // FIXME: Add a macOS / iOS version check! Maybe support >= 10.14?
-    return (_this->Metal_CreateView != NULL);
+    return (this->Metal_CreateView != NULL);
 }
 
 static void METAL_INTERNAL_InitBlitResources(
     MetalRenderer *renderer)
 {
     SDL_GPUShaderCreateInfo shaderModuleCreateInfo;
-    SDL_GPUSamplerCreateInfo samplerCreateInfo;
+    SDL_GPUSamplerCreateInfo createinfo;
 
     // Allocate the dynamic blit pipeline list
     renderer->blitPipelineCapacity = 2;
@@ -3800,10 +3800,10 @@ static void METAL_INTERNAL_InitBlitResources(
     // Fullscreen vertex shader
     SDL_zero(shaderModuleCreateInfo);
     shaderModuleCreateInfo.code = FullscreenVert_metallib;
-    shaderModuleCreateInfo.codeSize = FullscreenVert_metallib_len;
+    shaderModuleCreateInfo.code_size = FullscreenVert_metallib_len;
     shaderModuleCreateInfo.stage = SDL_GPU_SHADERSTAGE_VERTEX;
     shaderModuleCreateInfo.format = SDL_GPU_SHADERFORMAT_METALLIB;
-    shaderModuleCreateInfo.entryPointName = "FullscreenVert";
+    shaderModuleCreateInfo.entrypoint = "FullscreenVert";
 
     renderer->blitVertexShader = METAL_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -3815,11 +3815,11 @@ static void METAL_INTERNAL_InitBlitResources(
 
     // BlitFrom2D fragment shader
     shaderModuleCreateInfo.code = BlitFrom2D_metallib;
-    shaderModuleCreateInfo.codeSize = BlitFrom2D_metallib_len;
+    shaderModuleCreateInfo.code_size = BlitFrom2D_metallib_len;
     shaderModuleCreateInfo.stage = SDL_GPU_SHADERSTAGE_FRAGMENT;
-    shaderModuleCreateInfo.entryPointName = "BlitFrom2D";
-    shaderModuleCreateInfo.samplerCount = 1;
-    shaderModuleCreateInfo.uniformBufferCount = 1;
+    shaderModuleCreateInfo.entrypoint = "BlitFrom2D";
+    shaderModuleCreateInfo.num_samplers = 1;
+    shaderModuleCreateInfo.num_uniform_buffers = 1;
 
     renderer->blitFrom2DShader = METAL_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -3831,8 +3831,8 @@ static void METAL_INTERNAL_InitBlitResources(
 
     // BlitFrom2DArray fragment shader
     shaderModuleCreateInfo.code = BlitFrom2DArray_metallib;
-    shaderModuleCreateInfo.codeSize = BlitFrom2DArray_metallib_len;
-    shaderModuleCreateInfo.entryPointName = "BlitFrom2DArray";
+    shaderModuleCreateInfo.code_size = BlitFrom2DArray_metallib_len;
+    shaderModuleCreateInfo.entrypoint = "BlitFrom2DArray";
 
     renderer->blitFrom2DArrayShader = METAL_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -3844,8 +3844,8 @@ static void METAL_INTERNAL_InitBlitResources(
 
     // BlitFrom3D fragment shader
     shaderModuleCreateInfo.code = BlitFrom3D_metallib;
-    shaderModuleCreateInfo.codeSize = BlitFrom3D_metallib_len;
-    shaderModuleCreateInfo.entryPointName = "BlitFrom3D";
+    shaderModuleCreateInfo.code_size = BlitFrom3D_metallib_len;
+    shaderModuleCreateInfo.entrypoint = "BlitFrom3D";
 
     renderer->blitFrom3DShader = METAL_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -3857,8 +3857,8 @@ static void METAL_INTERNAL_InitBlitResources(
 
     // BlitFromCube fragment shader
     shaderModuleCreateInfo.code = BlitFromCube_metallib;
-    shaderModuleCreateInfo.codeSize = BlitFromCube_metallib_len;
-    shaderModuleCreateInfo.entryPointName = "BlitFromCube";
+    shaderModuleCreateInfo.code_size = BlitFromCube_metallib_len;
+    shaderModuleCreateInfo.entrypoint = "BlitFromCube";
 
     renderer->blitFromCubeShader = METAL_CreateShader(
         (SDL_GPURenderer *)renderer,
@@ -3869,35 +3869,35 @@ static void METAL_INTERNAL_InitBlitResources(
     }
 
     // Create samplers
-    samplerCreateInfo.addressModeU = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
-    samplerCreateInfo.addressModeV = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
-    samplerCreateInfo.addressModeW = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
-    samplerCreateInfo.anisotropyEnable = 0;
-    samplerCreateInfo.compareEnable = 0;
-    samplerCreateInfo.magFilter = SDL_GPU_FILTER_NEAREST;
-    samplerCreateInfo.minFilter = SDL_GPU_FILTER_NEAREST;
-    samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
-    samplerCreateInfo.mipLodBias = 0.0f;
-    samplerCreateInfo.minLod = 0;
-    samplerCreateInfo.maxLod = 1000;
-    samplerCreateInfo.maxAnisotropy = 1.0f;
-    samplerCreateInfo.compareOp = SDL_GPU_COMPAREOP_ALWAYS;
+    createinfo.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+    createinfo.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+    createinfo.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE;
+    createinfo.enable_anisotropy = 0;
+    createinfo.enable_compare = 0;
+    createinfo.mag_filter = SDL_GPU_FILTER_NEAREST;
+    createinfo.min_filter = SDL_GPU_FILTER_NEAREST;
+    createinfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST;
+    createinfo.mip_lod_bias = 0.0f;
+    createinfo.min_lod = 0;
+    createinfo.max_lod = 1000;
+    createinfo.max_anisotropy = 1.0f;
+    createinfo.compare_op = SDL_GPU_COMPAREOP_ALWAYS;
 
     renderer->blitNearestSampler = METAL_CreateSampler(
         (SDL_GPURenderer *)renderer,
-        &samplerCreateInfo);
+        &createinfo);
 
     if (renderer->blitNearestSampler == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create blit nearest sampler!");
     }
 
-    samplerCreateInfo.magFilter = SDL_GPU_FILTER_LINEAR;
-    samplerCreateInfo.minFilter = SDL_GPU_FILTER_LINEAR;
-    samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
+    createinfo.mag_filter = SDL_GPU_FILTER_LINEAR;
+    createinfo.min_filter = SDL_GPU_FILTER_LINEAR;
+    createinfo.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
 
     renderer->blitLinearSampler = METAL_CreateSampler(
         (SDL_GPURenderer *)renderer,
-        &samplerCreateInfo);
+        &createinfo);
 
     if (renderer->blitLinearSampler == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create blit linear sampler!");
@@ -3955,7 +3955,7 @@ static SDL_GPUDevice *METAL_CreateDevice(bool debugMode, bool preferLowPower, SD
             [renderer->device.name UTF8String]);
 
         // Remember debug mode
-        renderer->debugMode = debugMode;
+        renderer->debug_mode = debugMode;
 
         // Set up colorspace array
         SwapchainCompositionToColorSpace[0] = kCGColorSpaceSRGB;

+ 474 - 474
src/gpu/vulkan/SDL_gpu_vulkan.c

@@ -630,11 +630,11 @@ typedef struct VulkanSampler
 typedef struct VulkanShader
 {
     VkShaderModule shaderModule;
-    const char *entryPointName;
-    Uint32 samplerCount;
-    Uint32 storageTextureCount;
-    Uint32 storageBufferCount;
-    Uint32 uniformBufferCount;
+    const char *entrypointName;
+    Uint32 numSamplers;
+    Uint32 numStorageTextures;
+    Uint32 numStorageBuffers;
+    Uint32 numUniformBuffers;
     SDL_AtomicInt referenceCount;
 } VulkanShader;
 
@@ -675,7 +675,7 @@ struct VulkanTexture
 
     Uint32 depth;
     Uint32 layerCount;
-    Uint32 levelCount;
+    Uint32 numLevels;
     VkSampleCountFlagBits sampleCount; // NOTE: This refers to the sample count of a render target pass using this texture, not the actual sample count of the texture
     VkFormat format;
     VkComponentMapping swizzle;
@@ -886,11 +886,11 @@ typedef struct VulkanComputePipelineResourceLayout
      */
     DescriptorSetPool descriptorSetPools[3];
 
-    Uint32 readOnlyStorageTextureCount;
-    Uint32 readOnlyStorageBufferCount;
-    Uint32 writeOnlyStorageTextureCount;
-    Uint32 writeOnlyStorageBufferCount;
-    Uint32 uniformBufferCount;
+    Uint32 numReadonlyStorageTextures;
+    Uint32 numReadonlyStorageBuffers;
+    Uint32 numWriteonlyStorageTextures;
+    Uint32 numWriteonlyStorageBuffers;
+    Uint32 numUniformBuffers;
 } VulkanComputePipelineResourceLayout;
 
 typedef struct VulkanComputePipeline
@@ -925,7 +925,7 @@ typedef struct CommandPoolHashTableKey
 typedef struct RenderPassHashTableKey
 {
     RenderPassColorTargetDescription colorTargetDescriptions[MAX_COLOR_TARGET_BINDINGS];
-    Uint32 colorAttachmentCount;
+    Uint32 numColorTargets;
     RenderPassDepthStencilTargetDescription depthStencilTargetDescription;
     VkSampleCountFlagBits colorAttachmentSampleCount;
 } RenderPassHashTableKey;
@@ -939,7 +939,7 @@ typedef struct FramebufferHashTableKey
 {
     VkImageView colorAttachmentViews[MAX_COLOR_TARGET_BINDINGS];
     VkImageView colorMultiSampleAttachmentViews[MAX_COLOR_TARGET_BINDINGS];
-    Uint32 colorAttachmentCount;
+    Uint32 numColorTargets;
     VkImageView depthStencilAttachmentView;
     Uint32 width;
     Uint32 height;
@@ -1208,7 +1208,7 @@ static Uint8 VULKAN_INTERNAL_DefragmentMemory(VulkanRenderer *renderer);
 static void VULKAN_INTERNAL_BeginCommandBuffer(VulkanRenderer *renderer, VulkanCommandBuffer *commandBuffer);
 static void VULKAN_ReleaseWindow(SDL_GPURenderer *driverData, SDL_Window *window);
 static void VULKAN_Wait(SDL_GPURenderer *driverData);
-static void VULKAN_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence *const *pFences, Uint32 fenceCount);
+static void VULKAN_WaitForFences(SDL_GPURenderer *driverData, bool waitAll, SDL_GPUFence *const *fences, Uint32 numFences);
 static void VULKAN_Submit(SDL_GPUCommandBuffer *commandBuffer);
 static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     VulkanRenderer *renderer,
@@ -1217,7 +1217,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     Uint32 depth,
     SDL_GPUTextureType type,
     Uint32 layerCount,
-    Uint32 levelCount,
+    Uint32 numLevels,
     VkSampleCountFlagBits sampleCount,
     VkFormat format,
     VkComponentMapping swizzle,
@@ -2953,7 +2953,7 @@ static void VULKAN_INTERNAL_RemoveFramebuffersContainingView(
 
     while (SDL_IterateHashTable(renderer->framebufferHashTable, (const void **)&key, (const void **)&value, &iter)) {
         bool remove = false;
-        for (Uint32 i = 0; i < key->colorAttachmentCount; i += 1) {
+        for (Uint32 i = 0; i < key->numColorTargets; i += 1) {
             if (key->colorAttachmentViews[i] == view) {
                 remove = true;
             }
@@ -3192,7 +3192,7 @@ static void VULKAN_INTERNAL_DestroyShader(
         vulkanShader->shaderModule,
         NULL);
 
-    SDL_free((void *)vulkanShader->entryPointName);
+    SDL_free((void *)vulkanShader->entrypointName);
     SDL_free(vulkanShader);
 }
 
@@ -3300,22 +3300,22 @@ static Uint32 VULKAN_INTERNAL_RenderPassHashFunction(
      * is taken from Josh Bloch's "Effective Java".
      * (https://stackoverflow.com/a/113600/12492383)
      */
-    const Uint32 HASH_FACTOR = 31;
+    const Uint32 hashFactor = 31;
     Uint32 result = 1;
 
-    for (Uint32 i = 0; i < hashTableKey->colorAttachmentCount; i += 1) {
-        result = result * HASH_FACTOR + hashTableKey->colorTargetDescriptions[i].loadOp;
-        result = result * HASH_FACTOR + hashTableKey->colorTargetDescriptions[i].storeOp;
-        result = result * HASH_FACTOR + hashTableKey->colorTargetDescriptions[i].format;
+    for (Uint32 i = 0; i < hashTableKey->numColorTargets; i += 1) {
+        result = result * hashFactor + hashTableKey->colorTargetDescriptions[i].loadOp;
+        result = result * hashFactor + hashTableKey->colorTargetDescriptions[i].storeOp;
+        result = result * hashFactor + hashTableKey->colorTargetDescriptions[i].format;
     }
 
-    result = result * HASH_FACTOR + hashTableKey->depthStencilTargetDescription.loadOp;
-    result = result * HASH_FACTOR + hashTableKey->depthStencilTargetDescription.storeOp;
-    result = result * HASH_FACTOR + hashTableKey->depthStencilTargetDescription.stencilLoadOp;
-    result = result * HASH_FACTOR + hashTableKey->depthStencilTargetDescription.stencilStoreOp;
-    result = result * HASH_FACTOR + hashTableKey->depthStencilTargetDescription.format;
+    result = result * hashFactor + hashTableKey->depthStencilTargetDescription.loadOp;
+    result = result * hashFactor + hashTableKey->depthStencilTargetDescription.storeOp;
+    result = result * hashFactor + hashTableKey->depthStencilTargetDescription.stencilLoadOp;
+    result = result * hashFactor + hashTableKey->depthStencilTargetDescription.stencilStoreOp;
+    result = result * hashFactor + hashTableKey->depthStencilTargetDescription.format;
 
-    result = result * HASH_FACTOR + hashTableKey->colorAttachmentSampleCount;
+    result = result * hashFactor + hashTableKey->colorAttachmentSampleCount;
 
     return result;
 }
@@ -3328,7 +3328,7 @@ static bool VULKAN_INTERNAL_RenderPassHashKeyMatch(
     RenderPassHashTableKey *a = (RenderPassHashTableKey *)aKey;
     RenderPassHashTableKey *b = (RenderPassHashTableKey *)bKey;
 
-    if (a->colorAttachmentCount != b->colorAttachmentCount) {
+    if (a->numColorTargets != b->numColorTargets) {
         return 0;
     }
 
@@ -3336,7 +3336,7 @@ static bool VULKAN_INTERNAL_RenderPassHashKeyMatch(
         return 0;
     }
 
-    for (Uint32 i = 0; i < a->colorAttachmentCount; i += 1) {
+    for (Uint32 i = 0; i < a->numColorTargets; i += 1) {
         if (a->colorTargetDescriptions[i].format != b->colorTargetDescriptions[i].format) {
             return 0;
         }
@@ -3395,17 +3395,17 @@ static Uint32 VULKAN_INTERNAL_FramebufferHashFunction(
      * is taken from Josh Bloch's "Effective Java".
      * (https://stackoverflow.com/a/113600/12492383)
      */
-    const Uint32 HASH_FACTOR = 31;
+    const Uint32 hashFactor = 31;
     Uint32 result = 1;
 
-    for (Uint32 i = 0; i < hashTableKey->colorAttachmentCount; i += 1) {
-        result = result * HASH_FACTOR + (Uint32)(uintptr_t)hashTableKey->colorAttachmentViews[i];
-        result = result * HASH_FACTOR + (Uint32)(uintptr_t)hashTableKey->colorMultiSampleAttachmentViews[i];
+    for (Uint32 i = 0; i < hashTableKey->numColorTargets; i += 1) {
+        result = result * hashFactor + (Uint32)(uintptr_t)hashTableKey->colorAttachmentViews[i];
+        result = result * hashFactor + (Uint32)(uintptr_t)hashTableKey->colorMultiSampleAttachmentViews[i];
     }
 
-    result = result * HASH_FACTOR + (Uint32)(uintptr_t)hashTableKey->depthStencilAttachmentView;
-    result = result * HASH_FACTOR + hashTableKey->width;
-    result = result * HASH_FACTOR + hashTableKey->height;
+    result = result * hashFactor + (Uint32)(uintptr_t)hashTableKey->depthStencilAttachmentView;
+    result = result * hashFactor + hashTableKey->width;
+    result = result * hashFactor + hashTableKey->height;
 
     return result;
 }
@@ -3418,11 +3418,11 @@ static bool VULKAN_INTERNAL_FramebufferHashKeyMatch(
     FramebufferHashTableKey *a = (FramebufferHashTableKey *)aKey;
     FramebufferHashTableKey *b = (FramebufferHashTableKey *)bKey;
 
-    if (a->colorAttachmentCount != b->colorAttachmentCount) {
+    if (a->numColorTargets != b->numColorTargets) {
         return 0;
     }
 
-    for (Uint32 i = 0; i < a->colorAttachmentCount; i += 1) {
+    for (Uint32 i = 0; i < a->numColorTargets; i += 1) {
         if (a->colorAttachmentViews[i] != b->colorAttachmentViews[i]) {
             return 0;
         }
@@ -3586,15 +3586,15 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
     VkResult vulkanResult;
     Uint32 i;
 
-    pipelineResourceLayout->vertexSamplerCount = vertexShader->samplerCount;
-    pipelineResourceLayout->vertexStorageTextureCount = vertexShader->storageTextureCount;
-    pipelineResourceLayout->vertexStorageBufferCount = vertexShader->storageBufferCount;
-    pipelineResourceLayout->vertexUniformBufferCount = vertexShader->uniformBufferCount;
+    pipelineResourceLayout->vertexSamplerCount = vertexShader->numSamplers;
+    pipelineResourceLayout->vertexStorageTextureCount = vertexShader->numStorageTextures;
+    pipelineResourceLayout->vertexStorageBufferCount = vertexShader->numStorageBuffers;
+    pipelineResourceLayout->vertexUniformBufferCount = vertexShader->numUniformBuffers;
 
-    pipelineResourceLayout->fragmentSamplerCount = fragmentShader->samplerCount;
-    pipelineResourceLayout->fragmentStorageTextureCount = fragmentShader->storageTextureCount;
-    pipelineResourceLayout->fragmentStorageBufferCount = fragmentShader->storageBufferCount;
-    pipelineResourceLayout->fragmentUniformBufferCount = fragmentShader->uniformBufferCount;
+    pipelineResourceLayout->fragmentSamplerCount = fragmentShader->numSamplers;
+    pipelineResourceLayout->fragmentStorageTextureCount = fragmentShader->numStorageTextures;
+    pipelineResourceLayout->fragmentStorageBufferCount = fragmentShader->numStorageBuffers;
+    pipelineResourceLayout->fragmentUniformBufferCount = fragmentShader->numUniformBuffers;
 
     // Vertex Resources
 
@@ -3603,9 +3603,9 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
     descriptorSetLayoutCreateInfo.flags = 0;
     descriptorSetLayoutCreateInfo.pBindings = NULL;
     descriptorSetLayoutCreateInfo.bindingCount =
-        vertexShader->samplerCount +
-        vertexShader->storageTextureCount +
-        vertexShader->storageBufferCount;
+        vertexShader->numSamplers +
+        vertexShader->numStorageTextures +
+        vertexShader->numStorageBuffers;
 
     descriptorSetPool = &pipelineResourceLayout->descriptorSetPools[0];
 
@@ -3616,7 +3616,7 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
         descriptorSetPool->descriptorInfos = SDL_malloc(
             descriptorSetPool->descriptorInfoCount * sizeof(VulkanDescriptorInfo));
 
-        for (i = 0; i < vertexShader->samplerCount; i += 1) {
+        for (i = 0; i < vertexShader->numSamplers; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
@@ -3627,7 +3627,7 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
             descriptorSetPool->descriptorInfos[i].stageFlag = VK_SHADER_STAGE_VERTEX_BIT;
         }
 
-        for (i = vertexShader->samplerCount; i < vertexShader->samplerCount + vertexShader->storageTextureCount; i += 1) {
+        for (i = vertexShader->numSamplers; i < vertexShader->numSamplers + vertexShader->numStorageTextures; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
@@ -3638,7 +3638,7 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
             descriptorSetPool->descriptorInfos[i].stageFlag = VK_SHADER_STAGE_VERTEX_BIT;
         }
 
-        for (i = vertexShader->samplerCount + vertexShader->storageTextureCount; i < descriptorSetLayoutCreateInfo.bindingCount; i += 1) {
+        for (i = vertexShader->numSamplers + vertexShader->numStorageTextures; i < descriptorSetLayoutCreateInfo.bindingCount; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
@@ -3679,7 +3679,7 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
         descriptorSetPool->descriptorInfos = SDL_malloc(
             descriptorSetPool->descriptorInfoCount * sizeof(VulkanDescriptorInfo));
 
-        for (i = 0; i < vertexShader->uniformBufferCount; i += 1) {
+        for (i = 0; i < vertexShader->numUniformBuffers; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
@@ -3711,9 +3711,9 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
     descriptorSetPool = &pipelineResourceLayout->descriptorSetPools[2];
 
     descriptorSetLayoutCreateInfo.bindingCount =
-        fragmentShader->samplerCount +
-        fragmentShader->storageTextureCount +
-        fragmentShader->storageBufferCount;
+        fragmentShader->numSamplers +
+        fragmentShader->numStorageTextures +
+        fragmentShader->numStorageBuffers;
 
     descriptorSetLayoutCreateInfo.pBindings = NULL;
 
@@ -3724,7 +3724,7 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
         descriptorSetPool->descriptorInfos = SDL_malloc(
             descriptorSetPool->descriptorInfoCount * sizeof(VulkanDescriptorInfo));
 
-        for (i = 0; i < fragmentShader->samplerCount; i += 1) {
+        for (i = 0; i < fragmentShader->numSamplers; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
@@ -3735,7 +3735,7 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
             descriptorSetPool->descriptorInfos[i].stageFlag = VK_SHADER_STAGE_FRAGMENT_BIT;
         }
 
-        for (i = fragmentShader->samplerCount; i < fragmentShader->samplerCount + fragmentShader->storageTextureCount; i += 1) {
+        for (i = fragmentShader->numSamplers; i < fragmentShader->numSamplers + fragmentShader->numStorageTextures; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
@@ -3746,7 +3746,7 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
             descriptorSetPool->descriptorInfos[i].stageFlag = VK_SHADER_STAGE_FRAGMENT_BIT;
         }
 
-        for (i = fragmentShader->samplerCount + fragmentShader->storageTextureCount; i < descriptorSetLayoutCreateInfo.bindingCount; i += 1) {
+        for (i = fragmentShader->numSamplers + fragmentShader->numStorageTextures; i < descriptorSetLayoutCreateInfo.bindingCount; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
@@ -3789,7 +3789,7 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
         descriptorSetPool->descriptorInfos = SDL_malloc(
             descriptorSetPool->descriptorInfoCount * sizeof(VulkanDescriptorInfo));
 
-        for (i = 0; i < fragmentShader->uniformBufferCount; i += 1) {
+        for (i = 0; i < fragmentShader->numUniformBuffers; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
@@ -3848,7 +3848,7 @@ static bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
 
 static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
     VulkanRenderer *renderer,
-    const SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo,
+    const SDL_GPUComputePipelineCreateInfo *createinfo,
     VulkanComputePipelineResourceLayout *pipelineResourceLayout)
 {
     VkDescriptorSetLayoutBinding descriptorSetLayoutBindings[MAX_UNIFORM_BUFFERS_PER_STAGE];
@@ -3859,11 +3859,11 @@ static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
     VkResult vulkanResult;
     Uint32 i;
 
-    pipelineResourceLayout->readOnlyStorageTextureCount = pipelineCreateInfo->readOnlyStorageTextureCount;
-    pipelineResourceLayout->readOnlyStorageBufferCount = pipelineCreateInfo->readOnlyStorageBufferCount;
-    pipelineResourceLayout->writeOnlyStorageTextureCount = pipelineCreateInfo->writeOnlyStorageTextureCount;
-    pipelineResourceLayout->writeOnlyStorageBufferCount = pipelineCreateInfo->writeOnlyStorageBufferCount;
-    pipelineResourceLayout->uniformBufferCount = pipelineCreateInfo->uniformBufferCount;
+    pipelineResourceLayout->numReadonlyStorageTextures = createinfo->num_readonly_storage_textures;
+    pipelineResourceLayout->numReadonlyStorageBuffers = createinfo->num_readonly_storage_buffers;
+    pipelineResourceLayout->numWriteonlyStorageTextures = createinfo->num_writeonly_storage_textures;
+    pipelineResourceLayout->numWriteonlyStorageBuffers = createinfo->num_writeonly_storage_buffers;
+    pipelineResourceLayout->numUniformBuffers = createinfo->num_uniform_buffers;
 
     // Read-only resources
 
@@ -3872,8 +3872,8 @@ static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
     descriptorSetLayoutCreateInfo.flags = 0;
     descriptorSetLayoutCreateInfo.pBindings = NULL;
     descriptorSetLayoutCreateInfo.bindingCount =
-        pipelineCreateInfo->readOnlyStorageTextureCount +
-        pipelineCreateInfo->readOnlyStorageBufferCount;
+        createinfo->num_readonly_storage_textures +
+        createinfo->num_readonly_storage_buffers;
 
     descriptorSetPool = &pipelineResourceLayout->descriptorSetPools[0];
 
@@ -3884,7 +3884,7 @@ static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
         descriptorSetPool->descriptorInfos = SDL_malloc(
             descriptorSetPool->descriptorInfoCount * sizeof(VulkanDescriptorInfo));
 
-        for (i = 0; i < pipelineCreateInfo->readOnlyStorageTextureCount; i += 1) {
+        for (i = 0; i < createinfo->num_readonly_storage_textures; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
@@ -3895,7 +3895,7 @@ static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
             descriptorSetPool->descriptorInfos[i].stageFlag = VK_SHADER_STAGE_COMPUTE_BIT;
         }
 
-        for (i = pipelineCreateInfo->readOnlyStorageTextureCount; i < descriptorSetLayoutCreateInfo.bindingCount; i += 1) {
+        for (i = createinfo->num_readonly_storage_textures; i < descriptorSetLayoutCreateInfo.bindingCount; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
@@ -3925,8 +3925,8 @@ static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
     // Write-only resources
 
     descriptorSetLayoutCreateInfo.bindingCount =
-        pipelineCreateInfo->writeOnlyStorageTextureCount +
-        pipelineCreateInfo->writeOnlyStorageBufferCount;
+        createinfo->num_writeonly_storage_textures +
+        createinfo->num_writeonly_storage_buffers;
 
     descriptorSetLayoutCreateInfo.pBindings = NULL;
 
@@ -3939,7 +3939,7 @@ static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
         descriptorSetPool->descriptorInfos = SDL_malloc(
             descriptorSetPool->descriptorInfoCount * sizeof(VulkanDescriptorInfo));
 
-        for (i = 0; i < pipelineCreateInfo->writeOnlyStorageTextureCount; i += 1) {
+        for (i = 0; i < createinfo->num_writeonly_storage_textures; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
@@ -3950,7 +3950,7 @@ static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
             descriptorSetPool->descriptorInfos[i].stageFlag = VK_SHADER_STAGE_COMPUTE_BIT;
         }
 
-        for (i = pipelineCreateInfo->writeOnlyStorageTextureCount; i < descriptorSetLayoutCreateInfo.bindingCount; i += 1) {
+        for (i = createinfo->num_writeonly_storage_textures; i < descriptorSetLayoutCreateInfo.bindingCount; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
@@ -3981,7 +3981,7 @@ static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
 
     descriptorSetPool = &pipelineResourceLayout->descriptorSetPools[2];
 
-    descriptorSetLayoutCreateInfo.bindingCount = pipelineCreateInfo->uniformBufferCount;
+    descriptorSetLayoutCreateInfo.bindingCount = createinfo->num_uniform_buffers;
     descriptorSetLayoutCreateInfo.pBindings = NULL;
 
     descriptorSetPool->descriptorInfoCount = descriptorSetLayoutCreateInfo.bindingCount;
@@ -3991,7 +3991,7 @@ static bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
         descriptorSetPool->descriptorInfos = SDL_malloc(
             descriptorSetPool->descriptorInfoCount * sizeof(VulkanDescriptorInfo));
 
-        for (i = 0; i < pipelineCreateInfo->uniformBufferCount; i += 1) {
+        for (i = 0; i < createinfo->num_uniform_buffers; i += 1) {
             descriptorSetLayoutBindings[i].binding = i;
             descriptorSetLayoutBindings[i].descriptorCount = 1;
             descriptorSetLayoutBindings[i].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
@@ -4058,7 +4058,7 @@ static VulkanBuffer *VULKAN_INTERNAL_CreateBuffer(
 {
     VulkanBuffer *buffer;
     VkResult vulkanResult;
-    VkBufferCreateInfo bufferCreateInfo;
+    VkBufferCreateInfo createinfo;
     VkBufferUsageFlags vulkanUsageFlags = 0;
     Uint8 bindResult;
 
@@ -4095,21 +4095,21 @@ static VulkanBuffer *VULKAN_INTERNAL_CreateBuffer(
     buffer->markedForDestroy = 0;
     buffer->transitioned = false;
 
-    bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
-    bufferCreateInfo.pNext = NULL;
-    bufferCreateInfo.flags = 0;
-    bufferCreateInfo.size = size;
-    bufferCreateInfo.usage = vulkanUsageFlags;
-    bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
-    bufferCreateInfo.queueFamilyIndexCount = 1;
-    bufferCreateInfo.pQueueFamilyIndices = &renderer->queueFamilyIndex;
+    createinfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+    createinfo.pNext = NULL;
+    createinfo.flags = 0;
+    createinfo.size = size;
+    createinfo.usage = vulkanUsageFlags;
+    createinfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
+    createinfo.queueFamilyIndexCount = 1;
+    createinfo.pQueueFamilyIndices = &renderer->queueFamilyIndex;
 
     // Set transfer bits so we can defrag
-    bufferCreateInfo.usage |= VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
+    createinfo.usage |= VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
 
     vulkanResult = renderer->vkCreateBuffer(
         renderer->logicalDevice,
-        &bufferCreateInfo,
+        &createinfo,
         NULL,
         &buffer->buffer);
     VULKAN_ERROR_CHECK(vulkanResult, vkCreateBuffer, 0)
@@ -4141,7 +4141,7 @@ static VulkanBuffer *VULKAN_INTERNAL_CreateBuffer(
 // Indirection so we can cleanly defrag buffers
 static VulkanBufferHandle *VULKAN_INTERNAL_CreateBufferHandle(
     VulkanRenderer *renderer,
-    VkDeviceSize sizeInBytes,
+    VkDeviceSize size,
     SDL_GPUBufferUsageFlags usageFlags,
     VulkanBufferType type)
 {
@@ -4150,7 +4150,7 @@ static VulkanBufferHandle *VULKAN_INTERNAL_CreateBufferHandle(
 
     buffer = VULKAN_INTERNAL_CreateBuffer(
         renderer,
-        sizeInBytes,
+        size,
         usageFlags,
         type);
 
@@ -4170,7 +4170,7 @@ static VulkanBufferHandle *VULKAN_INTERNAL_CreateBufferHandle(
 
 static VulkanBufferContainer *VULKAN_INTERNAL_CreateBufferContainer(
     VulkanRenderer *renderer,
-    VkDeviceSize sizeInBytes,
+    VkDeviceSize size,
     SDL_GPUBufferUsageFlags usageFlags,
     VulkanBufferType type)
 {
@@ -4179,7 +4179,7 @@ static VulkanBufferContainer *VULKAN_INTERNAL_CreateBufferContainer(
 
     bufferHandle = VULKAN_INTERNAL_CreateBufferHandle(
         renderer,
-        sizeInBytes,
+        size,
         usageFlags,
         type);
 
@@ -4221,7 +4221,7 @@ static VulkanTextureSubresource *VULKAN_INTERNAL_FetchTextureSubresource(
     Uint32 index = VULKAN_INTERNAL_GetTextureSubresourceIndex(
         level,
         layer,
-        textureContainer->header.info.levelCount);
+        textureContainer->header.info.num_levels);
 
     return &textureContainer->activeTextureHandle->vulkanTexture->subresources[index];
 }
@@ -4461,17 +4461,17 @@ static bool VULKAN_INTERNAL_CreateSwapchain(
     bool hasValidSwapchainComposition, hasValidPresentMode;
     Sint32 drawableWidth, drawableHeight;
     Uint32 i;
-    SDL_VideoDevice *_this = SDL_GetVideoDevice();
+    SDL_VideoDevice *this = SDL_GetVideoDevice();
 
-    SDL_assert(_this && _this->Vulkan_CreateSurface);
+    SDL_assert(this && this->Vulkan_CreateSurface);
 
     swapchainData = SDL_malloc(sizeof(VulkanSwapchainData));
     swapchainData->frameCounter = 0;
 
     // Each swapchain must have its own surface.
 
-    if (!_this->Vulkan_CreateSurface(
-            _this,
+    if (!this->Vulkan_CreateSurface(
+            this,
             windowData->window,
             renderer->instance,
             NULL, // FIXME: VAllocationCallbacks
@@ -4571,7 +4571,7 @@ static bool VULKAN_INTERNAL_CreateSwapchain(
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Device does not support requested swapchain composition!");
         }
         if (!hasValidPresentMode) {
-            SDL_LogError(SDL_LOG_CATEGORY_GPU, "Device does not support requested presentMode!");
+            SDL_LogError(SDL_LOG_CATEGORY_GPU, "Device does not support requested present_mode!");
         }
         return false;
     }
@@ -4712,14 +4712,14 @@ static bool VULKAN_INTERNAL_CreateSwapchain(
         swapchainData->textureContainers[i].canBeCycled = false;
         swapchainData->textureContainers[i].header.info.width = drawableWidth;
         swapchainData->textureContainers[i].header.info.height = drawableHeight;
-        swapchainData->textureContainers[i].header.info.layerCountOrDepth = 1;
+        swapchainData->textureContainers[i].header.info.layer_count_or_depth = 1;
         swapchainData->textureContainers[i].header.info.format = SwapchainCompositionToSDLFormat(
             windowData->swapchainComposition,
             swapchainData->usingFallbackFormat);
         swapchainData->textureContainers[i].header.info.type = SDL_GPU_TEXTURETYPE_2D;
-        swapchainData->textureContainers[i].header.info.levelCount = 1;
-        swapchainData->textureContainers[i].header.info.sampleCount = SDL_GPU_SAMPLECOUNT_1;
-        swapchainData->textureContainers[i].header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
+        swapchainData->textureContainers[i].header.info.num_levels = 1;
+        swapchainData->textureContainers[i].header.info.sample_count = SDL_GPU_SAMPLECOUNT_1;
+        swapchainData->textureContainers[i].header.info.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
 
         swapchainData->textureContainers[i].activeTextureHandle = SDL_malloc(sizeof(VulkanTextureHandle));
 
@@ -4737,7 +4737,7 @@ static bool VULKAN_INTERNAL_CreateSwapchain(
         swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->type = SDL_GPU_TEXTURETYPE_2D;
         swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->depth = 1;
         swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->layerCount = 1;
-        swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->levelCount = 1;
+        swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->numLevels = 1;
         swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->sampleCount = VK_SAMPLE_COUNT_1_BIT;
         swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->usageFlags =
             SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
@@ -5351,8 +5351,8 @@ static void VULKAN_INTERNAL_BindGraphicsDescriptorSets(
 
 static void VULKAN_DrawIndexedPrimitives(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 indexCount,
-    Uint32 instanceCount,
+    Uint32 numIndices,
+    Uint32 numInstances,
     Uint32 firstIndex,
     Sint32 vertexOffset,
     Uint32 firstInstance)
@@ -5364,8 +5364,8 @@ static void VULKAN_DrawIndexedPrimitives(
 
     renderer->vkCmdDrawIndexed(
         vulkanCommandBuffer->commandBuffer,
-        indexCount,
-        instanceCount,
+        numIndices,
+        numInstances,
         firstIndex,
         vertexOffset,
         firstInstance);
@@ -5373,8 +5373,8 @@ static void VULKAN_DrawIndexedPrimitives(
 
 static void VULKAN_DrawPrimitives(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 vertexCount,
-    Uint32 instanceCount,
+    Uint32 numVertices,
+    Uint32 numInstances,
     Uint32 firstVertex,
     Uint32 firstInstance)
 {
@@ -5385,8 +5385,8 @@ static void VULKAN_DrawPrimitives(
 
     renderer->vkCmdDraw(
         vulkanCommandBuffer->commandBuffer,
-        vertexCount,
-        instanceCount,
+        numVertices,
+        numInstances,
         firstVertex,
         firstInstance);
 }
@@ -5394,9 +5394,9 @@ static void VULKAN_DrawPrimitives(
 static void VULKAN_DrawPrimitivesIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
+    Uint32 offset,
     Uint32 drawCount,
-    Uint32 stride)
+    Uint32 pitch)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -5410,18 +5410,18 @@ static void VULKAN_DrawPrimitivesIndirect(
         renderer->vkCmdDrawIndirect(
             vulkanCommandBuffer->commandBuffer,
             vulkanBuffer->buffer,
-            offsetInBytes,
+            offset,
             drawCount,
-            stride);
+            pitch);
     } else {
         // Fake multi-draw...
         for (i = 0; i < drawCount; i += 1) {
             renderer->vkCmdDrawIndirect(
                 vulkanCommandBuffer->commandBuffer,
                 vulkanBuffer->buffer,
-                offsetInBytes + (stride * i),
+                offset + (pitch * i),
                 1,
-                stride);
+                pitch);
         }
     }
 
@@ -5431,9 +5431,9 @@ static void VULKAN_DrawPrimitivesIndirect(
 static void VULKAN_DrawIndexedPrimitivesIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes,
+    Uint32 offset,
     Uint32 drawCount,
-    Uint32 stride)
+    Uint32 pitch)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -5447,18 +5447,18 @@ static void VULKAN_DrawIndexedPrimitivesIndirect(
         renderer->vkCmdDrawIndexedIndirect(
             vulkanCommandBuffer->commandBuffer,
             vulkanBuffer->buffer,
-            offsetInBytes,
+            offset,
             drawCount,
-            stride);
+            pitch);
     } else {
         // Fake multi-draw...
         for (i = 0; i < drawCount; i += 1) {
             renderer->vkCmdDrawIndexedIndirect(
                 vulkanCommandBuffer->commandBuffer,
                 vulkanBuffer->buffer,
-                offsetInBytes + (stride * i),
+                offset + (pitch * i),
                 1,
-                stride);
+                pitch);
         }
     }
 
@@ -5619,7 +5619,7 @@ static VulkanTextureHandle *VULKAN_INTERNAL_CreateTextureHandle(
     Uint32 depth,
     SDL_GPUTextureType type,
     Uint32 layerCount,
-    Uint32 levelCount,
+    Uint32 numLevels,
     VkSampleCountFlagBits sampleCount,
     VkFormat format,
     VkComponentMapping swizzle,
@@ -5637,7 +5637,7 @@ static VulkanTextureHandle *VULKAN_INTERNAL_CreateTextureHandle(
         depth,
         type,
         layerCount,
-        levelCount,
+        numLevels,
         sampleCount,
         format,
         swizzle,
@@ -5666,7 +5666,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     Uint32 depth,
     SDL_GPUTextureType type,
     Uint32 layerCount,
-    Uint32 levelCount,
+    Uint32 numLevels,
     VkSampleCountFlagBits sampleCount,
     VkFormat format,
     VkComponentMapping swizzle,
@@ -5718,7 +5718,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     imageCreateInfo.extent.width = width;
     imageCreateInfo.extent.height = height;
     imageCreateInfo.extent.depth = depth;
-    imageCreateInfo.mipLevels = levelCount;
+    imageCreateInfo.mipLevels = numLevels;
     imageCreateInfo.arrayLayers = layerCount;
     imageCreateInfo.samples = isMSAAColorTarget || VULKAN_INTERNAL_IsVulkanDepthFormat(format) ? sampleCount : VK_SAMPLE_COUNT_1_BIT;
     imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
@@ -5767,7 +5767,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
         imageViewCreateInfo.components = swizzle;
         imageViewCreateInfo.subresourceRange.aspectMask = aspectMask;
         imageViewCreateInfo.subresourceRange.baseMipLevel = 0;
-        imageViewCreateInfo.subresourceRange.levelCount = levelCount;
+        imageViewCreateInfo.subresourceRange.levelCount = numLevels;
         imageViewCreateInfo.subresourceRange.baseArrayLayer = 0;
         imageViewCreateInfo.subresourceRange.layerCount = layerCount;
 
@@ -5799,7 +5799,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     texture->depth = depth;
     texture->format = format;
     texture->swizzle = swizzle;
-    texture->levelCount = levelCount;
+    texture->numLevels = numLevels;
     texture->layerCount = layerCount;
     texture->sampleCount = sampleCount;
     texture->usageFlags = textureUsageFlags;
@@ -5809,17 +5809,17 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     // Define slices
     texture->subresourceCount =
         texture->layerCount *
-        texture->levelCount;
+        texture->numLevels;
 
     texture->subresources = SDL_malloc(
         texture->subresourceCount * sizeof(VulkanTextureSubresource));
 
     for (Uint32 i = 0; i < texture->layerCount; i += 1) {
-        for (Uint32 j = 0; j < texture->levelCount; j += 1) {
+        for (Uint32 j = 0; j < texture->numLevels; j += 1) {
             Uint32 subresourceIndex = VULKAN_INTERNAL_GetTextureSubresourceIndex(
                 j,
                 i,
-                texture->levelCount);
+                texture->numLevels);
 
             texture->subresources[subresourceIndex].renderTargetViews = NULL;
             texture->subresources[subresourceIndex].computeWriteView = VK_NULL_HANDLE;
@@ -5970,7 +5970,7 @@ static void VULKAN_INTERNAL_CycleActiveTexture(
         textureContainer->activeTextureHandle->vulkanTexture->depth,
         textureContainer->activeTextureHandle->vulkanTexture->type,
         textureContainer->activeTextureHandle->vulkanTexture->layerCount,
-        textureContainer->activeTextureHandle->vulkanTexture->levelCount,
+        textureContainer->activeTextureHandle->vulkanTexture->numLevels,
         textureContainer->activeTextureHandle->vulkanTexture->sampleCount,
         textureContainer->activeTextureHandle->vulkanTexture->format,
         textureContainer->activeTextureHandle->vulkanTexture->swizzle,
@@ -6066,9 +6066,9 @@ static VulkanTextureSubresource *VULKAN_INTERNAL_PrepareTextureSubresourceForWri
 static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
     VulkanRenderer *renderer,
     VulkanCommandBuffer *commandBuffer,
-    const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-    Uint32 colorAttachmentCount,
-    const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    const SDL_GPUColorTargetInfo *colorTargetInfos,
+    Uint32 numColorTargets,
+    const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo)
 {
     VkResult vulkanResult;
     VkAttachmentDescription attachmentDescriptions[2 * MAX_COLOR_TARGET_BINDINGS + 1];
@@ -6086,8 +6086,8 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
 
     VulkanTexture *texture = NULL;
 
-    for (i = 0; i < colorAttachmentCount; i += 1) {
-        texture = ((VulkanTextureContainer *)colorAttachmentInfos[i].texture)->activeTextureHandle->vulkanTexture;
+    for (i = 0; i < numColorTargets; i += 1) {
+        texture = ((VulkanTextureContainer *)colorTargetInfos[i].texture)->activeTextureHandle->vulkanTexture;
 
         if (texture->sampleCount > VK_SAMPLE_COUNT_1_BIT) {
             // Resolve attachment and multisample attachment
@@ -6096,7 +6096,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
             attachmentDescriptions[attachmentDescriptionCount].format = texture->format;
             attachmentDescriptions[attachmentDescriptionCount].samples =
                 VK_SAMPLE_COUNT_1_BIT;
-            attachmentDescriptions[attachmentDescriptionCount].loadOp = SDLToVK_LoadOp[colorAttachmentInfos[i].loadOp];
+            attachmentDescriptions[attachmentDescriptionCount].loadOp = SDLToVK_LoadOp[colorTargetInfos[i].load_op];
             attachmentDescriptions[attachmentDescriptionCount].storeOp =
                 VK_ATTACHMENT_STORE_OP_STORE; // Always store the resolve texture
             attachmentDescriptions[attachmentDescriptionCount].stencilLoadOp =
@@ -6119,8 +6119,8 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
             attachmentDescriptions[attachmentDescriptionCount].flags = 0;
             attachmentDescriptions[attachmentDescriptionCount].format = texture->format;
             attachmentDescriptions[attachmentDescriptionCount].samples = texture->sampleCount;
-            attachmentDescriptions[attachmentDescriptionCount].loadOp = SDLToVK_LoadOp[colorAttachmentInfos[i].loadOp];
-            attachmentDescriptions[attachmentDescriptionCount].storeOp = SDLToVK_StoreOp[colorAttachmentInfos[i].storeOp];
+            attachmentDescriptions[attachmentDescriptionCount].loadOp = SDLToVK_LoadOp[colorTargetInfos[i].load_op];
+            attachmentDescriptions[attachmentDescriptionCount].storeOp = SDLToVK_StoreOp[colorTargetInfos[i].store_op];
             attachmentDescriptions[attachmentDescriptionCount].stencilLoadOp =
                 VK_ATTACHMENT_LOAD_OP_DONT_CARE;
             attachmentDescriptions[attachmentDescriptionCount].stencilStoreOp =
@@ -6142,7 +6142,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
             attachmentDescriptions[attachmentDescriptionCount].format = texture->format;
             attachmentDescriptions[attachmentDescriptionCount].samples =
                 VK_SAMPLE_COUNT_1_BIT;
-            attachmentDescriptions[attachmentDescriptionCount].loadOp = SDLToVK_LoadOp[colorAttachmentInfos[i].loadOp];
+            attachmentDescriptions[attachmentDescriptionCount].loadOp = SDLToVK_LoadOp[colorTargetInfos[i].load_op];
             attachmentDescriptions[attachmentDescriptionCount].storeOp =
                 VK_ATTACHMENT_STORE_OP_STORE; // Always store non-MSAA textures
             attachmentDescriptions[attachmentDescriptionCount].stencilLoadOp =
@@ -6167,24 +6167,24 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
     subpass.flags = 0;
     subpass.inputAttachmentCount = 0;
     subpass.pInputAttachments = NULL;
-    subpass.colorAttachmentCount = colorAttachmentCount;
+    subpass.colorAttachmentCount = numColorTargets;
     subpass.pColorAttachments = colorAttachmentReferences;
     subpass.preserveAttachmentCount = 0;
     subpass.pPreserveAttachments = NULL;
 
-    if (depthStencilAttachmentInfo == NULL) {
+    if (depthStencilTargetInfo == NULL) {
         subpass.pDepthStencilAttachment = NULL;
     } else {
-        texture = ((VulkanTextureContainer *)depthStencilAttachmentInfo->texture)->activeTextureHandle->vulkanTexture;
+        texture = ((VulkanTextureContainer *)depthStencilTargetInfo->texture)->activeTextureHandle->vulkanTexture;
 
         attachmentDescriptions[attachmentDescriptionCount].flags = 0;
         attachmentDescriptions[attachmentDescriptionCount].format = texture->format;
         attachmentDescriptions[attachmentDescriptionCount].samples = texture->sampleCount;
 
-        attachmentDescriptions[attachmentDescriptionCount].loadOp = SDLToVK_LoadOp[depthStencilAttachmentInfo->loadOp];
-        attachmentDescriptions[attachmentDescriptionCount].storeOp = SDLToVK_StoreOp[depthStencilAttachmentInfo->storeOp];
-        attachmentDescriptions[attachmentDescriptionCount].stencilLoadOp = SDLToVK_LoadOp[depthStencilAttachmentInfo->stencilLoadOp];
-        attachmentDescriptions[attachmentDescriptionCount].stencilStoreOp = SDLToVK_StoreOp[depthStencilAttachmentInfo->stencilStoreOp];
+        attachmentDescriptions[attachmentDescriptionCount].loadOp = SDLToVK_LoadOp[depthStencilTargetInfo->load_op];
+        attachmentDescriptions[attachmentDescriptionCount].storeOp = SDLToVK_StoreOp[depthStencilTargetInfo->store_op];
+        attachmentDescriptions[attachmentDescriptionCount].stencilLoadOp = SDLToVK_LoadOp[depthStencilTargetInfo->stencil_load_op];
+        attachmentDescriptions[attachmentDescriptionCount].stencilStoreOp = SDLToVK_StoreOp[depthStencilTargetInfo->stencil_store_op];
         attachmentDescriptions[attachmentDescriptionCount].initialLayout =
             VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
         attachmentDescriptions[attachmentDescriptionCount].finalLayout =
@@ -6233,14 +6233,14 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
 
 static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
     VulkanRenderer *renderer,
-    SDL_GPUGraphicsPipelineAttachmentInfo attachmentInfo,
+    SDL_GpuGraphicsPipelineTargetInfo attachmentInfo,
     VkSampleCountFlagBits sampleCount)
 {
     VkAttachmentDescription attachmentDescriptions[2 * MAX_COLOR_TARGET_BINDINGS + 1];
     VkAttachmentReference colorAttachmentReferences[MAX_COLOR_TARGET_BINDINGS];
     VkAttachmentReference resolveReferences[MAX_COLOR_TARGET_BINDINGS + 1];
     VkAttachmentReference depthStencilAttachmentReference;
-    SDL_GPUColorAttachmentDescription attachmentDescription;
+    SDL_GPUColorTargetDescription attachmentDescription;
     VkSubpassDescription subpass;
     VkRenderPassCreateInfo renderPassCreateInfo;
     VkRenderPass renderPass;
@@ -6252,8 +6252,8 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
     Uint32 resolveReferenceCount = 0;
     Uint32 i;
 
-    for (i = 0; i < attachmentInfo.colorAttachmentCount; i += 1) {
-        attachmentDescription = attachmentInfo.colorAttachmentDescriptions[i];
+    for (i = 0; i < attachmentInfo.num_color_targets; i += 1) {
+        attachmentDescription = attachmentInfo.color_target_descriptions[i];
 
         if (sampleCount > VK_SAMPLE_COUNT_1_BIT) {
             multisampling = 1;
@@ -6325,15 +6325,15 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
     subpass.flags = 0;
     subpass.inputAttachmentCount = 0;
     subpass.pInputAttachments = NULL;
-    subpass.colorAttachmentCount = attachmentInfo.colorAttachmentCount;
+    subpass.colorAttachmentCount = attachmentInfo.num_color_targets;
     subpass.pColorAttachments = colorAttachmentReferences;
     subpass.preserveAttachmentCount = 0;
     subpass.pPreserveAttachments = NULL;
 
-    if (attachmentInfo.hasDepthStencilAttachment) {
+    if (attachmentInfo.has_depth_stencil_target) {
         attachmentDescriptions[attachmentDescriptionCount].flags = 0;
         attachmentDescriptions[attachmentDescriptionCount].format =
-            SDLToVK_SurfaceFormat[attachmentInfo.depthStencilFormat];
+            SDLToVK_SurfaceFormat[attachmentInfo.depth_stencil_format];
         attachmentDescriptions[attachmentDescriptionCount].samples = sampleCount;
 
         attachmentDescriptions[attachmentDescriptionCount].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
@@ -6390,7 +6390,7 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
 
 static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
     SDL_GPURenderer *driverData,
-    const SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo)
+    const SDL_GPUGraphicsPipelineCreateInfo *createinfo)
 {
     VkResult vulkanResult;
     Uint32 i;
@@ -6403,9 +6403,9 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
 
     VkPipelineVertexInputStateCreateInfo vertexInputStateCreateInfo;
     VkPipelineVertexInputDivisorStateCreateInfoEXT divisorStateCreateInfo;
-    VkVertexInputBindingDescription *vertexInputBindingDescriptions = SDL_stack_alloc(VkVertexInputBindingDescription, pipelineCreateInfo->vertexInputState.vertexBindingCount);
-    VkVertexInputAttributeDescription *vertexInputAttributeDescriptions = SDL_stack_alloc(VkVertexInputAttributeDescription, pipelineCreateInfo->vertexInputState.vertexAttributeCount);
-    VkVertexInputBindingDivisorDescriptionEXT *divisorDescriptions = SDL_stack_alloc(VkVertexInputBindingDivisorDescriptionEXT, pipelineCreateInfo->vertexInputState.vertexBindingCount);
+    VkVertexInputBindingDescription *vertexInputBindingDescriptions = SDL_stack_alloc(VkVertexInputBindingDescription, createinfo->vertex_input_state.num_vertex_bindings);
+    VkVertexInputAttributeDescription *vertexInputAttributeDescriptions = SDL_stack_alloc(VkVertexInputAttributeDescription, createinfo->vertex_input_state.num_vertex_attributes);
+    VkVertexInputBindingDivisorDescriptionEXT *divisorDescriptions = SDL_stack_alloc(VkVertexInputBindingDivisorDescriptionEXT, createinfo->vertex_input_state.num_vertex_bindings);
     Uint32 divisorDescriptionCount = 0;
 
     VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCreateInfo;
@@ -6423,7 +6423,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
     VkPipelineColorBlendStateCreateInfo colorBlendStateCreateInfo;
     VkPipelineColorBlendAttachmentState *colorBlendAttachmentStates = SDL_stack_alloc(
         VkPipelineColorBlendAttachmentState,
-        pipelineCreateInfo->attachmentInfo.colorAttachmentCount);
+        createinfo->target_info.num_color_targets);
 
     static const VkDynamicState dynamicStates[] = {
         VK_DYNAMIC_STATE_VIEWPORT,
@@ -6439,13 +6439,13 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
 
     actualSampleCount = VULKAN_INTERNAL_GetMaxMultiSampleCount(
         renderer,
-        SDLToVK_SampleCount[pipelineCreateInfo->multisampleState.sampleCount]);
+        SDLToVK_SampleCount[createinfo->multisample_state.sample_count]);
 
     // Create a "compatible" render pass
 
     VkRenderPass transientRenderPass = VULKAN_INTERNAL_CreateTransientRenderPass(
         renderer,
-        pipelineCreateInfo->attachmentInfo,
+        createinfo->target_info,
         actualSampleCount);
 
     // Dynamic state
@@ -6458,7 +6458,7 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
 
     // Shader stages
 
-    graphicsPipeline->vertexShader = (VulkanShader *)pipelineCreateInfo->vertexShader;
+    graphicsPipeline->vertexShader = (VulkanShader *)createinfo->vertex_shader;
     SDL_AtomicIncRef(&graphicsPipeline->vertexShader->referenceCount);
 
     shaderStageCreateInfos[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
@@ -6466,10 +6466,10 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
     shaderStageCreateInfos[0].flags = 0;
     shaderStageCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
     shaderStageCreateInfos[0].module = graphicsPipeline->vertexShader->shaderModule;
-    shaderStageCreateInfos[0].pName = graphicsPipeline->vertexShader->entryPointName;
+    shaderStageCreateInfos[0].pName = graphicsPipeline->vertexShader->entrypointName;
     shaderStageCreateInfos[0].pSpecializationInfo = NULL;
 
-    graphicsPipeline->fragmentShader = (VulkanShader *)pipelineCreateInfo->fragmentShader;
+    graphicsPipeline->fragmentShader = (VulkanShader *)createinfo->fragment_shader;
     SDL_AtomicIncRef(&graphicsPipeline->fragmentShader->referenceCount);
 
     shaderStageCreateInfos[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
@@ -6477,43 +6477,43 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
     shaderStageCreateInfos[1].flags = 0;
     shaderStageCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
     shaderStageCreateInfos[1].module = graphicsPipeline->fragmentShader->shaderModule;
-    shaderStageCreateInfos[1].pName = graphicsPipeline->fragmentShader->entryPointName;
+    shaderStageCreateInfos[1].pName = graphicsPipeline->fragmentShader->entrypointName;
     shaderStageCreateInfos[1].pSpecializationInfo = NULL;
 
     // Vertex input
 
-    for (i = 0; i < pipelineCreateInfo->vertexInputState.vertexBindingCount; i += 1) {
-        vertexInputBindingDescriptions[i].binding = pipelineCreateInfo->vertexInputState.vertexBindings[i].binding;
-        vertexInputBindingDescriptions[i].inputRate = SDLToVK_VertexInputRate[pipelineCreateInfo->vertexInputState.vertexBindings[i].inputRate];
-        vertexInputBindingDescriptions[i].stride = pipelineCreateInfo->vertexInputState.vertexBindings[i].stride;
+    for (i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
+        vertexInputBindingDescriptions[i].binding = createinfo->vertex_input_state.vertex_bindings[i].binding;
+        vertexInputBindingDescriptions[i].inputRate = SDLToVK_VertexInputRate[createinfo->vertex_input_state.vertex_bindings[i].input_rate];
+        vertexInputBindingDescriptions[i].stride = createinfo->vertex_input_state.vertex_bindings[i].pitch;
 
-        if (pipelineCreateInfo->vertexInputState.vertexBindings[i].inputRate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) {
+        if (createinfo->vertex_input_state.vertex_bindings[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) {
             divisorDescriptionCount += 1;
         }
     }
 
-    for (i = 0; i < pipelineCreateInfo->vertexInputState.vertexAttributeCount; i += 1) {
-        vertexInputAttributeDescriptions[i].binding = pipelineCreateInfo->vertexInputState.vertexAttributes[i].binding;
-        vertexInputAttributeDescriptions[i].format = SDLToVK_VertexFormat[pipelineCreateInfo->vertexInputState.vertexAttributes[i].format];
-        vertexInputAttributeDescriptions[i].location = pipelineCreateInfo->vertexInputState.vertexAttributes[i].location;
-        vertexInputAttributeDescriptions[i].offset = pipelineCreateInfo->vertexInputState.vertexAttributes[i].offset;
+    for (i = 0; i < createinfo->vertex_input_state.num_vertex_attributes; i += 1) {
+        vertexInputAttributeDescriptions[i].binding = createinfo->vertex_input_state.vertex_attributes[i].binding;
+        vertexInputAttributeDescriptions[i].format = SDLToVK_VertexFormat[createinfo->vertex_input_state.vertex_attributes[i].format];
+        vertexInputAttributeDescriptions[i].location = createinfo->vertex_input_state.vertex_attributes[i].location;
+        vertexInputAttributeDescriptions[i].offset = createinfo->vertex_input_state.vertex_attributes[i].offset;
     }
 
     vertexInputStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
     vertexInputStateCreateInfo.pNext = NULL;
     vertexInputStateCreateInfo.flags = 0;
-    vertexInputStateCreateInfo.vertexBindingDescriptionCount = pipelineCreateInfo->vertexInputState.vertexBindingCount;
+    vertexInputStateCreateInfo.vertexBindingDescriptionCount = createinfo->vertex_input_state.num_vertex_bindings;
     vertexInputStateCreateInfo.pVertexBindingDescriptions = vertexInputBindingDescriptions;
-    vertexInputStateCreateInfo.vertexAttributeDescriptionCount = pipelineCreateInfo->vertexInputState.vertexAttributeCount;
+    vertexInputStateCreateInfo.vertexAttributeDescriptionCount = createinfo->vertex_input_state.num_vertex_attributes;
     vertexInputStateCreateInfo.pVertexAttributeDescriptions = vertexInputAttributeDescriptions;
 
     if (divisorDescriptionCount > 0) {
         divisorDescriptionCount = 0;
 
-        for (i = 0; i < pipelineCreateInfo->vertexInputState.vertexBindingCount; i += 1) {
-            if (pipelineCreateInfo->vertexInputState.vertexBindings[i].inputRate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) {
-                divisorDescriptions[divisorDescriptionCount].binding = pipelineCreateInfo->vertexInputState.vertexBindings[i].binding;
-                divisorDescriptions[divisorDescriptionCount].divisor = pipelineCreateInfo->vertexInputState.vertexBindings[i].instanceStepRate;
+        for (i = 0; i < createinfo->vertex_input_state.num_vertex_bindings; i += 1) {
+            if (createinfo->vertex_input_state.vertex_bindings[i].input_rate == SDL_GPU_VERTEXINPUTRATE_INSTANCE) {
+                divisorDescriptions[divisorDescriptionCount].binding = createinfo->vertex_input_state.vertex_bindings[i].binding;
+                divisorDescriptions[divisorDescriptionCount].divisor = createinfo->vertex_input_state.vertex_bindings[i].instance_step_rate;
 
                 divisorDescriptionCount += 1;
             }
@@ -6533,9 +6533,9 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
     inputAssemblyStateCreateInfo.pNext = NULL;
     inputAssemblyStateCreateInfo.flags = 0;
     inputAssemblyStateCreateInfo.primitiveRestartEnable = VK_FALSE;
-    inputAssemblyStateCreateInfo.topology = SDLToVK_PrimitiveType[pipelineCreateInfo->primitiveType];
+    inputAssemblyStateCreateInfo.topology = SDLToVK_PrimitiveType[createinfo->primitive_type];
 
-    graphicsPipeline->primitiveType = pipelineCreateInfo->primitiveType;
+    graphicsPipeline->primitiveType = createinfo->primitive_type;
 
     // Viewport
 
@@ -6558,17 +6558,17 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
     rasterizationStateCreateInfo.rasterizerDiscardEnable = VK_FALSE;
     rasterizationStateCreateInfo.polygonMode = SDLToVK_PolygonMode(
         renderer,
-        pipelineCreateInfo->rasterizerState.fillMode);
-    rasterizationStateCreateInfo.cullMode = SDLToVK_CullMode[pipelineCreateInfo->rasterizerState.cullMode];
-    rasterizationStateCreateInfo.frontFace = SDLToVK_FrontFace[pipelineCreateInfo->rasterizerState.frontFace];
+        createinfo->rasterizer_state.fill_mode);
+    rasterizationStateCreateInfo.cullMode = SDLToVK_CullMode[createinfo->rasterizer_state.cull_mode];
+    rasterizationStateCreateInfo.frontFace = SDLToVK_FrontFace[createinfo->rasterizer_state.front_face];
     rasterizationStateCreateInfo.depthBiasEnable =
-        pipelineCreateInfo->rasterizerState.depthBiasEnable;
+        createinfo->rasterizer_state.enable_depth_bias;
     rasterizationStateCreateInfo.depthBiasConstantFactor =
-        pipelineCreateInfo->rasterizerState.depthBiasConstantFactor;
+        createinfo->rasterizer_state.depth_bias_constant_factor;
     rasterizationStateCreateInfo.depthBiasClamp =
-        pipelineCreateInfo->rasterizerState.depthBiasClamp;
+        createinfo->rasterizer_state.depth_bias_clamp;
     rasterizationStateCreateInfo.depthBiasSlopeFactor =
-        pipelineCreateInfo->rasterizerState.depthBiasSlopeFactor;
+        createinfo->rasterizer_state.depth_bias_slope_factor;
     rasterizationStateCreateInfo.lineWidth = 1.0f;
 
     // Multisample
@@ -6580,43 +6580,43 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
     multisampleStateCreateInfo.sampleShadingEnable = VK_FALSE;
     multisampleStateCreateInfo.minSampleShading = 1.0f;
     multisampleStateCreateInfo.pSampleMask =
-        &pipelineCreateInfo->multisampleState.sampleMask;
+        &createinfo->multisample_state.sample_mask;
     multisampleStateCreateInfo.alphaToCoverageEnable = VK_FALSE;
     multisampleStateCreateInfo.alphaToOneEnable = VK_FALSE;
 
     // Depth Stencil State
 
-    frontStencilState.failOp = SDLToVK_StencilOp[pipelineCreateInfo->depthStencilState.frontStencilState.failOp];
-    frontStencilState.passOp = SDLToVK_StencilOp[pipelineCreateInfo->depthStencilState.frontStencilState.passOp];
-    frontStencilState.depthFailOp = SDLToVK_StencilOp[pipelineCreateInfo->depthStencilState.frontStencilState.depthFailOp];
-    frontStencilState.compareOp = SDLToVK_CompareOp[pipelineCreateInfo->depthStencilState.frontStencilState.compareOp];
+    frontStencilState.failOp = SDLToVK_StencilOp[createinfo->depth_stencil_state.front_stencil_state.fail_op];
+    frontStencilState.passOp = SDLToVK_StencilOp[createinfo->depth_stencil_state.front_stencil_state.pass_op];
+    frontStencilState.depthFailOp = SDLToVK_StencilOp[createinfo->depth_stencil_state.front_stencil_state.depth_fail_op];
+    frontStencilState.compareOp = SDLToVK_CompareOp[createinfo->depth_stencil_state.front_stencil_state.compare_op];
     frontStencilState.compareMask =
-        pipelineCreateInfo->depthStencilState.compareMask;
+        createinfo->depth_stencil_state.compare_mask;
     frontStencilState.writeMask =
-        pipelineCreateInfo->depthStencilState.writeMask;
+        createinfo->depth_stencil_state.write_mask;
     frontStencilState.reference = 0;
 
-    backStencilState.failOp = SDLToVK_StencilOp[pipelineCreateInfo->depthStencilState.backStencilState.failOp];
-    backStencilState.passOp = SDLToVK_StencilOp[pipelineCreateInfo->depthStencilState.backStencilState.passOp];
-    backStencilState.depthFailOp = SDLToVK_StencilOp[pipelineCreateInfo->depthStencilState.backStencilState.depthFailOp];
-    backStencilState.compareOp = SDLToVK_CompareOp[pipelineCreateInfo->depthStencilState.backStencilState.compareOp];
+    backStencilState.failOp = SDLToVK_StencilOp[createinfo->depth_stencil_state.back_stencil_state.fail_op];
+    backStencilState.passOp = SDLToVK_StencilOp[createinfo->depth_stencil_state.back_stencil_state.pass_op];
+    backStencilState.depthFailOp = SDLToVK_StencilOp[createinfo->depth_stencil_state.back_stencil_state.depth_fail_op];
+    backStencilState.compareOp = SDLToVK_CompareOp[createinfo->depth_stencil_state.back_stencil_state.compare_op];
     backStencilState.compareMask =
-        pipelineCreateInfo->depthStencilState.compareMask;
+        createinfo->depth_stencil_state.compare_mask;
     backStencilState.writeMask =
-        pipelineCreateInfo->depthStencilState.writeMask;
+        createinfo->depth_stencil_state.write_mask;
     backStencilState.reference = 0;
 
     depthStencilStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
     depthStencilStateCreateInfo.pNext = NULL;
     depthStencilStateCreateInfo.flags = 0;
     depthStencilStateCreateInfo.depthTestEnable =
-        pipelineCreateInfo->depthStencilState.depthTestEnable;
+        createinfo->depth_stencil_state.enable_depth_test;
     depthStencilStateCreateInfo.depthWriteEnable =
-        pipelineCreateInfo->depthStencilState.depthWriteEnable;
-    depthStencilStateCreateInfo.depthCompareOp = SDLToVK_CompareOp[pipelineCreateInfo->depthStencilState.compareOp];
+        createinfo->depth_stencil_state.enable_depth_write;
+    depthStencilStateCreateInfo.depthCompareOp = SDLToVK_CompareOp[createinfo->depth_stencil_state.compare_op];
     depthStencilStateCreateInfo.depthBoundsTestEnable = VK_FALSE;
     depthStencilStateCreateInfo.stencilTestEnable =
-        pipelineCreateInfo->depthStencilState.stencilTestEnable;
+        createinfo->depth_stencil_state.enable_stencil_test;
     depthStencilStateCreateInfo.front = frontStencilState;
     depthStencilStateCreateInfo.back = backStencilState;
     depthStencilStateCreateInfo.minDepthBounds = 0; // unused
@@ -6624,26 +6624,26 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
 
     // Color Blend
 
-    for (i = 0; i < pipelineCreateInfo->attachmentInfo.colorAttachmentCount; i += 1) {
-        SDL_GPUColorAttachmentBlendState blendState = pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].blendState;
+    for (i = 0; i < createinfo->target_info.num_color_targets; i += 1) {
+        SDL_GPUColorTargetBlendState blendState = createinfo->target_info.color_target_descriptions[i].blend_state;
 
         colorBlendAttachmentStates[i].blendEnable =
-            blendState.blendEnable;
-        colorBlendAttachmentStates[i].srcColorBlendFactor = SDLToVK_BlendFactor[blendState.srcColorBlendFactor];
-        colorBlendAttachmentStates[i].dstColorBlendFactor = SDLToVK_BlendFactor[blendState.dstColorBlendFactor];
-        colorBlendAttachmentStates[i].colorBlendOp = SDLToVK_BlendOp[blendState.colorBlendOp];
-        colorBlendAttachmentStates[i].srcAlphaBlendFactor = SDLToVK_BlendFactor[blendState.srcAlphaBlendFactor];
-        colorBlendAttachmentStates[i].dstAlphaBlendFactor = SDLToVK_BlendFactor[blendState.dstAlphaBlendFactor];
-        colorBlendAttachmentStates[i].alphaBlendOp = SDLToVK_BlendOp[blendState.alphaBlendOp];
+            blendState.enable_blend;
+        colorBlendAttachmentStates[i].srcColorBlendFactor = SDLToVK_BlendFactor[blendState.src_color_blendfactor];
+        colorBlendAttachmentStates[i].dstColorBlendFactor = SDLToVK_BlendFactor[blendState.dst_color_blendfactor];
+        colorBlendAttachmentStates[i].colorBlendOp = SDLToVK_BlendOp[blendState.color_blend_op];
+        colorBlendAttachmentStates[i].srcAlphaBlendFactor = SDLToVK_BlendFactor[blendState.src_alpha_blendfactor];
+        colorBlendAttachmentStates[i].dstAlphaBlendFactor = SDLToVK_BlendFactor[blendState.dst_alpha_blendfactor];
+        colorBlendAttachmentStates[i].alphaBlendOp = SDLToVK_BlendOp[blendState.alpha_blend_op];
         colorBlendAttachmentStates[i].colorWriteMask =
-            blendState.colorWriteMask;
+            blendState.color_write_mask;
     }
 
     colorBlendStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
     colorBlendStateCreateInfo.pNext = NULL;
     colorBlendStateCreateInfo.flags = 0;
     colorBlendStateCreateInfo.attachmentCount =
-        pipelineCreateInfo->attachmentInfo.colorAttachmentCount;
+        createinfo->target_info.num_color_targets;
     colorBlendStateCreateInfo.pAttachments =
         colorBlendAttachmentStates;
     colorBlendStateCreateInfo.blendConstants[0] = 1.0f;
@@ -6726,17 +6726,17 @@ static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
 
 static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
     SDL_GPURenderer *driverData,
-    const SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo)
+    const SDL_GPUComputePipelineCreateInfo *createinfo)
 {
     VkShaderModuleCreateInfo shaderModuleCreateInfo;
-    VkComputePipelineCreateInfo computePipelineCreateInfo;
+    VkComputePipelineCreateInfo vkShaderCreateInfo;
     VkPipelineShaderStageCreateInfo pipelineShaderStageCreateInfo;
     VkResult vulkanResult;
     Uint32 i;
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanComputePipeline *vulkanComputePipeline;
 
-    if (pipelineCreateInfo->format != SDL_GPU_SHADERFORMAT_SPIRV) {
+    if (createinfo->format != SDL_GPU_SHADERFORMAT_SPIRV) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Incompatible shader format for Vulkan!");
         return NULL;
     }
@@ -6745,8 +6745,8 @@ static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
     shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
     shaderModuleCreateInfo.pNext = NULL;
     shaderModuleCreateInfo.flags = 0;
-    shaderModuleCreateInfo.codeSize = pipelineCreateInfo->codeSize;
-    shaderModuleCreateInfo.pCode = (Uint32 *)pipelineCreateInfo->code;
+    shaderModuleCreateInfo.codeSize = createinfo->code_size;
+    shaderModuleCreateInfo.pCode = (Uint32 *)createinfo->code;
 
     vulkanResult = renderer->vkCreateShaderModule(
         renderer->logicalDevice,
@@ -6766,12 +6766,12 @@ static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
     pipelineShaderStageCreateInfo.flags = 0;
     pipelineShaderStageCreateInfo.stage = VK_SHADER_STAGE_COMPUTE_BIT;
     pipelineShaderStageCreateInfo.module = vulkanComputePipeline->shaderModule;
-    pipelineShaderStageCreateInfo.pName = pipelineCreateInfo->entryPointName;
+    pipelineShaderStageCreateInfo.pName = createinfo->entrypoint;
     pipelineShaderStageCreateInfo.pSpecializationInfo = NULL;
 
     if (!VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
             renderer,
-            pipelineCreateInfo,
+            createinfo,
             &vulkanComputePipeline->resourceLayout)) {
         renderer->vkDestroyShaderModule(
             renderer->logicalDevice,
@@ -6781,20 +6781,20 @@ static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
         return NULL;
     }
 
-    computePipelineCreateInfo.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
-    computePipelineCreateInfo.pNext = NULL;
-    computePipelineCreateInfo.flags = 0;
-    computePipelineCreateInfo.stage = pipelineShaderStageCreateInfo;
-    computePipelineCreateInfo.layout =
+    vkShaderCreateInfo.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
+    vkShaderCreateInfo.pNext = NULL;
+    vkShaderCreateInfo.flags = 0;
+    vkShaderCreateInfo.stage = pipelineShaderStageCreateInfo;
+    vkShaderCreateInfo.layout =
         vulkanComputePipeline->resourceLayout.pipelineLayout;
-    computePipelineCreateInfo.basePipelineHandle = (VkPipeline)VK_NULL_HANDLE;
-    computePipelineCreateInfo.basePipelineIndex = 0;
+    vkShaderCreateInfo.basePipelineHandle = (VkPipeline)VK_NULL_HANDLE;
+    vkShaderCreateInfo.basePipelineIndex = 0;
 
     vulkanResult = renderer->vkCreateComputePipelines(
         renderer->logicalDevice,
         (VkPipelineCache)VK_NULL_HANDLE,
         1,
-        &computePipelineCreateInfo,
+        &vkShaderCreateInfo,
         NULL,
         &vulkanComputePipeline->pipeline);
 
@@ -6827,7 +6827,7 @@ static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
 
 static SDL_GPUSampler *VULKAN_CreateSampler(
     SDL_GPURenderer *driverData,
-    const SDL_GPUSamplerCreateInfo *samplerCreateInfo)
+    const SDL_GPUSamplerCreateInfo *createinfo)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanSampler *vulkanSampler = SDL_malloc(sizeof(VulkanSampler));
@@ -6837,19 +6837,19 @@ static SDL_GPUSampler *VULKAN_CreateSampler(
     vkSamplerCreateInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
     vkSamplerCreateInfo.pNext = NULL;
     vkSamplerCreateInfo.flags = 0;
-    vkSamplerCreateInfo.magFilter = SDLToVK_Filter[samplerCreateInfo->magFilter];
-    vkSamplerCreateInfo.minFilter = SDLToVK_Filter[samplerCreateInfo->minFilter];
-    vkSamplerCreateInfo.mipmapMode = SDLToVK_SamplerMipmapMode[samplerCreateInfo->mipmapMode];
-    vkSamplerCreateInfo.addressModeU = SDLToVK_SamplerAddressMode[samplerCreateInfo->addressModeU];
-    vkSamplerCreateInfo.addressModeV = SDLToVK_SamplerAddressMode[samplerCreateInfo->addressModeV];
-    vkSamplerCreateInfo.addressModeW = SDLToVK_SamplerAddressMode[samplerCreateInfo->addressModeW];
-    vkSamplerCreateInfo.mipLodBias = samplerCreateInfo->mipLodBias;
-    vkSamplerCreateInfo.anisotropyEnable = samplerCreateInfo->anisotropyEnable;
-    vkSamplerCreateInfo.maxAnisotropy = samplerCreateInfo->maxAnisotropy;
-    vkSamplerCreateInfo.compareEnable = samplerCreateInfo->compareEnable;
-    vkSamplerCreateInfo.compareOp = SDLToVK_CompareOp[samplerCreateInfo->compareOp];
-    vkSamplerCreateInfo.minLod = samplerCreateInfo->minLod;
-    vkSamplerCreateInfo.maxLod = samplerCreateInfo->maxLod;
+    vkSamplerCreateInfo.magFilter = SDLToVK_Filter[createinfo->mag_filter];
+    vkSamplerCreateInfo.minFilter = SDLToVK_Filter[createinfo->min_filter];
+    vkSamplerCreateInfo.mipmapMode = SDLToVK_SamplerMipmapMode[createinfo->mipmap_mode];
+    vkSamplerCreateInfo.addressModeU = SDLToVK_SamplerAddressMode[createinfo->address_mode_u];
+    vkSamplerCreateInfo.addressModeV = SDLToVK_SamplerAddressMode[createinfo->address_mode_v];
+    vkSamplerCreateInfo.addressModeW = SDLToVK_SamplerAddressMode[createinfo->address_mode_w];
+    vkSamplerCreateInfo.mipLodBias = createinfo->mip_lod_bias;
+    vkSamplerCreateInfo.anisotropyEnable = createinfo->enable_anisotropy;
+    vkSamplerCreateInfo.maxAnisotropy = createinfo->max_anisotropy;
+    vkSamplerCreateInfo.compareEnable = createinfo->enable_compare;
+    vkSamplerCreateInfo.compareOp = SDLToVK_CompareOp[createinfo->compare_op];
+    vkSamplerCreateInfo.minLod = createinfo->min_lod;
+    vkSamplerCreateInfo.maxLod = createinfo->max_lod;
     vkSamplerCreateInfo.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK; // arbitrary, unused
     vkSamplerCreateInfo.unnormalizedCoordinates = VK_FALSE;
 
@@ -6872,7 +6872,7 @@ static SDL_GPUSampler *VULKAN_CreateSampler(
 
 static SDL_GPUShader *VULKAN_CreateShader(
     SDL_GPURenderer *driverData,
-    const SDL_GPUShaderCreateInfo *shaderCreateInfo)
+    const SDL_GPUShaderCreateInfo *createinfo)
 {
     VulkanShader *vulkanShader;
     VkResult vulkanResult;
@@ -6884,8 +6884,8 @@ static SDL_GPUShader *VULKAN_CreateShader(
     vkShaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
     vkShaderModuleCreateInfo.pNext = NULL;
     vkShaderModuleCreateInfo.flags = 0;
-    vkShaderModuleCreateInfo.codeSize = shaderCreateInfo->codeSize;
-    vkShaderModuleCreateInfo.pCode = (Uint32 *)shaderCreateInfo->code;
+    vkShaderModuleCreateInfo.codeSize = createinfo->code_size;
+    vkShaderModuleCreateInfo.pCode = (Uint32 *)createinfo->code;
 
     vulkanResult = renderer->vkCreateShaderModule(
         renderer->logicalDevice,
@@ -6900,14 +6900,14 @@ static SDL_GPUShader *VULKAN_CreateShader(
         return NULL;
     }
 
-    entryPointNameLength = SDL_strlen(shaderCreateInfo->entryPointName) + 1;
-    vulkanShader->entryPointName = SDL_malloc(entryPointNameLength);
-    SDL_utf8strlcpy((char *)vulkanShader->entryPointName, shaderCreateInfo->entryPointName, entryPointNameLength);
+    entryPointNameLength = SDL_strlen(createinfo->entrypoint) + 1;
+    vulkanShader->entrypointName = SDL_malloc(entryPointNameLength);
+    SDL_utf8strlcpy((char *)vulkanShader->entrypointName, createinfo->entrypoint, entryPointNameLength);
 
-    vulkanShader->samplerCount = shaderCreateInfo->samplerCount;
-    vulkanShader->storageTextureCount = shaderCreateInfo->storageTextureCount;
-    vulkanShader->storageBufferCount = shaderCreateInfo->storageBufferCount;
-    vulkanShader->uniformBufferCount = shaderCreateInfo->uniformBufferCount;
+    vulkanShader->numSamplers = createinfo->num_samplers;
+    vulkanShader->numStorageTextures = createinfo->num_storage_textures;
+    vulkanShader->numStorageBuffers = createinfo->num_storage_buffers;
+    vulkanShader->numUniformBuffers = createinfo->num_uniform_buffers;
 
     SDL_AtomicSet(&vulkanShader->referenceCount, 0);
 
@@ -6927,23 +6927,23 @@ static bool VULKAN_SupportsSampleCount(
 
 static SDL_GPUTexture *VULKAN_CreateTexture(
     SDL_GPURenderer *driverData,
-    const SDL_GPUTextureCreateInfo *textureCreateInfo)
+    const SDL_GPUTextureCreateInfo *createinfo)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VkImageAspectFlags imageAspectFlags;
-    Uint8 isDepthFormat = IsDepthFormat(textureCreateInfo->format);
+    Uint8 isDepthFormat = IsDepthFormat(createinfo->format);
     VkFormat format;
     VkComponentMapping swizzle;
     VulkanTextureContainer *container;
     VulkanTextureHandle *textureHandle;
 
-    format = SDLToVK_SurfaceFormat[textureCreateInfo->format];
-    swizzle = SDLToVK_SurfaceSwizzle[textureCreateInfo->format];
+    format = SDLToVK_SurfaceFormat[createinfo->format];
+    swizzle = SDLToVK_SurfaceSwizzle[createinfo->format];
 
     if (isDepthFormat) {
         imageAspectFlags = VK_IMAGE_ASPECT_DEPTH_BIT;
 
-        if (IsStencilFormat(textureCreateInfo->format)) {
+        if (IsStencilFormat(createinfo->format)) {
             imageAspectFlags |= VK_IMAGE_ASPECT_STENCIL_BIT;
         }
     } else {
@@ -6952,17 +6952,17 @@ static SDL_GPUTexture *VULKAN_CreateTexture(
 
     textureHandle = VULKAN_INTERNAL_CreateTextureHandle(
         renderer,
-        textureCreateInfo->width,
-        textureCreateInfo->height,
-        textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? textureCreateInfo->layerCountOrDepth : 1,
-        textureCreateInfo->type,
-        textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : textureCreateInfo->layerCountOrDepth,
-        textureCreateInfo->levelCount,
-        SDLToVK_SampleCount[textureCreateInfo->sampleCount],
+        createinfo->width,
+        createinfo->height,
+        createinfo->type == SDL_GPU_TEXTURETYPE_3D ? createinfo->layer_count_or_depth : 1,
+        createinfo->type,
+        createinfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : createinfo->layer_count_or_depth,
+        createinfo->num_levels,
+        SDLToVK_SampleCount[createinfo->sample_count],
         format,
         swizzle,
         imageAspectFlags,
-        textureCreateInfo->usageFlags,
+        createinfo->usage,
         false);
 
     if (textureHandle == NULL) {
@@ -6971,7 +6971,7 @@ static SDL_GPUTexture *VULKAN_CreateTexture(
     }
 
     container = SDL_malloc(sizeof(VulkanTextureContainer));
-    container->header.info = *textureCreateInfo;
+    container->header.info = *createinfo;
     container->canBeCycled = 1;
     container->activeTextureHandle = textureHandle;
     container->textureCapacity = 1;
@@ -6989,24 +6989,24 @@ static SDL_GPUTexture *VULKAN_CreateTexture(
 static SDL_GPUBuffer *VULKAN_CreateBuffer(
     SDL_GPURenderer *driverData,
     SDL_GPUBufferUsageFlags usageFlags,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     return (SDL_GPUBuffer *)VULKAN_INTERNAL_CreateBufferContainer(
         (VulkanRenderer *)driverData,
-        (VkDeviceSize)sizeInBytes,
+        (VkDeviceSize)size,
         usageFlags,
         VULKAN_BUFFER_TYPE_GPU);
 }
 
 static VulkanUniformBuffer *VULKAN_INTERNAL_CreateUniformBuffer(
     VulkanRenderer *renderer,
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     VulkanUniformBuffer *uniformBuffer = SDL_malloc(sizeof(VulkanUniformBuffer));
 
     uniformBuffer->bufferHandle = VULKAN_INTERNAL_CreateBufferHandle(
         renderer,
-        (VkDeviceSize)sizeInBytes,
+        (VkDeviceSize)size,
         0,
         VULKAN_BUFFER_TYPE_UNIFORM);
 
@@ -7019,11 +7019,11 @@ static VulkanUniformBuffer *VULKAN_INTERNAL_CreateUniformBuffer(
 static SDL_GPUTransferBuffer *VULKAN_CreateTransferBuffer(
     SDL_GPURenderer *driverData,
     SDL_GPUTransferBufferUsage usage, // ignored on Vulkan
-    Uint32 sizeInBytes)
+    Uint32 size)
 {
     return (SDL_GPUTransferBuffer *)VULKAN_INTERNAL_CreateBufferContainer(
         (VulkanRenderer *)driverData,
-        (VkDeviceSize)sizeInBytes,
+        (VkDeviceSize)size,
         0,
         VULKAN_BUFFER_TYPE_TRANSFER);
 }
@@ -7243,40 +7243,40 @@ static void VULKAN_ReleaseGraphicsPipeline(
 static VkRenderPass VULKAN_INTERNAL_FetchRenderPass(
     VulkanRenderer *renderer,
     VulkanCommandBuffer *commandBuffer,
-    const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-    Uint32 colorAttachmentCount,
-    const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    const SDL_GPUColorTargetInfo *colorTargetInfos,
+    Uint32 numColorTargets,
+    const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo)
 {
     VulkanRenderPassHashTableValue *renderPassWrapper = NULL;
     VkRenderPass renderPassHandle;
     RenderPassHashTableKey key;
     Uint32 i;
 
-    for (i = 0; i < colorAttachmentCount; i += 1) {
-        key.colorTargetDescriptions[i].format = ((VulkanTextureContainer *)colorAttachmentInfos[i].texture)->activeTextureHandle->vulkanTexture->format;
-        key.colorTargetDescriptions[i].loadOp = colorAttachmentInfos[i].loadOp;
-        key.colorTargetDescriptions[i].storeOp = colorAttachmentInfos[i].storeOp;
+    for (i = 0; i < numColorTargets; i += 1) {
+        key.colorTargetDescriptions[i].format = ((VulkanTextureContainer *)colorTargetInfos[i].texture)->activeTextureHandle->vulkanTexture->format;
+        key.colorTargetDescriptions[i].loadOp = colorTargetInfos[i].load_op;
+        key.colorTargetDescriptions[i].storeOp = colorTargetInfos[i].store_op;
     }
 
     key.colorAttachmentSampleCount = VK_SAMPLE_COUNT_1_BIT;
-    if (colorAttachmentCount > 0) {
-        key.colorAttachmentSampleCount = ((VulkanTextureContainer *)colorAttachmentInfos[0].texture)->activeTextureHandle->vulkanTexture->sampleCount;
+    if (numColorTargets > 0) {
+        key.colorAttachmentSampleCount = ((VulkanTextureContainer *)colorTargetInfos[0].texture)->activeTextureHandle->vulkanTexture->sampleCount;
     }
 
-    key.colorAttachmentCount = colorAttachmentCount;
+    key.numColorTargets = numColorTargets;
 
-    if (depthStencilAttachmentInfo == NULL) {
+    if (depthStencilTargetInfo == NULL) {
         key.depthStencilTargetDescription.format = 0;
         key.depthStencilTargetDescription.loadOp = SDL_GPU_LOADOP_DONT_CARE;
         key.depthStencilTargetDescription.storeOp = SDL_GPU_STOREOP_DONT_CARE;
         key.depthStencilTargetDescription.stencilLoadOp = SDL_GPU_LOADOP_DONT_CARE;
         key.depthStencilTargetDescription.stencilStoreOp = SDL_GPU_STOREOP_DONT_CARE;
     } else {
-        key.depthStencilTargetDescription.format = ((VulkanTextureContainer *)depthStencilAttachmentInfo->texture)->activeTextureHandle->vulkanTexture->format;
-        key.depthStencilTargetDescription.loadOp = depthStencilAttachmentInfo->loadOp;
-        key.depthStencilTargetDescription.storeOp = depthStencilAttachmentInfo->storeOp;
-        key.depthStencilTargetDescription.stencilLoadOp = depthStencilAttachmentInfo->stencilLoadOp;
-        key.depthStencilTargetDescription.stencilStoreOp = depthStencilAttachmentInfo->stencilStoreOp;
+        key.depthStencilTargetDescription.format = ((VulkanTextureContainer *)depthStencilTargetInfo->texture)->activeTextureHandle->vulkanTexture->format;
+        key.depthStencilTargetDescription.loadOp = depthStencilTargetInfo->load_op;
+        key.depthStencilTargetDescription.storeOp = depthStencilTargetInfo->store_op;
+        key.depthStencilTargetDescription.stencilLoadOp = depthStencilTargetInfo->stencil_load_op;
+        key.depthStencilTargetDescription.stencilStoreOp = depthStencilTargetInfo->stencil_store_op;
     }
 
     SDL_LockMutex(renderer->renderPassFetchLock);
@@ -7295,9 +7295,9 @@ static VkRenderPass VULKAN_INTERNAL_FetchRenderPass(
     renderPassHandle = VULKAN_INTERNAL_CreateRenderPass(
         renderer,
         commandBuffer,
-        colorAttachmentInfos,
-        colorAttachmentCount,
-        depthStencilAttachmentInfo);
+        colorTargetInfos,
+        numColorTargets,
+        depthStencilTargetInfo);
 
     if (renderPassHandle == VK_NULL_HANDLE) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create VkRenderPass!");
@@ -7325,9 +7325,9 @@ static VkRenderPass VULKAN_INTERNAL_FetchRenderPass(
 static VulkanFramebuffer *VULKAN_INTERNAL_FetchFramebuffer(
     VulkanRenderer *renderer,
     VkRenderPass renderPass,
-    const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-    Uint32 colorAttachmentCount,
-    const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo,
+    const SDL_GPUColorTargetInfo *colorTargetInfos,
+    Uint32 numColorTargets,
+    const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo,
     Uint32 width,
     Uint32 height)
 {
@@ -7344,17 +7344,17 @@ static VulkanFramebuffer *VULKAN_INTERNAL_FetchFramebuffer(
         key.colorMultiSampleAttachmentViews[i] = VK_NULL_HANDLE;
     }
 
-    key.colorAttachmentCount = colorAttachmentCount;
+    key.numColorTargets = numColorTargets;
 
-    for (i = 0; i < colorAttachmentCount; i += 1) {
-        VulkanTextureContainer *container = (VulkanTextureContainer *)colorAttachmentInfos[i].texture;
+    for (i = 0; i < numColorTargets; i += 1) {
+        VulkanTextureContainer *container = (VulkanTextureContainer *)colorTargetInfos[i].texture;
         VulkanTextureSubresource *subresource = VULKAN_INTERNAL_FetchTextureSubresource(
             container,
-            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorAttachmentInfos[i].layerOrDepthPlane,
-            colorAttachmentInfos[i].mipLevel);
+            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorTargetInfos[i].layer_or_depth_plane,
+            colorTargetInfos[i].mip_level);
 
         Uint32 rtvIndex =
-            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorAttachmentInfos[i].layerOrDepthPlane : 0;
+            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorTargetInfos[i].layer_or_depth_plane : 0;
         key.colorAttachmentViews[i] = subresource->renderTargetViews[rtvIndex];
 
         if (subresource->msaaTexHandle != NULL) {
@@ -7362,11 +7362,11 @@ static VulkanFramebuffer *VULKAN_INTERNAL_FetchFramebuffer(
         }
     }
 
-    if (depthStencilAttachmentInfo == NULL) {
+    if (depthStencilTargetInfo == NULL) {
         key.depthStencilAttachmentView = VK_NULL_HANDLE;
     } else {
         VulkanTextureSubresource *subresource = VULKAN_INTERNAL_FetchTextureSubresource(
-            (VulkanTextureContainer *)depthStencilAttachmentInfo->texture,
+            (VulkanTextureContainer *)depthStencilTargetInfo->texture,
             0,
             0);
         key.depthStencilAttachmentView = subresource->depthStencilView;
@@ -7394,15 +7394,15 @@ static VulkanFramebuffer *VULKAN_INTERNAL_FetchFramebuffer(
 
     // Create a new framebuffer
 
-    for (i = 0; i < colorAttachmentCount; i += 1) {
-        VulkanTextureContainer *container = (VulkanTextureContainer *)colorAttachmentInfos[i].texture;
+    for (i = 0; i < numColorTargets; i += 1) {
+        VulkanTextureContainer *container = (VulkanTextureContainer *)colorTargetInfos[i].texture;
         VulkanTextureSubresource *subresource = VULKAN_INTERNAL_FetchTextureSubresource(
             container,
-            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorAttachmentInfos[i].layerOrDepthPlane,
-            colorAttachmentInfos[i].mipLevel);
+            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorTargetInfos[i].layer_or_depth_plane,
+            colorTargetInfos[i].mip_level);
 
         Uint32 rtvIndex =
-            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorAttachmentInfos[i].layerOrDepthPlane : 0;
+            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? colorTargetInfos[i].layer_or_depth_plane : 0;
 
         imageViewAttachments[attachmentCount] =
             subresource->renderTargetViews[rtvIndex];
@@ -7417,9 +7417,9 @@ static VulkanFramebuffer *VULKAN_INTERNAL_FetchFramebuffer(
         }
     }
 
-    if (depthStencilAttachmentInfo != NULL) {
+    if (depthStencilTargetInfo != NULL) {
         VulkanTextureSubresource *subresource = VULKAN_INTERNAL_FetchTextureSubresource(
-            (VulkanTextureContainer *)depthStencilAttachmentInfo->texture,
+            (VulkanTextureContainer *)depthStencilTargetInfo->texture,
             0,
             0);
         imageViewAttachments[attachmentCount] = subresource->depthStencilView;
@@ -7473,8 +7473,8 @@ static void VULKAN_INTERNAL_SetCurrentViewport(
 
     vulkanCommandBuffer->currentViewport.x = viewport->x;
     vulkanCommandBuffer->currentViewport.width = viewport->w;
-    vulkanCommandBuffer->currentViewport.minDepth = viewport->minDepth;
-    vulkanCommandBuffer->currentViewport.maxDepth = viewport->maxDepth;
+    vulkanCommandBuffer->currentViewport.minDepth = viewport->min_depth;
+    vulkanCommandBuffer->currentViewport.maxDepth = viewport->max_depth;
 
     // Viewport flip for consistency with other backends
     // FIXME: need moltenVK hack
@@ -7582,11 +7582,11 @@ static void VULKAN_BindVertexSamplers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)textureSamplerBindings[i].texture;
         vulkanCommandBuffer->vertexSamplerTextures[firstSlot + i] = textureContainer->activeTextureHandle->vulkanTexture;
         vulkanCommandBuffer->vertexSamplers[firstSlot + i] = (VulkanSampler *)textureSamplerBindings[i].sampler;
@@ -7607,11 +7607,11 @@ static void VULKAN_BindVertexStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)storageTextures[i];
 
         vulkanCommandBuffer->vertexStorageTextures[firstSlot + i] = textureContainer->activeTextureHandle->vulkanTexture;
@@ -7628,13 +7628,13 @@ static void VULKAN_BindVertexStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanBufferContainer *bufferContainer;
     Uint32 i;
 
-    for (i = 0; i < bindingCount; i += 1) {
+    for (i = 0; i < numBindings; i += 1) {
         bufferContainer = (VulkanBufferContainer *)storageBuffers[i];
 
         vulkanCommandBuffer->vertexStorageBuffers[firstSlot + i] = bufferContainer->activeBufferHandle->vulkanBuffer;
@@ -7651,11 +7651,11 @@ static void VULKAN_BindFragmentSamplers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     const SDL_GPUTextureSamplerBinding *textureSamplerBindings,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)textureSamplerBindings[i].texture;
         vulkanCommandBuffer->fragmentSamplerTextures[firstSlot + i] = textureContainer->activeTextureHandle->vulkanTexture;
         vulkanCommandBuffer->fragmentSamplers[firstSlot + i] = (VulkanSampler *)textureSamplerBindings[i].sampler;
@@ -7676,11 +7676,11 @@ static void VULKAN_BindFragmentStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)storageTextures[i];
 
         vulkanCommandBuffer->fragmentStorageTextures[firstSlot + i] =
@@ -7698,13 +7698,13 @@ static void VULKAN_BindFragmentStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanBufferContainer *bufferContainer;
     Uint32 i;
 
-    for (i = 0; i < bindingCount; i += 1) {
+    for (i = 0; i < numBindings; i += 1) {
         bufferContainer = (VulkanBufferContainer *)storageBuffers[i];
 
         vulkanCommandBuffer->fragmentStorageBuffers[firstSlot + i] = bufferContainer->activeBufferHandle->vulkanBuffer;
@@ -7764,11 +7764,11 @@ static void VULKAN_INTERNAL_PushUniformData(
     VulkanUniformBufferStage uniformBufferStage,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     Uint32 blockSize =
         VULKAN_INTERNAL_NextHighestAlignment32(
-            dataLengthInBytes,
+            length,
             commandBuffer->renderer->minUBOAlignment);
 
     VulkanUniformBuffer *uniformBuffer;
@@ -7828,7 +7828,7 @@ static void VULKAN_INTERNAL_PushUniformData(
     SDL_memcpy(
         dst,
         data,
-        dataLengthInBytes);
+        length);
 
     uniformBuffer->writeOffset += blockSize;
 
@@ -7846,9 +7846,9 @@ static void VULKAN_INTERNAL_PushUniformData(
 
 static void VULKAN_BeginRenderPass(
     SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
-    Uint32 colorAttachmentCount,
-    const SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    const SDL_GPUColorTargetInfo *colorTargetInfos,
+    Uint32 numColorTargets,
+    const SDL_GPUDepthStencilTargetInfo *depthStencilTargetInfo)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -7857,7 +7857,7 @@ static void VULKAN_BeginRenderPass(
 
     Uint32 w, h;
     VkClearValue *clearValues;
-    Uint32 clearCount = colorAttachmentCount;
+    Uint32 clearCount = numColorTargets;
     Uint32 multisampleAttachmentCount = 0;
     Uint32 totalColorAttachmentCount = 0;
     Uint32 i;
@@ -7866,11 +7866,11 @@ static void VULKAN_BeginRenderPass(
     Uint32 framebufferWidth = UINT32_MAX;
     Uint32 framebufferHeight = UINT32_MAX;
 
-    for (i = 0; i < colorAttachmentCount; i += 1) {
-        VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)colorAttachmentInfos[i].texture;
+    for (i = 0; i < numColorTargets; i += 1) {
+        VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)colorTargetInfos[i].texture;
 
-        w = textureContainer->activeTextureHandle->vulkanTexture->dimensions.width >> colorAttachmentInfos[i].mipLevel;
-        h = textureContainer->activeTextureHandle->vulkanTexture->dimensions.height >> colorAttachmentInfos[i].mipLevel;
+        w = textureContainer->activeTextureHandle->vulkanTexture->dimensions.width >> colorTargetInfos[i].mip_level;
+        h = textureContainer->activeTextureHandle->vulkanTexture->dimensions.height >> colorTargetInfos[i].mip_level;
 
         // The framebuffer cannot be larger than the smallest attachment.
 
@@ -7883,14 +7883,14 @@ static void VULKAN_BeginRenderPass(
         }
 
         // FIXME: validate this in gpu.c
-        if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
+        if (!(textureContainer->header.info.usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Color attachment texture was not designated as a target!");
             return;
         }
     }
 
-    if (depthStencilAttachmentInfo != NULL) {
-        VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)depthStencilAttachmentInfo->texture;
+    if (depthStencilTargetInfo != NULL) {
+        VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)depthStencilTargetInfo->texture;
 
         w = textureContainer->activeTextureHandle->vulkanTexture->dimensions.width;
         h = textureContainer->activeTextureHandle->vulkanTexture->dimensions.height;
@@ -7906,21 +7906,21 @@ static void VULKAN_BeginRenderPass(
         }
 
         // FIXME: validate this in gpu.c
-        if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
+        if (!(textureContainer->header.info.usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Depth stencil attachment texture was not designated as a target!");
             return;
         }
     }
 
-    for (i = 0; i < colorAttachmentCount; i += 1) {
-        VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)colorAttachmentInfos[i].texture;
+    for (i = 0; i < numColorTargets; i += 1) {
+        VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)colorTargetInfos[i].texture;
         VulkanTextureSubresource *subresource = VULKAN_INTERNAL_PrepareTextureSubresourceForWrite(
             renderer,
             vulkanCommandBuffer,
             textureContainer,
-            textureContainer->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorAttachmentInfos[i].layerOrDepthPlane,
-            colorAttachmentInfos[i].mipLevel,
-            colorAttachmentInfos[i].cycle,
+            textureContainer->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorTargetInfos[i].layer_or_depth_plane,
+            colorTargetInfos[i].mip_level,
+            colorTargetInfos[i].cycle,
             VULKAN_TEXTURE_USAGE_MODE_COLOR_ATTACHMENT);
 
         if (subresource->msaaTexHandle != NULL) {
@@ -7941,17 +7941,17 @@ static void VULKAN_BeginRenderPass(
         // TODO: do we need to track the msaa texture? or is it implicitly only used when the regular texture is used?
     }
 
-    vulkanCommandBuffer->colorAttachmentSubresourceCount = colorAttachmentCount;
+    vulkanCommandBuffer->colorAttachmentSubresourceCount = numColorTargets;
 
-    if (depthStencilAttachmentInfo != NULL) {
-        VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)depthStencilAttachmentInfo->texture;
+    if (depthStencilTargetInfo != NULL) {
+        VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)depthStencilTargetInfo->texture;
         VulkanTextureSubresource *subresource = VULKAN_INTERNAL_PrepareTextureSubresourceForWrite(
             renderer,
             vulkanCommandBuffer,
             textureContainer,
             0,
             0,
-            depthStencilAttachmentInfo->cycle,
+            depthStencilTargetInfo->cycle,
             VULKAN_TEXTURE_USAGE_MODE_DEPTH_STENCIL_ATTACHMENT);
 
         clearCount += 1;
@@ -7966,16 +7966,16 @@ static void VULKAN_BeginRenderPass(
     renderPass = VULKAN_INTERNAL_FetchRenderPass(
         renderer,
         vulkanCommandBuffer,
-        colorAttachmentInfos,
-        colorAttachmentCount,
-        depthStencilAttachmentInfo);
+        colorTargetInfos,
+        numColorTargets,
+        depthStencilTargetInfo);
 
     framebuffer = VULKAN_INTERNAL_FetchFramebuffer(
         renderer,
         renderPass,
-        colorAttachmentInfos,
-        colorAttachmentCount,
-        depthStencilAttachmentInfo,
+        colorTargetInfos,
+        numColorTargets,
+        depthStencilTargetInfo,
         framebufferWidth,
         framebufferHeight);
 
@@ -7985,34 +7985,34 @@ static void VULKAN_BeginRenderPass(
 
     clearValues = SDL_stack_alloc(VkClearValue, clearCount);
 
-    totalColorAttachmentCount = colorAttachmentCount + multisampleAttachmentCount;
+    totalColorAttachmentCount = numColorTargets + multisampleAttachmentCount;
 
     for (i = 0; i < totalColorAttachmentCount; i += 1) {
-        clearValues[i].color.float32[0] = colorAttachmentInfos[i].clearColor.r;
-        clearValues[i].color.float32[1] = colorAttachmentInfos[i].clearColor.g;
-        clearValues[i].color.float32[2] = colorAttachmentInfos[i].clearColor.b;
-        clearValues[i].color.float32[3] = colorAttachmentInfos[i].clearColor.a;
+        clearValues[i].color.float32[0] = colorTargetInfos[i].clear_color.r;
+        clearValues[i].color.float32[1] = colorTargetInfos[i].clear_color.g;
+        clearValues[i].color.float32[2] = colorTargetInfos[i].clear_color.b;
+        clearValues[i].color.float32[3] = colorTargetInfos[i].clear_color.a;
 
-        VulkanTextureContainer *container = (VulkanTextureContainer *)colorAttachmentInfos[i].texture;
+        VulkanTextureContainer *container = (VulkanTextureContainer *)colorTargetInfos[i].texture;
         VulkanTextureSubresource *subresource = VULKAN_INTERNAL_FetchTextureSubresource(
             container,
-            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorAttachmentInfos[i].layerOrDepthPlane,
-            colorAttachmentInfos[i].mipLevel);
+            container->header.info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : colorTargetInfos[i].layer_or_depth_plane,
+            colorTargetInfos[i].mip_level);
 
         if (subresource->parent->sampleCount > VK_SAMPLE_COUNT_1_BIT) {
-            clearValues[i + 1].color.float32[0] = colorAttachmentInfos[i].clearColor.r;
-            clearValues[i + 1].color.float32[1] = colorAttachmentInfos[i].clearColor.g;
-            clearValues[i + 1].color.float32[2] = colorAttachmentInfos[i].clearColor.b;
-            clearValues[i + 1].color.float32[3] = colorAttachmentInfos[i].clearColor.a;
+            clearValues[i + 1].color.float32[0] = colorTargetInfos[i].clear_color.r;
+            clearValues[i + 1].color.float32[1] = colorTargetInfos[i].clear_color.g;
+            clearValues[i + 1].color.float32[2] = colorTargetInfos[i].clear_color.b;
+            clearValues[i + 1].color.float32[3] = colorTargetInfos[i].clear_color.a;
             i += 1;
         }
     }
 
-    if (depthStencilAttachmentInfo != NULL) {
+    if (depthStencilTargetInfo != NULL) {
         clearValues[totalColorAttachmentCount].depthStencil.depth =
-            depthStencilAttachmentInfo->depthStencilClearValue.depth;
+            depthStencilTargetInfo->clear_value.depth;
         clearValues[totalColorAttachmentCount].depthStencil.stencil =
-            depthStencilAttachmentInfo->depthStencilClearValue.stencil;
+            depthStencilTargetInfo->clear_value.stencil;
     }
 
     VkRenderPassBeginInfo renderPassBeginInfo;
@@ -8040,8 +8040,8 @@ static void VULKAN_BeginRenderPass(
     defaultViewport.y = 0;
     defaultViewport.w = (float)framebufferWidth;
     defaultViewport.h = (float)framebufferHeight;
-    defaultViewport.minDepth = 0;
-    defaultViewport.maxDepth = 1;
+    defaultViewport.min_depth = 0;
+    defaultViewport.max_depth = 1;
 
     VULKAN_INTERNAL_SetCurrentViewport(
         vulkanCommandBuffer,
@@ -8130,27 +8130,27 @@ static void VULKAN_BindGraphicsPipeline(
 static void VULKAN_BindVertexBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstBinding,
-    const SDL_GPUBufferBinding *pBindings,
-    Uint32 bindingCount)
+    const SDL_GPUBufferBinding *bindings,
+    Uint32 numBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
     VulkanBuffer *currentVulkanBuffer;
-    VkBuffer *buffers = SDL_stack_alloc(VkBuffer, bindingCount);
-    VkDeviceSize *offsets = SDL_stack_alloc(VkDeviceSize, bindingCount);
+    VkBuffer *buffers = SDL_stack_alloc(VkBuffer, numBindings);
+    VkDeviceSize *offsets = SDL_stack_alloc(VkDeviceSize, numBindings);
     Uint32 i;
 
-    for (i = 0; i < bindingCount; i += 1) {
-        currentVulkanBuffer = ((VulkanBufferContainer *)pBindings[i].buffer)->activeBufferHandle->vulkanBuffer;
+    for (i = 0; i < numBindings; i += 1) {
+        currentVulkanBuffer = ((VulkanBufferContainer *)bindings[i].buffer)->activeBufferHandle->vulkanBuffer;
         buffers[i] = currentVulkanBuffer->buffer;
-        offsets[i] = (VkDeviceSize)pBindings[i].offset;
+        offsets[i] = (VkDeviceSize)bindings[i].offset;
         VULKAN_INTERNAL_TrackBuffer(vulkanCommandBuffer, currentVulkanBuffer);
     }
 
     renderer->vkCmdBindVertexBuffers(
         vulkanCommandBuffer->commandBuffer,
         firstBinding,
-        bindingCount,
+        numBindings,
         buffers,
         offsets);
 
@@ -8160,19 +8160,19 @@ static void VULKAN_BindVertexBuffers(
 
 static void VULKAN_BindIndexBuffer(
     SDL_GPUCommandBuffer *commandBuffer,
-    const SDL_GPUBufferBinding *pBinding,
+    const SDL_GPUBufferBinding *binding,
     SDL_GPUIndexElementSize indexElementSize)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
-    VulkanBuffer *vulkanBuffer = ((VulkanBufferContainer *)pBinding->buffer)->activeBufferHandle->vulkanBuffer;
+    VulkanBuffer *vulkanBuffer = ((VulkanBufferContainer *)binding->buffer)->activeBufferHandle->vulkanBuffer;
 
     VULKAN_INTERNAL_TrackBuffer(vulkanCommandBuffer, vulkanBuffer);
 
     renderer->vkCmdBindIndexBuffer(
         vulkanCommandBuffer->commandBuffer,
         vulkanBuffer->buffer,
-        (VkDeviceSize)pBinding->offset,
+        (VkDeviceSize)binding->offset,
         SDLToVK_IndexType[indexElementSize]);
 }
 
@@ -8180,7 +8180,7 @@ static void VULKAN_PushVertexUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
 
@@ -8189,14 +8189,14 @@ static void VULKAN_PushVertexUniformData(
         VULKAN_UNIFORM_BUFFER_STAGE_VERTEX,
         slotIndex,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 static void VULKAN_PushFragmentUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
 
@@ -8205,7 +8205,7 @@ static void VULKAN_PushFragmentUniformData(
         VULKAN_UNIFORM_BUFFER_STAGE_FRAGMENT,
         slotIndex,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 static void VULKAN_EndRenderPass(
@@ -8261,9 +8261,9 @@ static void VULKAN_EndRenderPass(
 static void VULKAN_BeginComputePass(
     SDL_GPUCommandBuffer *commandBuffer,
     const SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
-    Uint32 storageTextureBindingCount,
+    Uint32 numStorageTextureBindings,
     const SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
-    Uint32 storageBufferBindingCount)
+    Uint32 numStorageBufferBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = vulkanCommandBuffer->renderer;
@@ -8271,9 +8271,9 @@ static void VULKAN_BeginComputePass(
     VulkanBuffer *buffer;
     Uint32 i;
 
-    vulkanCommandBuffer->writeOnlyComputeStorageTextureSubresourceCount = storageTextureBindingCount;
+    vulkanCommandBuffer->writeOnlyComputeStorageTextureSubresourceCount = numStorageTextureBindings;
 
-    for (i = 0; i < storageTextureBindingCount; i += 1) {
+    for (i = 0; i < numStorageTextureBindings; i += 1) {
         VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)storageTextureBindings[i].texture;
         if (!(textureContainer->activeTextureHandle->vulkanTexture->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
@@ -8284,7 +8284,7 @@ static void VULKAN_BeginComputePass(
             vulkanCommandBuffer,
             textureContainer,
             storageTextureBindings[i].layer,
-            storageTextureBindings[i].mipLevel,
+            storageTextureBindings[i].mip_level,
             storageTextureBindings[i].cycle,
             VULKAN_TEXTURE_USAGE_MODE_COMPUTE_STORAGE_READ_WRITE);
 
@@ -8295,7 +8295,7 @@ static void VULKAN_BeginComputePass(
             subresource->parent);
     }
 
-    for (i = 0; i < storageBufferBindingCount; i += 1) {
+    for (i = 0; i < numStorageBufferBindings; i += 1) {
         bufferContainer = (VulkanBufferContainer *)storageBufferBindings[i].buffer;
         buffer = VULKAN_INTERNAL_PrepareBufferForWrite(
             renderer,
@@ -8330,7 +8330,7 @@ static void VULKAN_BindComputePipeline(
     VULKAN_INTERNAL_TrackComputePipeline(vulkanCommandBuffer, vulkanComputePipeline);
 
     // Acquire uniform buffers if necessary
-    for (Uint32 i = 0; i < vulkanComputePipeline->resourceLayout.uniformBufferCount; i += 1) {
+    for (Uint32 i = 0; i < vulkanComputePipeline->resourceLayout.numUniformBuffers; i += 1) {
         if (vulkanCommandBuffer->computeUniformBuffers[i] == NULL) {
             vulkanCommandBuffer->computeUniformBuffers[i] = VULKAN_INTERNAL_AcquireUniformBufferFromPool(
                 vulkanCommandBuffer);
@@ -8348,12 +8348,12 @@ static void VULKAN_BindComputeStorageTextures(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUTexture *const *storageTextures,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = vulkanCommandBuffer->renderer;
 
-    for (Uint32 i = 0; i < bindingCount; i += 1) {
+    for (Uint32 i = 0; i < numBindings; i += 1) {
         if (vulkanCommandBuffer->readOnlyComputeStorageTextures[firstSlot + i] != NULL) {
             VULKAN_INTERNAL_TextureTransitionToDefaultUsage(
                 renderer,
@@ -8385,14 +8385,14 @@ static void VULKAN_BindComputeStorageBuffers(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
     SDL_GPUBuffer *const *storageBuffers,
-    Uint32 bindingCount)
+    Uint32 numBindings)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = vulkanCommandBuffer->renderer;
     VulkanBufferContainer *bufferContainer;
     Uint32 i;
 
-    for (i = 0; i < bindingCount; i += 1) {
+    for (i = 0; i < numBindings; i += 1) {
         if (vulkanCommandBuffer->readOnlyComputeStorageBuffers[firstSlot + i] != NULL) {
             VULKAN_INTERNAL_BufferTransitionToDefaultUsage(
                 renderer,
@@ -8423,7 +8423,7 @@ static void VULKAN_PushComputeUniformData(
     SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
-    Uint32 dataLengthInBytes)
+    Uint32 length)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
 
@@ -8432,7 +8432,7 @@ static void VULKAN_PushComputeUniformData(
         VULKAN_UNIFORM_BUFFER_STAGE_COMPUTE,
         slotIndex,
         data,
-        dataLengthInBytes);
+        length);
 }
 
 static void VULKAN_INTERNAL_BindComputeDescriptorSets(
@@ -8462,10 +8462,10 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
 
         writeDescriptorSets = SDL_stack_alloc(
             VkWriteDescriptorSet,
-            resourceLayout->readOnlyStorageTextureCount +
-                resourceLayout->readOnlyStorageBufferCount);
+            resourceLayout->numReadonlyStorageTextures +
+                resourceLayout->numReadonlyStorageBuffers);
 
-        for (i = 0; i < resourceLayout->readOnlyStorageTextureCount; i += 1) {
+        for (i = 0; i < resourceLayout->numReadonlyStorageTextures; i += 1) {
             currentWriteDescriptorSet = &writeDescriptorSets[i];
             currentWriteDescriptorSet->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
             currentWriteDescriptorSet->pNext = NULL;
@@ -8486,15 +8486,15 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
             imageInfoCount += 1;
         }
 
-        for (i = 0; i < resourceLayout->readOnlyStorageBufferCount; i += 1) {
-            currentWriteDescriptorSet = &writeDescriptorSets[resourceLayout->readOnlyStorageTextureCount + i];
+        for (i = 0; i < resourceLayout->numReadonlyStorageBuffers; i += 1) {
+            currentWriteDescriptorSet = &writeDescriptorSets[resourceLayout->numReadonlyStorageTextures + i];
 
             currentWriteDescriptorSet->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
             currentWriteDescriptorSet->pNext = NULL;
             currentWriteDescriptorSet->descriptorCount = 1;
             currentWriteDescriptorSet->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
             currentWriteDescriptorSet->dstArrayElement = 0;
-            currentWriteDescriptorSet->dstBinding = resourceLayout->readOnlyStorageTextureCount + i;
+            currentWriteDescriptorSet->dstBinding = resourceLayout->numReadonlyStorageTextures + i;
             currentWriteDescriptorSet->dstSet = commandBuffer->computeReadOnlyDescriptorSet;
             currentWriteDescriptorSet->pTexelBufferView = NULL;
             currentWriteDescriptorSet->pImageInfo = NULL;
@@ -8510,7 +8510,7 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
 
         renderer->vkUpdateDescriptorSets(
             renderer->logicalDevice,
-            resourceLayout->readOnlyStorageTextureCount + resourceLayout->readOnlyStorageBufferCount,
+            resourceLayout->numReadonlyStorageTextures + resourceLayout->numReadonlyStorageBuffers,
             writeDescriptorSets,
             0,
             NULL);
@@ -8542,10 +8542,10 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
 
         writeDescriptorSets = SDL_stack_alloc(
             VkWriteDescriptorSet,
-            resourceLayout->writeOnlyStorageTextureCount +
-                resourceLayout->writeOnlyStorageBufferCount);
+            resourceLayout->numWriteonlyStorageTextures +
+                resourceLayout->numWriteonlyStorageBuffers);
 
-        for (i = 0; i < resourceLayout->writeOnlyStorageTextureCount; i += 1) {
+        for (i = 0; i < resourceLayout->numWriteonlyStorageTextures; i += 1) {
             currentWriteDescriptorSet = &writeDescriptorSets[i];
 
             currentWriteDescriptorSet->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
@@ -8567,15 +8567,15 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
             imageInfoCount += 1;
         }
 
-        for (i = 0; i < resourceLayout->writeOnlyStorageBufferCount; i += 1) {
-            currentWriteDescriptorSet = &writeDescriptorSets[resourceLayout->writeOnlyStorageTextureCount + i];
+        for (i = 0; i < resourceLayout->numWriteonlyStorageBuffers; i += 1) {
+            currentWriteDescriptorSet = &writeDescriptorSets[resourceLayout->numWriteonlyStorageTextures + i];
 
             currentWriteDescriptorSet->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
             currentWriteDescriptorSet->pNext = NULL;
             currentWriteDescriptorSet->descriptorCount = 1;
             currentWriteDescriptorSet->descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
             currentWriteDescriptorSet->dstArrayElement = 0;
-            currentWriteDescriptorSet->dstBinding = resourceLayout->writeOnlyStorageTextureCount + i;
+            currentWriteDescriptorSet->dstBinding = resourceLayout->numWriteonlyStorageTextures + i;
             currentWriteDescriptorSet->dstSet = commandBuffer->computeWriteOnlyDescriptorSet;
             currentWriteDescriptorSet->pTexelBufferView = NULL;
             currentWriteDescriptorSet->pImageInfo = NULL;
@@ -8591,7 +8591,7 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
 
         renderer->vkUpdateDescriptorSets(
             renderer->logicalDevice,
-            resourceLayout->writeOnlyStorageTextureCount + resourceLayout->writeOnlyStorageBufferCount,
+            resourceLayout->numWriteonlyStorageTextures + resourceLayout->numWriteonlyStorageBuffers,
             writeDescriptorSets,
             0,
             NULL);
@@ -8623,9 +8623,9 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
 
         writeDescriptorSets = SDL_stack_alloc(
             VkWriteDescriptorSet,
-            resourceLayout->uniformBufferCount);
+            resourceLayout->numUniformBuffers);
 
-        for (i = 0; i < resourceLayout->uniformBufferCount; i += 1) {
+        for (i = 0; i < resourceLayout->numUniformBuffers; i += 1) {
             currentWriteDescriptorSet = &writeDescriptorSets[i];
 
             currentWriteDescriptorSet->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
@@ -8649,7 +8649,7 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
 
         renderer->vkUpdateDescriptorSets(
             renderer->logicalDevice,
-            resourceLayout->uniformBufferCount,
+            resourceLayout->numUniformBuffers,
             writeDescriptorSets,
             0,
             NULL);
@@ -8663,7 +8663,7 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
     }
 
     if (commandBuffer->needNewComputeUniformOffsets) {
-        for (i = 0; i < resourceLayout->uniformBufferCount; i += 1) {
+        for (i = 0; i < resourceLayout->numUniformBuffers; i += 1) {
             dynamicOffsets[i] = commandBuffer->computeUniformBuffers[i]->drawOffset;
         }
 
@@ -8674,7 +8674,7 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
             2,
             1,
             &commandBuffer->computeUniformDescriptorSet,
-            resourceLayout->uniformBufferCount,
+            resourceLayout->numUniformBuffers,
             dynamicOffsets);
 
         commandBuffer->needNewComputeUniformOffsets = false;
@@ -8683,9 +8683,9 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
 
 static void VULKAN_DispatchCompute(
     SDL_GPUCommandBuffer *commandBuffer,
-    Uint32 groupCountX,
-    Uint32 groupCountY,
-    Uint32 groupCountZ)
+    Uint32 groupcountX,
+    Uint32 groupcountY,
+    Uint32 groupcountZ)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -8694,15 +8694,15 @@ static void VULKAN_DispatchCompute(
 
     renderer->vkCmdDispatch(
         vulkanCommandBuffer->commandBuffer,
-        groupCountX,
-        groupCountY,
-        groupCountZ);
+        groupcountX,
+        groupcountY,
+        groupcountZ);
 }
 
 static void VULKAN_DispatchComputeIndirect(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUBuffer *buffer,
-    Uint32 offsetInBytes)
+    Uint32 offset)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -8713,7 +8713,7 @@ static void VULKAN_DispatchComputeIndirect(
     renderer->vkCmdDispatchIndirect(
         vulkanCommandBuffer->commandBuffer,
         vulkanBuffer->buffer,
-        offsetInBytes);
+        offset);
 
     VULKAN_INTERNAL_TrackBuffer(vulkanCommandBuffer, vulkanBuffer);
 }
@@ -8824,7 +8824,7 @@ static void VULKAN_UploadToTexture(
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
-    VulkanBufferContainer *transferBufferContainer = (VulkanBufferContainer *)source->transferBuffer;
+    VulkanBufferContainer *transferBufferContainer = (VulkanBufferContainer *)source->transfer_buffer;
     VulkanTextureContainer *vulkanTextureContainer = (VulkanTextureContainer *)destination->texture;
     VulkanTextureSubresource *vulkanTextureSubresource;
     VkBufferImageCopy imageCopy;
@@ -8836,7 +8836,7 @@ static void VULKAN_UploadToTexture(
         vulkanCommandBuffer,
         vulkanTextureContainer,
         destination->layer,
-        destination->mipLevel,
+        destination->mip_level,
         cycle,
         VULKAN_TEXTURE_USAGE_MODE_COPY_DESTINATION);
 
@@ -8849,10 +8849,10 @@ static void VULKAN_UploadToTexture(
     imageCopy.imageSubresource.aspectMask = vulkanTextureSubresource->parent->aspectFlags;
     imageCopy.imageSubresource.baseArrayLayer = destination->layer;
     imageCopy.imageSubresource.layerCount = 1;
-    imageCopy.imageSubresource.mipLevel = destination->mipLevel;
+    imageCopy.imageSubresource.mipLevel = destination->mip_level;
     imageCopy.bufferOffset = source->offset;
-    imageCopy.bufferRowLength = source->imagePitch;
-    imageCopy.bufferImageHeight = source->imageHeight;
+    imageCopy.bufferRowLength = source->pixels_per_row;
+    imageCopy.bufferImageHeight = source->rows_per_layer;
 
     renderer->vkCmdCopyBufferToImage(
         vulkanCommandBuffer->commandBuffer,
@@ -8880,7 +8880,7 @@ static void VULKAN_UploadToBuffer(
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
-    VulkanBufferContainer *transferBufferContainer = (VulkanBufferContainer *)source->transferBuffer;
+    VulkanBufferContainer *transferBufferContainer = (VulkanBufferContainer *)source->transfer_buffer;
     VulkanBufferContainer *bufferContainer = (VulkanBufferContainer *)destination->buffer;
     VkBufferCopy bufferCopy;
 
@@ -8925,12 +8925,12 @@ static void VULKAN_DownloadFromTexture(
     VulkanRenderer *renderer = vulkanCommandBuffer->renderer;
     VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)source->texture;
     VulkanTextureSubresource *vulkanTextureSubresource;
-    VulkanBufferContainer *transferBufferContainer = (VulkanBufferContainer *)destination->transferBuffer;
+    VulkanBufferContainer *transferBufferContainer = (VulkanBufferContainer *)destination->transfer_buffer;
     VkBufferImageCopy imageCopy;
     vulkanTextureSubresource = VULKAN_INTERNAL_FetchTextureSubresource(
         textureContainer,
         source->layer,
-        source->mipLevel);
+        source->mip_level);
 
     // Note that the transfer buffer does not need a barrier, as it is synced by the client
 
@@ -8949,10 +8949,10 @@ static void VULKAN_DownloadFromTexture(
     imageCopy.imageSubresource.aspectMask = vulkanTextureSubresource->parent->aspectFlags;
     imageCopy.imageSubresource.baseArrayLayer = source->layer;
     imageCopy.imageSubresource.layerCount = 1;
-    imageCopy.imageSubresource.mipLevel = source->mipLevel;
+    imageCopy.imageSubresource.mipLevel = source->mip_level;
     imageCopy.bufferOffset = destination->offset;
-    imageCopy.bufferRowLength = destination->imagePitch;
-    imageCopy.bufferImageHeight = destination->imageHeight;
+    imageCopy.bufferRowLength = destination->pixels_per_row;
+    imageCopy.bufferImageHeight = destination->rows_per_layer;
 
     renderer->vkCmdCopyImageToBuffer(
         vulkanCommandBuffer->commandBuffer,
@@ -8980,7 +8980,7 @@ static void VULKAN_DownloadFromBuffer(
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = vulkanCommandBuffer->renderer;
     VulkanBufferContainer *bufferContainer = (VulkanBufferContainer *)source->buffer;
-    VulkanBufferContainer *transferBufferContainer = (VulkanBufferContainer *)destination->transferBuffer;
+    VulkanBufferContainer *transferBufferContainer = (VulkanBufferContainer *)destination->transfer_buffer;
     VkBufferCopy bufferCopy;
 
     // Note that transfer buffer does not need a barrier, as it is synced by the client
@@ -9030,14 +9030,14 @@ static void VULKAN_CopyTextureToTexture(
     srcSubresource = VULKAN_INTERNAL_FetchTextureSubresource(
         (VulkanTextureContainer *)source->texture,
         source->layer,
-        source->mipLevel);
+        source->mip_level);
 
     dstSubresource = VULKAN_INTERNAL_PrepareTextureSubresourceForWrite(
         renderer,
         vulkanCommandBuffer,
         (VulkanTextureContainer *)destination->texture,
         destination->layer,
-        destination->mipLevel,
+        destination->mip_level,
         cycle,
         VULKAN_TEXTURE_USAGE_MODE_COPY_DESTINATION);
 
@@ -9053,14 +9053,14 @@ static void VULKAN_CopyTextureToTexture(
     imageCopy.srcSubresource.aspectMask = srcSubresource->parent->aspectFlags;
     imageCopy.srcSubresource.baseArrayLayer = source->layer;
     imageCopy.srcSubresource.layerCount = 1;
-    imageCopy.srcSubresource.mipLevel = source->mipLevel;
+    imageCopy.srcSubresource.mipLevel = source->mip_level;
     imageCopy.dstOffset.x = destination->x;
     imageCopy.dstOffset.y = destination->y;
     imageCopy.dstOffset.z = destination->z;
     imageCopy.dstSubresource.aspectMask = dstSubresource->parent->aspectFlags;
     imageCopy.dstSubresource.baseArrayLayer = destination->layer;
     imageCopy.dstSubresource.layerCount = 1;
-    imageCopy.dstSubresource.mipLevel = destination->mipLevel;
+    imageCopy.dstSubresource.mipLevel = destination->mip_level;
     imageCopy.extent.width = w;
     imageCopy.extent.height = h;
     imageCopy.extent.depth = d;
@@ -9156,18 +9156,18 @@ static void VULKAN_GenerateMipmaps(
 
     // Blit each slice sequentially. Barriers, barriers everywhere!
     for (Uint32 layerOrDepthIndex = 0; layerOrDepthIndex < vulkanTexture->layerCount; layerOrDepthIndex += 1)
-        for (Uint32 level = 1; level < vulkanTexture->levelCount; level += 1) {
+        for (Uint32 level = 1; level < vulkanTexture->numLevels; level += 1) {
             Uint32 layer = vulkanTexture->type == SDL_GPU_TEXTURETYPE_3D ? 0 : layerOrDepthIndex;
             Uint32 depth = vulkanTexture->type == SDL_GPU_TEXTURETYPE_3D ? layerOrDepthIndex : 0;
 
             Uint32 srcSubresourceIndex = VULKAN_INTERNAL_GetTextureSubresourceIndex(
                 level - 1,
                 layer,
-                vulkanTexture->levelCount);
+                vulkanTexture->numLevels);
             Uint32 dstSubresourceIndex = VULKAN_INTERNAL_GetTextureSubresourceIndex(
                 level,
                 layer,
-                vulkanTexture->levelCount);
+                vulkanTexture->numLevels);
 
             srcTextureSubresource = &vulkanTexture->subresources[srcSubresourceIndex];
             dstTextureSubresource = &vulkanTexture->subresources[dstSubresourceIndex];
@@ -9249,7 +9249,7 @@ static void VULKAN_Blit(
     const SDL_GPUBlitRegion *source,
     const SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GPUFilter filterMode,
+    SDL_GPUFilter filter,
     bool cycle)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -9257,23 +9257,23 @@ static void VULKAN_Blit(
     TextureCommonHeader *srcHeader = (TextureCommonHeader *)source->texture;
     TextureCommonHeader *dstHeader = (TextureCommonHeader *)destination->texture;
     VkImageBlit region;
-    Uint32 srcLayer = srcHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : source->layerOrDepthPlane;
-    Uint32 srcDepth = srcHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? source->layerOrDepthPlane : 0;
-    Uint32 dstLayer = dstHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : destination->layerOrDepthPlane;
-    Uint32 dstDepth = dstHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? destination->layerOrDepthPlane : 0;
+    Uint32 srcLayer = srcHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : source->layer_or_depth_plane;
+    Uint32 srcDepth = srcHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? source->layer_or_depth_plane : 0;
+    Uint32 dstLayer = dstHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? 0 : destination->layer_or_depth_plane;
+    Uint32 dstDepth = dstHeader->info.type == SDL_GPU_TEXTURETYPE_3D ? destination->layer_or_depth_plane : 0;
     int32_t swap;
 
     VulkanTextureSubresource *srcSubresource = VULKAN_INTERNAL_FetchTextureSubresource(
         (VulkanTextureContainer *)source->texture,
         srcLayer,
-        source->mipLevel);
+        source->mip_level);
 
     VulkanTextureSubresource *dstSubresource = VULKAN_INTERNAL_PrepareTextureSubresourceForWrite(
         renderer,
         vulkanCommandBuffer,
         (VulkanTextureContainer *)destination->texture,
         dstLayer,
-        destination->mipLevel,
+        destination->mip_level,
         cycle,
         VULKAN_TEXTURE_USAGE_MODE_COPY_DESTINATION);
 
@@ -9327,7 +9327,7 @@ static void VULKAN_Blit(
         VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
         1,
         &region,
-        SDLToVK_Filter[filterMode]);
+        SDLToVK_Filter[filter]);
 
     VULKAN_INTERNAL_TextureSubresourceTransitionToDefaultUsage(
         renderer,
@@ -9920,8 +9920,8 @@ static bool VULKAN_INTERNAL_RecreateSwapchain(
 static SDL_GPUTexture *VULKAN_AcquireSwapchainTexture(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
-    Uint32 *pWidth,
-    Uint32 *pHeight)
+    Uint32 *w,
+    Uint32 *h)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -10098,8 +10098,8 @@ static SDL_GPUTexture *VULKAN_AcquireSwapchainTexture(
         swapchainData->renderFinishedSemaphore[swapchainData->frameCounter];
     vulkanCommandBuffer->signalSemaphoreCount += 1;
 
-    *pWidth = swapchainData->textureContainers[swapchainData->frameCounter].header.info.width;
-    *pHeight = swapchainData->textureContainers[swapchainData->frameCounter].header.info.height;
+    *w = swapchainData->textureContainers[swapchainData->frameCounter].header.info.width;
+    *h = swapchainData->textureContainers[swapchainData->frameCounter].header.info.height;
 
     return (SDL_GPUTexture *)swapchainTextureContainer;
 }
@@ -10415,21 +10415,21 @@ static void VULKAN_INTERNAL_CleanCommandBuffer(
 static void VULKAN_WaitForFences(
     SDL_GPURenderer *driverData,
     bool waitAll,
-    SDL_GPUFence *const *pFences,
-    Uint32 fenceCount)
+    SDL_GPUFence *const *fences,
+    Uint32 numFences)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
-    VkFence *fences = SDL_stack_alloc(VkFence, fenceCount);
+    VkFence *vkFences = SDL_stack_alloc(VkFence, numFences);
     VkResult result;
 
-    for (Uint32 i = 0; i < fenceCount; i += 1) {
-        fences[i] = ((VulkanFenceHandle *)pFences[i])->fence;
+    for (Uint32 i = 0; i < numFences; i += 1) {
+        vkFences[i] = ((VulkanFenceHandle *)fences[i])->fence;
     }
 
     result = renderer->vkWaitForFences(
         renderer->logicalDevice,
-        fenceCount,
-        fences,
+        numFences,
+        vkFences,
         waitAll,
         UINT64_MAX);
 
@@ -10437,7 +10437,7 @@ static void VULKAN_WaitForFences(
         LogVulkanResultAsError("vkWaitForFences", result);
     }
 
-    SDL_stack_free(fences);
+    SDL_stack_free(vkFences);
 
     SDL_LockMutex(renderer->submitLock);
 
@@ -10774,7 +10774,7 @@ static Uint8 VULKAN_INTERNAL_DefragmentMemory(
                 currentRegion->vulkanTexture->depth,
                 currentRegion->vulkanTexture->type,
                 currentRegion->vulkanTexture->layerCount,
-                currentRegion->vulkanTexture->levelCount,
+                currentRegion->vulkanTexture->numLevels,
                 currentRegion->vulkanTexture->sampleCount,
                 currentRegion->vulkanTexture->format,
                 currentRegion->vulkanTexture->swizzle,
@@ -11623,13 +11623,13 @@ static bool VULKAN_INTERNAL_PrepareVulkan(
     return true;
 }
 
-static bool VULKAN_PrepareDriver(SDL_VideoDevice *_this)
+static bool VULKAN_PrepareDriver(SDL_VideoDevice *this)
 {
     // Set up dummy VulkanRenderer
     VulkanRenderer *renderer;
     Uint8 result;
 
-    if (_this->Vulkan_CreateSurface == NULL) {
+    if (this->Vulkan_CreateSurface == NULL) {
         return false;
     }
 

+ 31 - 31
src/render/sdlgpu/SDL_pipeline_gpu.c

@@ -97,34 +97,34 @@ void GPU_DestroyPipelineCache(GPU_PipelineCache *cache)
 
 static SDL_GPUGraphicsPipeline *MakePipeline(SDL_GPUDevice *device, GPU_Shaders *shaders, const GPU_PipelineParameters *params)
 {
-    SDL_GPUColorAttachmentDescription ad;
+    SDL_GPUColorTargetDescription ad;
     SDL_zero(ad);
     ad.format = params->attachment_format;
 
     SDL_BlendMode blend = params->blend_mode;
-    ad.blendState.blendEnable = blend != 0;
-    ad.blendState.colorWriteMask = 0xF;
-    ad.blendState.alphaBlendOp = GPU_ConvertBlendOperation(SDL_GetBlendModeAlphaOperation(blend));
-    ad.blendState.dstAlphaBlendFactor = GPU_ConvertBlendFactor(SDL_GetBlendModeDstAlphaFactor(blend));
-    ad.blendState.srcAlphaBlendFactor = GPU_ConvertBlendFactor(SDL_GetBlendModeSrcAlphaFactor(blend));
-    ad.blendState.colorBlendOp = GPU_ConvertBlendOperation(SDL_GetBlendModeColorOperation(blend));
-    ad.blendState.dstColorBlendFactor = GPU_ConvertBlendFactor(SDL_GetBlendModeDstColorFactor(blend));
-    ad.blendState.srcColorBlendFactor = GPU_ConvertBlendFactor(SDL_GetBlendModeSrcColorFactor(blend));
+    ad.blend_state.enable_blend = blend != 0;
+    ad.blend_state.color_write_mask = 0xF;
+    ad.blend_state.alpha_blend_op = GPU_ConvertBlendOperation(SDL_GetBlendModeAlphaOperation(blend));
+    ad.blend_state.dst_alpha_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeDstAlphaFactor(blend));
+    ad.blend_state.src_alpha_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeSrcAlphaFactor(blend));
+    ad.blend_state.color_blend_op = GPU_ConvertBlendOperation(SDL_GetBlendModeColorOperation(blend));
+    ad.blend_state.dst_color_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeDstColorFactor(blend));
+    ad.blend_state.src_color_blendfactor = GPU_ConvertBlendFactor(SDL_GetBlendModeSrcColorFactor(blend));
 
     SDL_GPUGraphicsPipelineCreateInfo pci;
     SDL_zero(pci);
-    pci.attachmentInfo.hasDepthStencilAttachment = false;
-    pci.attachmentInfo.colorAttachmentCount = 1;
-    pci.attachmentInfo.colorAttachmentDescriptions = &ad;
-    pci.vertexShader = GPU_GetVertexShader(shaders, params->vert_shader);
-    pci.fragmentShader = GPU_GetFragmentShader(shaders, params->frag_shader);
-    pci.multisampleState.sampleCount = SDL_GPU_SAMPLECOUNT_1;
-    pci.multisampleState.sampleMask = 0xFFFF;
-    pci.primitiveType = params->primitive_type;
-
-    pci.rasterizerState.cullMode = SDL_GPU_CULLMODE_NONE;
-    pci.rasterizerState.fillMode = SDL_GPU_FILLMODE_FILL;
-    pci.rasterizerState.frontFace = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
+    pci.target_info.has_depth_stencil_target = false;
+    pci.target_info.num_color_targets = 1;
+    pci.target_info.color_target_descriptions = &ad;
+    pci.vertex_shader = GPU_GetVertexShader(shaders, params->vert_shader);
+    pci.fragment_shader = GPU_GetFragmentShader(shaders, params->frag_shader);
+    pci.multisample_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
+    pci.multisample_state.sample_mask = 0xFFFF;
+    pci.primitive_type = params->primitive_type;
+
+    pci.rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE;
+    pci.rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL;
+    pci.rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
 
     SDL_GPUVertexBinding bind;
     SDL_zero(bind);
@@ -150,16 +150,16 @@ static SDL_GPUGraphicsPipeline *MakePipeline(SDL_GPUDevice *device, GPU_Shaders
     // Position
     attribs[num_attribs].location = num_attribs;
     attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
-    attribs[num_attribs].offset = bind.stride;
-    bind.stride += 2 * sizeof(float);
+    attribs[num_attribs].offset = bind.pitch;
+    bind.pitch += 2 * sizeof(float);
     num_attribs++;
 
     if (have_attr_color) {
         // Color
         attribs[num_attribs].location = num_attribs;
         attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4;
-        attribs[num_attribs].offset = bind.stride;
-        bind.stride += 4 * sizeof(float);
+        attribs[num_attribs].offset = bind.pitch;
+        bind.pitch += 4 * sizeof(float);
         num_attribs++;
     }
 
@@ -167,15 +167,15 @@ static SDL_GPUGraphicsPipeline *MakePipeline(SDL_GPUDevice *device, GPU_Shaders
         // UVs
         attribs[num_attribs].location = num_attribs;
         attribs[num_attribs].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2;
-        attribs[num_attribs].offset = bind.stride;
-        bind.stride += 2 * sizeof(float);
+        attribs[num_attribs].offset = bind.pitch;
+        bind.pitch += 2 * sizeof(float);
         num_attribs++;
     }
 
-    pci.vertexInputState.vertexAttributeCount = num_attribs;
-    pci.vertexInputState.vertexAttributes = attribs;
-    pci.vertexInputState.vertexBindingCount = 1;
-    pci.vertexInputState.vertexBindings = &bind;
+    pci.vertex_input_state.num_vertex_attributes = num_attribs;
+    pci.vertex_input_state.vertex_attributes = attribs;
+    pci.vertex_input_state.num_vertex_bindings = 1;
+    pci.vertex_input_state.vertex_bindings = &bind;
 
     return SDL_CreateGPUGraphicsPipeline(device, &pci);
 }

+ 35 - 35
src/render/sdlgpu/SDL_render_gpu.c

@@ -69,7 +69,7 @@ typedef struct GPU_RenderData
         SDL_GPURenderPass *render_pass;
         SDL_Texture *render_target;
         SDL_GPUCommandBuffer *command_buffer;
-        SDL_GPUColorAttachmentInfo color_attachment;
+        SDL_GPUColorTargetInfo color_attachment;
         SDL_GPUViewport viewport;
         SDL_Rect scissor;
         SDL_FColor draw_color;
@@ -219,12 +219,12 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
     SDL_GPUTextureCreateInfo tci;
     SDL_zero(tci);
     tci.format = format;
-    tci.layerCountOrDepth = 1;
-    tci.levelCount = 1;
-    tci.usageFlags = usage;
+    tci.layer_count_or_depth = 1;
+    tci.num_levels = 1;
+    tci.usage = usage;
     tci.width = texture->w;
     tci.height = texture->h;
-    tci.sampleCount = SDL_GPU_SAMPLECOUNT_1;
+    tci.sample_count = SDL_GPU_SAMPLECOUNT_1;
 
     data->format = format;
     data->texture = SDL_CreateGPUTexture(renderdata->device, &tci);
@@ -258,7 +258,7 @@ static bool GPU_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
 
     SDL_GPUTransferBufferCreateInfo tbci;
     SDL_zero(tbci);
-    tbci.sizeInBytes = (Uint32)data_size;
+    tbci.size = (Uint32)data_size;
     tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
 
     SDL_GPUTransferBuffer *tbuf = SDL_CreateGPUTransferBuffer(renderdata->device, &tbci);
@@ -273,7 +273,7 @@ static bool GPU_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
         memcpy(output, pixels, data_size);
     } else {
         // FIXME is negative pitch supposed to work?
-        // If not, maybe use SDL_GPUTextureTransferInfo::imagePitch instead of this
+        // If not, maybe use SDL_GPUTextureTransferInfo::pixels_per_row instead of this
         const Uint8 *input = pixels;
 
         for (int i = 0; i < rect->h; ++i) {
@@ -290,9 +290,9 @@ static bool GPU_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
 
     SDL_GPUTextureTransferInfo tex_src;
     SDL_zero(tex_src);
-    tex_src.transferBuffer = tbuf;
-    tex_src.imageHeight = rect->h;
-    tex_src.imagePitch = rect->w;
+    tex_src.transfer_buffer = tbuf;
+    tex_src.rows_per_layer = rect->h;
+    tex_src.pixels_per_row = rect->w;
 
     SDL_GPUTextureRegion tex_dst;
     SDL_zero(tex_dst);
@@ -467,7 +467,7 @@ static SDL_GPURenderPass *RestartRenderPass(GPU_RenderData *data)
     // This is busted. We should be able to know which load op to use.
     // LOAD is incorrect behavior most of the time, unless we had to break a render pass.
     // -cosmonaut
-    data->state.color_attachment.loadOp = SDL_GPU_LOADOP_LOAD;
+    data->state.color_attachment.load_op = SDL_GPU_LOADOP_LOAD;
     data->state.scissor_was_enabled = false;
 
     return data->state.render_pass;
@@ -524,7 +524,7 @@ static void Draw(
     Uint32 offset,
     SDL_GPUPrimitiveType prim)
 {
-    if (!data->state.render_pass || data->state.color_attachment.loadOp == SDL_GPU_LOADOP_CLEAR) {
+    if (!data->state.render_pass || data->state.color_attachment.load_op == SDL_GPU_LOADOP_CLEAR) {
         RestartRenderPass(data);
     }
 
@@ -607,8 +607,8 @@ static bool InitVertexBuffer(GPU_RenderData *data, Uint32 size)
 {
     SDL_GPUBufferCreateInfo bci;
     SDL_zero(bci);
-    bci.sizeInBytes = size;
-    bci.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX;
+    bci.size = size;
+    bci.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
 
     data->vertices.buffer = SDL_CreateGPUBuffer(data->device, &bci);
 
@@ -618,7 +618,7 @@ static bool InitVertexBuffer(GPU_RenderData *data, Uint32 size)
 
     SDL_GPUTransferBufferCreateInfo tbci;
     SDL_zero(tbci);
-    tbci.sizeInBytes = size;
+    tbci.size = size;
     tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
 
     data->vertices.transfer_buf = SDL_CreateGPUTransferBuffer(data->device, &tbci);
@@ -655,7 +655,7 @@ static bool UploadVertices(GPU_RenderData *data, void *vertices, size_t vertsize
 
     SDL_GPUTransferBufferLocation src;
     SDL_zero(src);
-    src.transferBuffer = data->vertices.transfer_buf;
+    src.transfer_buffer = data->vertices.transfer_buf;
 
     SDL_GPUBufferRegion dst;
     SDL_zero(dst);
@@ -685,7 +685,7 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
         return false;
     }
 
-    data->state.color_attachment.loadOp = SDL_GPU_LOADOP_LOAD;
+    data->state.color_attachment.load_op = SDL_GPU_LOADOP_LOAD;
 
     if (renderer->target) {
         GPU_TextureData *tdata = renderer->target->internal;
@@ -729,8 +729,8 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
 
         case SDL_RENDERCMD_CLEAR:
         {
-            data->state.color_attachment.clearColor = GetDrawCmdColor(renderer, cmd);
-            data->state.color_attachment.loadOp = SDL_GPU_LOADOP_CLEAR;
+            data->state.color_attachment.clear_color = GetDrawCmdColor(renderer, cmd);
+            data->state.color_attachment.load_op = SDL_GPU_LOADOP_CLEAR;
             break;
         }
 
@@ -823,7 +823,7 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
         cmd = cmd->next;
     }
 
-    if (data->state.color_attachment.loadOp == SDL_GPU_LOADOP_CLEAR) {
+    if (data->state.color_attachment.load_op == SDL_GPU_LOADOP_CLEAR) {
         RestartRenderPass(data);
     }
 
@@ -873,7 +873,7 @@ static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect
 
     SDL_GPUTransferBufferCreateInfo tbci;
     SDL_zero(tbci);
-    tbci.sizeInBytes = (Uint32)image_size;
+    tbci.size = (Uint32)image_size;
     tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD;
 
     SDL_GPUTransferBuffer *tbuf = SDL_CreateGPUTransferBuffer(data->device, &tbci);
@@ -895,9 +895,9 @@ static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect
 
     SDL_GPUTextureTransferInfo dst;
     SDL_zero(dst);
-    dst.transferBuffer = tbuf;
-    dst.imageHeight = rect->h;
-    dst.imagePitch = rect->w;
+    dst.transfer_buffer = tbuf;
+    dst.rows_per_layer = rect->h;
+    dst.pixels_per_row = rect->w;
 
     SDL_DownloadFromGPUTexture(pass, &src, &dst);
     SDL_EndGPUCopyPass(pass);
@@ -935,10 +935,10 @@ static bool CreateBackbuffer(GPU_RenderData *data, Uint32 w, Uint32 h, SDL_GPUTe
     tci.width = w;
     tci.height = h;
     tci.format = fmt;
-    tci.layerCountOrDepth = 1;
-    tci.levelCount = 1;
-    tci.sampleCount = SDL_GPU_SAMPLECOUNT_1;
-    tci.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
+    tci.layer_count_or_depth = 1;
+    tci.num_levels = 1;
+    tci.sample_count = SDL_GPU_SAMPLECOUNT_1;
+    tci.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
 
     data->backbuffer.texture = SDL_CreateGPUTexture(data->device, &tci);
     data->backbuffer.width = w;
@@ -1167,11 +1167,11 @@ static bool InitSamplers(GPU_RenderData *data)
     for (Uint32 i = 0; i < SDL_arraysize(configs); ++i) {
         SDL_GPUSamplerCreateInfo sci;
         SDL_zero(sci);
-        sci.maxAnisotropy = configs[i].gpu.anisotropy;
-        sci.anisotropyEnable = configs[i].gpu.anisotropy > 0;
-        sci.addressModeU = sci.addressModeV = sci.addressModeW = configs[i].gpu.address_mode;
-        sci.minFilter = sci.magFilter = configs[i].gpu.filter;
-        sci.mipmapMode = configs[i].gpu.mipmap_mode;
+        sci.max_anisotropy = configs[i].gpu.anisotropy;
+        sci.enable_anisotropy = configs[i].gpu.anisotropy > 0;
+        sci.address_mode_u = sci.address_mode_v = sci.address_mode_w = configs[i].gpu.address_mode;
+        sci.min_filter = sci.mag_filter = configs[i].gpu.filter;
+        sci.mipmap_mode = configs[i].gpu.mipmap_mode;
 
         SDL_GPUSampler *sampler = SDL_CreateGPUSampler(data->device, &sci);
 
@@ -1286,8 +1286,8 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
     data->state.draw_color.g = 1.0f;
     data->state.draw_color.b = 1.0f;
     data->state.draw_color.a = 1.0f;
-    data->state.viewport.minDepth = 0;
-    data->state.viewport.maxDepth = 1;
+    data->state.viewport.min_depth = 0;
+    data->state.viewport.max_depth = 1;
     data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
 
     int w, h;

+ 4 - 4
src/render/sdlgpu/SDL_shaders_gpu.c

@@ -167,12 +167,12 @@ static SDL_GPUShader *CompileShader(const GPU_ShaderSources *sources, SDL_GPUDev
 
     SDL_GPUShaderCreateInfo sci = { 0 };
     sci.code = sms->code;
-    sci.codeSize = sms->code_len;
+    sci.code_size = sms->code_len;
     sci.format = sms->format;
     // FIXME not sure if this is correct
-    sci.entryPointName = driver == SDL_GPU_DRIVER_METAL ? "main0" : "main";
-    sci.samplerCount = sources->num_samplers;
-    sci.uniformBufferCount = sources->num_uniform_buffers;
+    sci.entrypoint = driver == SDL_GPU_DRIVER_METAL ? "main0" : "main";
+    sci.num_samplers = sources->num_samplers;
+    sci.num_uniform_buffers = sources->num_uniform_buffers;
     sci.stage = stage;
 
     return SDL_CreateGPUShader(device, &sci);

+ 11 - 12
test/testgpu_simple_clear.c

@@ -89,17 +89,17 @@ SDL_AppResult SDL_AppIterate(void *appstate)
 	if (swapchainTexture != NULL) {
         const double currentTime = (double)SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency();
         SDL_GPURenderPass *renderPass;
-		SDL_GPUColorAttachmentInfo colorAttachmentInfo;
-        SDL_zero(colorAttachmentInfo);
-		colorAttachmentInfo.texture = swapchainTexture;
-		colorAttachmentInfo.clearColor.r = (float)(0.5 + 0.5 * SDL_sin(currentTime));
-		colorAttachmentInfo.clearColor.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3));
-		colorAttachmentInfo.clearColor.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));;
-		colorAttachmentInfo.clearColor.a = 1.0f;
-		colorAttachmentInfo.loadOp = SDL_GPU_LOADOP_CLEAR;
-		colorAttachmentInfo.storeOp = SDL_GPU_STOREOP_STORE;
-
-		renderPass = SDL_BeginGPURenderPass(cmdbuf, &colorAttachmentInfo, 1, NULL);
+		SDL_GPUColorTargetInfo color_target_info;
+        SDL_zero(color_target_info);
+		color_target_info.texture = swapchainTexture;
+		color_target_info.clear_color.r = (float)(0.5 + 0.5 * SDL_sin(currentTime));
+		color_target_info.clear_color.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3));
+		color_target_info.clear_color.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));;
+		color_target_info.clear_color.a = 1.0f;
+		color_target_info.load_op = SDL_GPU_LOADOP_CLEAR;
+		color_target_info.store_op = SDL_GPU_STOREOP_STORE;
+
+		renderPass = SDL_BeginGPURenderPass(cmdbuf, &color_target_info, 1, NULL);
 		SDL_EndGPURenderPass(renderPass);
 	}
 
@@ -122,4 +122,3 @@ void SDL_AppQuit(void *appstate)
 	SDL_DestroyGPUDevice(gpu_device);
     SDLTest_CommonQuit(state);
 }
-

+ 67 - 67
test/testgpu_spinning_cube.c

@@ -256,10 +256,10 @@ CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
     depthtex_createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
     depthtex_createinfo.width = drawablew;
     depthtex_createinfo.height = drawableh;
-    depthtex_createinfo.layerCountOrDepth = 1;
-    depthtex_createinfo.levelCount = 1;
-    depthtex_createinfo.sampleCount = render_state.sample_count;
-    depthtex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
+    depthtex_createinfo.layer_count_or_depth = 1;
+    depthtex_createinfo.num_levels = 1;
+    depthtex_createinfo.sample_count = render_state.sample_count;
+    depthtex_createinfo.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
     depthtex_createinfo.props = 0;
 
     result = SDL_CreateGPUTexture(gpu_device, &depthtex_createinfo);
@@ -282,10 +282,10 @@ CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
     msaatex_createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
     msaatex_createinfo.width = drawablew;
     msaatex_createinfo.height = drawableh;
-    msaatex_createinfo.layerCountOrDepth = 1;
-    msaatex_createinfo.levelCount = 1;
-    msaatex_createinfo.sampleCount = render_state.sample_count;
-    msaatex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
+    msaatex_createinfo.layer_count_or_depth = 1;
+    msaatex_createinfo.num_levels = 1;
+    msaatex_createinfo.sample_count = render_state.sample_count;
+    msaatex_createinfo.usage = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
     msaatex_createinfo.props = 0;
 
     result = SDL_CreateGPUTexture(gpu_device, &msaatex_createinfo);
@@ -299,8 +299,8 @@ Render(SDL_Window *window, const int windownum)
 {
     WindowState *winstate = &window_states[windownum];
     SDL_GPUTexture *swapchain;
-    SDL_GPUColorAttachmentInfo color_attachment;
-    SDL_GPUDepthStencilAttachmentInfo depth_attachment;
+    SDL_GPUColorTargetInfo color_target;
+    SDL_GPUDepthStencilTargetInfo depth_target;
     float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_final[16];
     Uint32 drawablew, drawableh;
     SDL_GPUCommandBuffer *cmd;
@@ -363,18 +363,18 @@ Render(SDL_Window *window, const int windownum)
 
     /* Set up the pass */
 
-    SDL_zero(color_attachment);
-    color_attachment.clearColor.a = 1.0f;
-    color_attachment.loadOp = SDL_GPU_LOADOP_CLEAR;
-    color_attachment.storeOp = SDL_GPU_STOREOP_STORE;
-    color_attachment.texture = winstate->tex_msaa ? winstate->tex_msaa : swapchain;
+    SDL_zero(color_target);
+    color_target.clear_color.a = 1.0f;
+    color_target.load_op = SDL_GPU_LOADOP_CLEAR;
+    color_target.store_op = SDL_GPU_STOREOP_STORE;
+    color_target.texture = winstate->tex_msaa ? winstate->tex_msaa : swapchain;
 
-    SDL_zero(depth_attachment);
-    depth_attachment.depthStencilClearValue.depth = 1.0f;
-    depth_attachment.loadOp = SDL_GPU_LOADOP_CLEAR;
-    depth_attachment.storeOp = SDL_GPU_STOREOP_DONT_CARE;
-    depth_attachment.texture = winstate->tex_depth;
-    depth_attachment.cycle = SDL_TRUE;
+    SDL_zero(depth_target);
+    depth_target.clear_value.depth = 1.0f;
+    depth_target.load_op = SDL_GPU_LOADOP_CLEAR;
+    depth_target.store_op = SDL_GPU_STOREOP_DONT_CARE;
+    depth_target.texture = winstate->tex_depth;
+    depth_target.cycle = SDL_TRUE;
 
     /* Set up the bindings */
 
@@ -385,7 +385,7 @@ Render(SDL_Window *window, const int windownum)
 
     SDL_PushGPUVertexUniformData(cmd, 0, matrix_final, sizeof(matrix_final));
 
-    pass = SDL_BeginGPURenderPass(cmd, &color_attachment, 1, &depth_attachment);
+    pass = SDL_BeginGPURenderPass(cmd, &color_target, 1, &depth_target);
     SDL_BindGPUGraphicsPipeline(pass, render_state.pipeline);
     SDL_BindGPUVertexBuffers(pass, 0, &vertex_binding, 1);
     SDL_DrawGPUPrimitives(pass, 36, 1, 0, 0);
@@ -414,33 +414,33 @@ static SDL_GPUShader*
 load_shader(SDL_bool is_vertex)
 {
     SDL_GPUShaderCreateInfo createinfo;
-    createinfo.samplerCount = 0;
-    createinfo.storageBufferCount = 0;
-    createinfo.storageTextureCount = 0;
-    createinfo.uniformBufferCount = is_vertex ? 1 : 0;
+    createinfo.num_samplers = 0;
+    createinfo.num_storage_buffers = 0;
+    createinfo.num_storage_textures = 0;
+    createinfo.num_uniform_buffers = is_vertex ? 1 : 0;
     createinfo.props = 0;
 
     SDL_GPUDriver backend = SDL_GetGPUDriver(gpu_device);
     if (backend == SDL_GPU_DRIVER_D3D11) {
         createinfo.format = SDL_GPU_SHADERFORMAT_DXBC;
         createinfo.code = is_vertex ? D3D11_CubeVert : D3D11_CubeFrag;
-        createinfo.codeSize = is_vertex ? SDL_arraysize(D3D11_CubeVert) : SDL_arraysize(D3D11_CubeFrag);
-        createinfo.entryPointName = is_vertex ? "VSMain" : "PSMain";
+        createinfo.code_size = is_vertex ? SDL_arraysize(D3D11_CubeVert) : SDL_arraysize(D3D11_CubeFrag);
+        createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain";
     } else if (backend == SDL_GPU_DRIVER_D3D12) {
         createinfo.format = SDL_GPU_SHADERFORMAT_DXIL;
         createinfo.code = is_vertex ? D3D12_CubeVert : D3D12_CubeFrag;
-        createinfo.codeSize = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag);
-        createinfo.entryPointName = is_vertex ? "VSMain" : "PSMain";
+        createinfo.code_size = is_vertex ? SDL_arraysize(D3D12_CubeVert) : SDL_arraysize(D3D12_CubeFrag);
+        createinfo.entrypoint = is_vertex ? "VSMain" : "PSMain";
     } else if (backend == SDL_GPU_DRIVER_METAL) {
         createinfo.format = SDL_GPU_SHADERFORMAT_METALLIB;
         createinfo.code = is_vertex ? cube_vert_metallib : cube_frag_metallib;
-        createinfo.codeSize = is_vertex ? cube_vert_metallib_len : cube_frag_metallib_len;
-        createinfo.entryPointName = is_vertex ? "vs_main" : "fs_main";
+        createinfo.code_size = is_vertex ? cube_vert_metallib_len : cube_frag_metallib_len;
+        createinfo.entrypoint = is_vertex ? "vs_main" : "fs_main";
     } else {
         createinfo.format = SDL_GPU_SHADERFORMAT_SPIRV;
         createinfo.code = is_vertex ? cube_vert_spv : cube_frag_spv;
-        createinfo.codeSize = is_vertex ? cube_vert_spv_len : cube_frag_spv_len;
-        createinfo.entryPointName = "main";
+        createinfo.code_size = is_vertex ? cube_vert_spv_len : cube_frag_spv_len;
+        createinfo.entrypoint = "main";
     }
 
     createinfo.stage = is_vertex ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT;
@@ -459,7 +459,7 @@ init_render_state(int msaa)
     SDL_GPUBufferCreateInfo buffer_desc;
     SDL_GPUTransferBufferCreateInfo transfer_buffer_desc;
     SDL_GPUGraphicsPipelineCreateInfo pipelinedesc;
-    SDL_GPUColorAttachmentDescription color_attachment_desc;
+    SDL_GPUColorTargetDescription color_target_desc;
     Uint32 drawablew, drawableh;
     SDL_GPUVertexAttribute vertex_attributes[2];
     SDL_GPUVertexBinding vertex_binding;
@@ -492,8 +492,8 @@ init_render_state(int msaa)
 
     /* Create buffers */
 
-    buffer_desc.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX;
-    buffer_desc.sizeInBytes = sizeof(vertex_data);
+    buffer_desc.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
+    buffer_desc.size = sizeof(vertex_data);
     buffer_desc.props = 0;
     render_state.buf_vertex = SDL_CreateGPUBuffer(
         gpu_device,
@@ -504,7 +504,7 @@ init_render_state(int msaa)
     SDL_SetGPUBufferName(gpu_device, render_state.buf_vertex, "космонавт");
 
     transfer_buffer_desc.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
-    transfer_buffer_desc.sizeInBytes = sizeof(vertex_data);
+    transfer_buffer_desc.size = sizeof(vertex_data);
     transfer_buffer_desc.props = 0;
     buf_transfer = SDL_CreateGPUTransferBuffer(
         gpu_device,
@@ -519,7 +519,7 @@ init_render_state(int msaa)
 
     cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
     copy_pass = SDL_BeginGPUCopyPass(cmd);
-    buf_location.transferBuffer = buf_transfer;
+    buf_location.transfer_buffer = buf_transfer;
     buf_location.offset = 0;
     dst_region.buffer = render_state.buf_vertex;
     dst_region.offset = 0;
@@ -543,38 +543,38 @@ init_render_state(int msaa)
 
     SDL_zero(pipelinedesc);
 
-    color_attachment_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
+    color_target_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
 
-    color_attachment_desc.blendState.blendEnable = 0;
-    color_attachment_desc.blendState.alphaBlendOp = SDL_GPU_BLENDOP_ADD;
-    color_attachment_desc.blendState.colorBlendOp = SDL_GPU_BLENDOP_ADD;
-    color_attachment_desc.blendState.colorWriteMask = 0xF;
-    color_attachment_desc.blendState.srcAlphaBlendFactor = SDL_GPU_BLENDFACTOR_ONE;
-    color_attachment_desc.blendState.dstAlphaBlendFactor = SDL_GPU_BLENDFACTOR_ZERO;
-    color_attachment_desc.blendState.srcColorBlendFactor = SDL_GPU_BLENDFACTOR_ONE;
-    color_attachment_desc.blendState.dstColorBlendFactor = SDL_GPU_BLENDFACTOR_ZERO;
+    color_target_desc.blend_state.enable_blend = 0;
+    color_target_desc.blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD;
+    color_target_desc.blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD;
+    color_target_desc.blend_state.color_write_mask = 0xF;
+    color_target_desc.blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
+    color_target_desc.blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ZERO;
+    color_target_desc.blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE;
+    color_target_desc.blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ZERO;
 
-    pipelinedesc.attachmentInfo.colorAttachmentCount = 1;
-    pipelinedesc.attachmentInfo.colorAttachmentDescriptions = &color_attachment_desc;
-    pipelinedesc.attachmentInfo.depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
-    pipelinedesc.attachmentInfo.hasDepthStencilAttachment = SDL_TRUE;
+    pipelinedesc.target_info.num_color_targets = 1;
+    pipelinedesc.target_info.color_target_descriptions = &color_target_desc;
+    pipelinedesc.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
+    pipelinedesc.target_info.has_depth_stencil_target = SDL_TRUE;
 
-    pipelinedesc.depthStencilState.depthTestEnable = 1;
-    pipelinedesc.depthStencilState.depthWriteEnable = 1;
-    pipelinedesc.depthStencilState.compareOp = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
+    pipelinedesc.depth_stencil_state.enable_depth_test = 1;
+    pipelinedesc.depth_stencil_state.enable_depth_write = 1;
+    pipelinedesc.depth_stencil_state.compare_op = SDL_GPU_COMPAREOP_LESS_OR_EQUAL;
 
-    pipelinedesc.multisampleState.sampleCount = render_state.sample_count;
-    pipelinedesc.multisampleState.sampleMask = 0xF;
+    pipelinedesc.multisample_state.sample_count = render_state.sample_count;
+    pipelinedesc.multisample_state.sample_mask = 0xF;
 
-    pipelinedesc.primitiveType = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
+    pipelinedesc.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST;
 
-    pipelinedesc.vertexShader = vertex_shader;
-    pipelinedesc.fragmentShader = fragment_shader;
+    pipelinedesc.vertex_shader = vertex_shader;
+    pipelinedesc.fragment_shader = fragment_shader;
 
     vertex_binding.binding = 0;
-    vertex_binding.inputRate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
-    vertex_binding.instanceStepRate = 0;
-    vertex_binding.stride = sizeof(VertexData);
+    vertex_binding.input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX;
+    vertex_binding.instance_step_rate = 0;
+    vertex_binding.pitch = sizeof(VertexData);
 
     vertex_attributes[0].binding = 0;
     vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3;
@@ -586,10 +586,10 @@ init_render_state(int msaa)
     vertex_attributes[1].location = 1;
     vertex_attributes[1].offset = sizeof(float) * 3;
 
-    pipelinedesc.vertexInputState.vertexBindingCount = 1;
-    pipelinedesc.vertexInputState.vertexBindings = &vertex_binding;
-    pipelinedesc.vertexInputState.vertexAttributeCount = 2;
-    pipelinedesc.vertexInputState.vertexAttributes = (SDL_GPUVertexAttribute*) &vertex_attributes;
+    pipelinedesc.vertex_input_state.num_vertex_bindings = 1;
+    pipelinedesc.vertex_input_state.vertex_bindings = &vertex_binding;
+    pipelinedesc.vertex_input_state.num_vertex_attributes = 2;
+    pipelinedesc.vertex_input_state.vertex_attributes = (SDL_GPUVertexAttribute*) &vertex_attributes;
 
     pipelinedesc.props = 0;