Jelajahi Sumber

Renamed Gpu to GPU

Sam Lantinga 7 bulan lalu
induk
melakukan
d70578b9aa

+ 3 - 3
CMakeLists.txt

@@ -233,7 +233,7 @@ endmacro()
 
 define_sdl_subsystem(Audio)
 define_sdl_subsystem(Video)
-define_sdl_subsystem(Gpu DEPS SDL_VIDEO)
+define_sdl_subsystem(GPU DEPS SDL_VIDEO)
 define_sdl_subsystem(Render DEPS SDL_VIDEO)
 define_sdl_subsystem(Camera DEPS SDL_VIDEO)
 define_sdl_subsystem(Joystick)
@@ -332,7 +332,7 @@ dep_option(SDL_RENDER_D3D          "Enable the Direct3D 9 render driver" ON "SDL
 dep_option(SDL_RENDER_D3D11        "Enable the Direct3D 11 render driver" ON "SDL_RENDER;SDL_DIRECTX" OFF)
 dep_option(SDL_RENDER_D3D12        "Enable the Direct3D 12 render driver" ON "SDL_RENDER;SDL_DIRECTX" OFF)
 dep_option(SDL_RENDER_METAL        "Enable the Metal render driver" ON "SDL_RENDER;${APPLE}" OFF)
-set_option(SDL_RENDER_GPU          "Enable the SDL_Gpu render driver" ON)
+set_option(SDL_RENDER_GPU          "Enable the SDL_GPU render driver" ON)
 dep_option(SDL_VIVANTE             "Use Vivante EGL video driver" ON "${UNIX_SYS};SDL_CPU_ARM32" OFF)
 dep_option(SDL_VULKAN              "Enable Vulkan support" ON "SDL_VIDEO;ANDROID OR APPLE OR LINUX OR FREEBSD OR WINDOWS" OFF)
 dep_option(SDL_RENDER_VULKAN       "Enable the Vulkan render driver" ON "SDL_RENDER;SDL_VULKAN" OFF)
@@ -352,7 +352,7 @@ set_option(SDL_LIBUDEV             "Enable libudev support" ON)
 set_option(SDL_ASAN                "Use AddressSanitizer to detect memory errors" OFF)
 set_option(SDL_CCACHE              "Use Ccache to speed up build" OFF)
 set_option(SDL_CLANG_TIDY          "Run clang-tidy static analysis" OFF)
-set_option(SDL_GPU_DXVK            "Build SDL_Gpu with DXVK support" OFF)
+set_option(SDL_GPU_DXVK            "Build SDL_GPU with DXVK support" OFF)
 
 set(SDL_VENDOR_INFO "" CACHE STRING "Vendor name and/or version to add to SDL_REVISION")
 

+ 527 - 527
include/SDL3/SDL_gpu.h

@@ -38,50 +38,50 @@ extern "C" {
 
 /* Type Declarations */
 
-typedef struct SDL_GpuDevice SDL_GpuDevice;
-typedef struct SDL_GpuBuffer SDL_GpuBuffer;
-typedef struct SDL_GpuTransferBuffer SDL_GpuTransferBuffer;
-typedef struct SDL_GpuTexture SDL_GpuTexture;
-typedef struct SDL_GpuSampler SDL_GpuSampler;
-typedef struct SDL_GpuShader SDL_GpuShader;
-typedef struct SDL_GpuComputePipeline SDL_GpuComputePipeline;
-typedef struct SDL_GpuGraphicsPipeline SDL_GpuGraphicsPipeline;
-typedef struct SDL_GpuCommandBuffer SDL_GpuCommandBuffer;
-typedef struct SDL_GpuRenderPass SDL_GpuRenderPass;
-typedef struct SDL_GpuComputePass SDL_GpuComputePass;
-typedef struct SDL_GpuCopyPass SDL_GpuCopyPass;
-typedef struct SDL_GpuFence SDL_GpuFence;
-
-typedef enum SDL_GpuPrimitiveType
+typedef struct SDL_GPUDevice SDL_GPUDevice;
+typedef struct SDL_GPUBuffer SDL_GPUBuffer;
+typedef struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer;
+typedef struct SDL_GPUTexture SDL_GPUTexture;
+typedef struct SDL_GPUSampler SDL_GPUSampler;
+typedef struct SDL_GPUShader SDL_GPUShader;
+typedef struct SDL_GPUComputePipeline SDL_GPUComputePipeline;
+typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline;
+typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer;
+typedef struct SDL_GPURenderPass SDL_GPURenderPass;
+typedef struct SDL_GPUComputePass SDL_GPUComputePass;
+typedef struct SDL_GPUCopyPass SDL_GPUCopyPass;
+typedef struct SDL_GPUFence SDL_GPUFence;
+
+typedef enum SDL_GPUPrimitiveType
 {
     SDL_GPU_PRIMITIVETYPE_POINTLIST,
     SDL_GPU_PRIMITIVETYPE_LINELIST,
     SDL_GPU_PRIMITIVETYPE_LINESTRIP,
     SDL_GPU_PRIMITIVETYPE_TRIANGLELIST,
     SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP
-} SDL_GpuPrimitiveType;
+} SDL_GPUPrimitiveType;
 
-typedef enum SDL_GpuLoadOp
+typedef enum SDL_GPULoadOp
 {
     SDL_GPU_LOADOP_LOAD,
     SDL_GPU_LOADOP_CLEAR,
     SDL_GPU_LOADOP_DONT_CARE
-} SDL_GpuLoadOp;
+} SDL_GPULoadOp;
 
-typedef enum SDL_GpuStoreOp
+typedef enum SDL_GPUStoreOp
 {
     SDL_GPU_STOREOP_STORE,
     SDL_GPU_STOREOP_DONT_CARE
-} SDL_GpuStoreOp;
+} SDL_GPUStoreOp;
 
-typedef enum SDL_GpuIndexElementSize
+typedef enum SDL_GPUIndexElementSize
 {
     SDL_GPU_INDEXELEMENTSIZE_16BIT,
     SDL_GPU_INDEXELEMENTSIZE_32BIT
-} SDL_GpuIndexElementSize;
+} SDL_GPUIndexElementSize;
 
 /* Texture format support varies depending on driver, hardware, and usage flags.
- * In general, you should use SDL_SupportsGpuTextureFormat to query if a format
+ * In general, you should use SDL_SupportsGPUTextureFormat to query if a format
  * is supported before using it. However, there are a few guaranteed formats.
  *
  * For SAMPLER usage, the following formats are universally supported:
@@ -141,7 +141,7 @@ typedef enum SDL_GpuIndexElementSize
  * Unless D16_UNORM is sufficient for your purposes, always check which
  * of D24/D32 is supported before creating a depth-stencil texture!
  */
-typedef enum SDL_GpuTextureFormat
+typedef enum SDL_GPUTextureFormat
 {
     SDL_GPU_TEXTUREFORMAT_INVALID = -1,
 
@@ -190,9 +190,9 @@ typedef enum SDL_GpuTextureFormat
     SDL_GPU_TEXTUREFORMAT_D32_FLOAT,
     SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT,
     SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT
-} SDL_GpuTextureFormat;
+} SDL_GPUTextureFormat;
 
-typedef enum SDL_GpuTextureUsageFlagBits
+typedef enum SDL_GPUTextureUsageFlagBits
 {
     SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT = 0x00000001,
     SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000002,
@@ -200,27 +200,27 @@ typedef enum SDL_GpuTextureUsageFlagBits
     SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT = 0x00000008,
     SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT = 0x00000020,
     SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT = 0x00000040
-} SDL_GpuTextureUsageFlagBits;
+} SDL_GPUTextureUsageFlagBits;
 
-typedef Uint32 SDL_GpuTextureUsageFlags;
+typedef Uint32 SDL_GPUTextureUsageFlags;
 
-typedef enum SDL_GpuTextureType
+typedef enum SDL_GPUTextureType
 {
     SDL_GPU_TEXTURETYPE_2D,
     SDL_GPU_TEXTURETYPE_2D_ARRAY,
     SDL_GPU_TEXTURETYPE_3D,
     SDL_GPU_TEXTURETYPE_CUBE
-} SDL_GpuTextureType;
+} SDL_GPUTextureType;
 
-typedef enum SDL_GpuSampleCount
+typedef enum SDL_GPUSampleCount
 {
     SDL_GPU_SAMPLECOUNT_1,
     SDL_GPU_SAMPLECOUNT_2,
     SDL_GPU_SAMPLECOUNT_4,
     SDL_GPU_SAMPLECOUNT_8
-} SDL_GpuSampleCount;
+} SDL_GPUSampleCount;
 
-typedef enum SDL_GpuCubeMapFace
+typedef enum SDL_GPUCubeMapFace
 {
     SDL_GPU_CUBEMAPFACE_POSITIVEX,
     SDL_GPU_CUBEMAPFACE_NEGATIVEX,
@@ -228,9 +228,9 @@ typedef enum SDL_GpuCubeMapFace
     SDL_GPU_CUBEMAPFACE_NEGATIVEY,
     SDL_GPU_CUBEMAPFACE_POSITIVEZ,
     SDL_GPU_CUBEMAPFACE_NEGATIVEZ
-} SDL_GpuCubeMapFace;
+} SDL_GPUCubeMapFace;
 
-typedef enum SDL_GpuBufferUsageFlagBits
+typedef enum SDL_GPUBufferUsageFlagBits
 {
     SDL_GPU_BUFFERUSAGE_VERTEX_BIT = 0x00000001,
     SDL_GPU_BUFFERUSAGE_INDEX_BIT = 0x00000002,
@@ -238,23 +238,23 @@ typedef enum SDL_GpuBufferUsageFlagBits
     SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT = 0x00000008,
     SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT = 0x00000020,
     SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT = 0x00000040
-} SDL_GpuBufferUsageFlagBits;
+} SDL_GPUBufferUsageFlagBits;
 
-typedef Uint32 SDL_GpuBufferUsageFlags;
+typedef Uint32 SDL_GPUBufferUsageFlags;
 
-typedef enum SDL_GpuTransferBufferUsage
+typedef enum SDL_GPUTransferBufferUsage
 {
     SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
     SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD
-} SDL_GpuTransferBufferUsage;
+} SDL_GPUTransferBufferUsage;
 
-typedef enum SDL_GpuShaderStage
+typedef enum SDL_GPUShaderStage
 {
     SDL_GPU_SHADERSTAGE_VERTEX,
     SDL_GPU_SHADERSTAGE_FRAGMENT
-} SDL_GpuShaderStage;
+} SDL_GPUShaderStage;
 
-typedef enum SDL_GpuShaderFormatFlagBits
+typedef enum SDL_GPUShaderFormatFlagBits
 {
     SDL_GPU_SHADERFORMAT_INVALID = 0x00000000,
     SDL_GPU_SHADERFORMAT_SECRET = 0x00000001,   /* NDA'd platforms */
@@ -263,11 +263,11 @@ typedef enum SDL_GpuShaderFormatFlagBits
     SDL_GPU_SHADERFORMAT_DXIL = 0x00000008,     /* D3D12 */
     SDL_GPU_SHADERFORMAT_MSL = 0x00000010,      /* Metal */
     SDL_GPU_SHADERFORMAT_METALLIB = 0x00000020, /* Metal */
-} SDL_GpuShaderFormatFlagBits;
+} SDL_GPUShaderFormatFlagBits;
 
-typedef Uint32 SDL_GpuShaderFormat;
+typedef Uint32 SDL_GPUShaderFormat;
 
-typedef enum SDL_GpuVertexElementFormat
+typedef enum SDL_GPUVertexElementFormat
 {
     /* 32-bit Signed Integers */
     SDL_GPU_VERTEXELEMENTFORMAT_INT,
@@ -322,34 +322,34 @@ typedef enum SDL_GpuVertexElementFormat
     /* 16-bit Floats */
     SDL_GPU_VERTEXELEMENTFORMAT_HALF2,
     SDL_GPU_VERTEXELEMENTFORMAT_HALF4
-} SDL_GpuVertexElementFormat;
+} SDL_GPUVertexElementFormat;
 
-typedef enum SDL_GpuVertexInputRate
+typedef enum SDL_GPUVertexInputRate
 {
     SDL_GPU_VERTEXINPUTRATE_VERTEX = 0,
     SDL_GPU_VERTEXINPUTRATE_INSTANCE = 1
-} SDL_GpuVertexInputRate;
+} SDL_GPUVertexInputRate;
 
-typedef enum SDL_GpuFillMode
+typedef enum SDL_GPUFillMode
 {
     SDL_GPU_FILLMODE_FILL,
     SDL_GPU_FILLMODE_LINE
-} SDL_GpuFillMode;
+} SDL_GPUFillMode;
 
-typedef enum SDL_GpuCullMode
+typedef enum SDL_GPUCullMode
 {
     SDL_GPU_CULLMODE_NONE,
     SDL_GPU_CULLMODE_FRONT,
     SDL_GPU_CULLMODE_BACK
-} SDL_GpuCullMode;
+} SDL_GPUCullMode;
 
-typedef enum SDL_GpuFrontFace
+typedef enum SDL_GPUFrontFace
 {
     SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE,
     SDL_GPU_FRONTFACE_CLOCKWISE
-} SDL_GpuFrontFace;
+} SDL_GPUFrontFace;
 
-typedef enum SDL_GpuCompareOp
+typedef enum SDL_GPUCompareOp
 {
     SDL_GPU_COMPAREOP_NEVER,
     SDL_GPU_COMPAREOP_LESS,
@@ -359,9 +359,9 @@ typedef enum SDL_GpuCompareOp
     SDL_GPU_COMPAREOP_NOT_EQUAL,
     SDL_GPU_COMPAREOP_GREATER_OR_EQUAL,
     SDL_GPU_COMPAREOP_ALWAYS
-} SDL_GpuCompareOp;
+} SDL_GPUCompareOp;
 
-typedef enum SDL_GpuStencilOp
+typedef enum SDL_GPUStencilOp
 {
     SDL_GPU_STENCILOP_KEEP,
     SDL_GPU_STENCILOP_ZERO,
@@ -371,18 +371,18 @@ typedef enum SDL_GpuStencilOp
     SDL_GPU_STENCILOP_INVERT,
     SDL_GPU_STENCILOP_INCREMENT_AND_WRAP,
     SDL_GPU_STENCILOP_DECREMENT_AND_WRAP
-} SDL_GpuStencilOp;
+} SDL_GPUStencilOp;
 
-typedef enum SDL_GpuBlendOp
+typedef enum SDL_GPUBlendOp
 {
     SDL_GPU_BLENDOP_ADD,
     SDL_GPU_BLENDOP_SUBTRACT,
     SDL_GPU_BLENDOP_REVERSE_SUBTRACT,
     SDL_GPU_BLENDOP_MIN,
     SDL_GPU_BLENDOP_MAX
-} SDL_GpuBlendOp;
+} SDL_GPUBlendOp;
 
-typedef enum SDL_GpuBlendFactor
+typedef enum SDL_GPUBlendFactor
 {
     SDL_GPU_BLENDFACTOR_ZERO,
     SDL_GPU_BLENDFACTOR_ONE,
@@ -397,36 +397,36 @@ typedef enum SDL_GpuBlendFactor
     SDL_GPU_BLENDFACTOR_CONSTANT_COLOR,
     SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR,
     SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE
-} SDL_GpuBlendFactor;
+} SDL_GPUBlendFactor;
 
-typedef enum SDL_GpuColorComponentFlagBits
+typedef enum SDL_GPUColorComponentFlagBits
 {
     SDL_GPU_COLORCOMPONENT_R_BIT = 0x00000001,
     SDL_GPU_COLORCOMPONENT_G_BIT = 0x00000002,
     SDL_GPU_COLORCOMPONENT_B_BIT = 0x00000004,
     SDL_GPU_COLORCOMPONENT_A_BIT = 0x00000008
-} SDL_GpuColorComponentFlagBits;
+} SDL_GPUColorComponentFlagBits;
 
-typedef Uint8 SDL_GpuColorComponentFlags;
+typedef Uint8 SDL_GPUColorComponentFlags;
 
-typedef enum SDL_GpuFilter
+typedef enum SDL_GPUFilter
 {
     SDL_GPU_FILTER_NEAREST,
     SDL_GPU_FILTER_LINEAR
-} SDL_GpuFilter;
+} SDL_GPUFilter;
 
-typedef enum SDL_GpuSamplerMipmapMode
+typedef enum SDL_GPUSamplerMipmapMode
 {
     SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,
     SDL_GPU_SAMPLERMIPMAPMODE_LINEAR
-} SDL_GpuSamplerMipmapMode;
+} SDL_GPUSamplerMipmapMode;
 
-typedef enum SDL_GpuSamplerAddressMode
+typedef enum SDL_GPUSamplerAddressMode
 {
     SDL_GPU_SAMPLERADDRESSMODE_REPEAT,
     SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT,
     SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE
-} SDL_GpuSamplerAddressMode;
+} SDL_GPUSamplerAddressMode;
 
 /*
  * VSYNC:
@@ -444,12 +444,12 @@ typedef enum SDL_GpuSamplerAddressMode
  *   Similar to VSYNC, but with reduced visual latency.
  *   When using this mode, AcquireSwapchainTexture will return NULL if too many frames are in flight.
  */
-typedef enum SDL_GpuPresentMode
+typedef enum SDL_GPUPresentMode
 {
     SDL_GPU_PRESENTMODE_VSYNC,
     SDL_GPU_PRESENTMODE_IMMEDIATE,
     SDL_GPU_PRESENTMODE_MAILBOX
-} SDL_GpuPresentMode;
+} SDL_GPUPresentMode;
 
 /*
  * SDR:
@@ -461,15 +461,15 @@ typedef enum SDL_GpuPresentMode
  * HDR10_ST2048:
  *   A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in PQ ST2048 encoding. Blends raw pixel values. (TODO: verify this)
  */
-typedef enum SDL_GpuSwapchainComposition
+typedef enum SDL_GPUSwapchainComposition
 {
     SDL_GPU_SWAPCHAINCOMPOSITION_SDR,
     SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR,
     SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR,
     SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2048
-} SDL_GpuSwapchainComposition;
+} SDL_GPUSwapchainComposition;
 
-typedef enum SDL_GpuDriver
+typedef enum SDL_GPUDriver
 {
     SDL_GPU_DRIVER_INVALID = -1,
     SDL_GPU_DRIVER_SECRET, /* NDA'd platforms */
@@ -477,17 +477,17 @@ typedef enum SDL_GpuDriver
     SDL_GPU_DRIVER_D3D11,
     SDL_GPU_DRIVER_D3D12,
     SDL_GPU_DRIVER_METAL
-} SDL_GpuDriver;
+} SDL_GPUDriver;
 
 /* Structures */
 
-typedef struct SDL_GpuDepthStencilValue
+typedef struct SDL_GPUDepthStencilValue
 {
     float depth;
     Uint8 stencil;
-} SDL_GpuDepthStencilValue;
+} SDL_GPUDepthStencilValue;
 
-typedef struct SDL_GpuViewport
+typedef struct SDL_GPUViewport
 {
     float x;
     float y;
@@ -495,35 +495,35 @@ typedef struct SDL_GpuViewport
     float h;
     float minDepth;
     float maxDepth;
-} SDL_GpuViewport;
+} SDL_GPUViewport;
 
-typedef struct SDL_GpuTextureTransferInfo
+typedef struct SDL_GPUTextureTransferInfo
 {
-    SDL_GpuTransferBuffer *transferBuffer;
+    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_GpuTextureTransferInfo;
+} SDL_GPUTextureTransferInfo;
 
-typedef struct SDL_GpuTransferBufferLocation
+typedef struct SDL_GPUTransferBufferLocation
 {
-    SDL_GpuTransferBuffer *transferBuffer;
+    SDL_GPUTransferBuffer *transferBuffer;
     Uint32 offset;
-} SDL_GpuTransferBufferLocation;
+} SDL_GPUTransferBufferLocation;
 
-typedef struct SDL_GpuTextureLocation
+typedef struct SDL_GPUTextureLocation
 {
-    SDL_GpuTexture *texture;
+    SDL_GPUTexture *texture;
     Uint32 mipLevel;
     Uint32 layer;
     Uint32 x;
     Uint32 y;
     Uint32 z;
-} SDL_GpuTextureLocation;
+} SDL_GPUTextureLocation;
 
-typedef struct SDL_GpuTextureRegion
+typedef struct SDL_GPUTextureRegion
 {
-    SDL_GpuTexture *texture;
+    SDL_GPUTexture *texture;
     Uint32 mipLevel;
     Uint32 layer;
     Uint32 x;
@@ -532,154 +532,154 @@ typedef struct SDL_GpuTextureRegion
     Uint32 w;
     Uint32 h;
     Uint32 d;
-} SDL_GpuTextureRegion;
+} SDL_GPUTextureRegion;
 
-typedef struct SDL_GpuBlitRegion
+typedef struct SDL_GPUBlitRegion
 {
-    SDL_GpuTexture *texture;
+    SDL_GPUTexture *texture;
     Uint32 mipLevel;
     Uint32 layerOrDepthPlane;
     Uint32 x;
     Uint32 y;
     Uint32 w;
     Uint32 h;
-} SDL_GpuBlitRegion;
+} SDL_GPUBlitRegion;
 
-typedef struct SDL_GpuBufferLocation
+typedef struct SDL_GPUBufferLocation
 {
-    SDL_GpuBuffer *buffer;
+    SDL_GPUBuffer *buffer;
     Uint32 offset;
-} SDL_GpuBufferLocation;
+} SDL_GPUBufferLocation;
 
-typedef struct SDL_GpuBufferRegion
+typedef struct SDL_GPUBufferRegion
 {
-    SDL_GpuBuffer *buffer;
+    SDL_GPUBuffer *buffer;
     Uint32 offset;
     Uint32 size;
-} SDL_GpuBufferRegion;
+} SDL_GPUBufferRegion;
 
 /* Note that the `firstVertex` and `firstInstance` 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
+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 */
-} SDL_GpuIndirectDrawCommand;
+} SDL_GPUIndirectDrawCommand;
 
-typedef struct SDL_GpuIndexedIndirectDrawCommand
+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 */
-} SDL_GpuIndexedIndirectDrawCommand;
+} SDL_GPUIndexedIndirectDrawCommand;
 
-typedef struct SDL_GpuIndirectDispatchCommand
+typedef struct SDL_GPUIndirectDispatchCommand
 {
     Uint32 groupCountX;
     Uint32 groupCountY;
     Uint32 groupCountZ;
-} SDL_GpuIndirectDispatchCommand;
+} SDL_GPUIndirectDispatchCommand;
 
 /* State structures */
 
-typedef struct SDL_GpuSamplerCreateInfo
+typedef struct SDL_GPUSamplerCreateInfo
 {
-    SDL_GpuFilter minFilter;
-    SDL_GpuFilter magFilter;
-    SDL_GpuSamplerMipmapMode mipmapMode;
-    SDL_GpuSamplerAddressMode addressModeU;
-    SDL_GpuSamplerAddressMode addressModeV;
-    SDL_GpuSamplerAddressMode addressModeW;
+    SDL_GPUFilter minFilter;
+    SDL_GPUFilter magFilter;
+    SDL_GPUSamplerMipmapMode mipmapMode;
+    SDL_GPUSamplerAddressMode addressModeU;
+    SDL_GPUSamplerAddressMode addressModeV;
+    SDL_GPUSamplerAddressMode addressModeW;
     float mipLodBias;
     SDL_bool anisotropyEnable;
     float maxAnisotropy;
     SDL_bool compareEnable;
-    SDL_GpuCompareOp compareOp;
+    SDL_GPUCompareOp compareOp;
     float minLod;
     float maxLod;
 
     SDL_PropertiesID props;
-} SDL_GpuSamplerCreateInfo;
+} SDL_GPUSamplerCreateInfo;
 
-typedef struct SDL_GpuVertexBinding
+typedef struct SDL_GPUVertexBinding
 {
     Uint32 binding;
     Uint32 stride;
-    SDL_GpuVertexInputRate inputRate;
+    SDL_GPUVertexInputRate inputRate;
     Uint32 instanceStepRate; /* ignored unless inputRate is INSTANCE */
-} SDL_GpuVertexBinding;
+} SDL_GPUVertexBinding;
 
-typedef struct SDL_GpuVertexAttribute
+typedef struct SDL_GPUVertexAttribute
 {
     Uint32 location;
     Uint32 binding;
-    SDL_GpuVertexElementFormat format;
+    SDL_GPUVertexElementFormat format;
     Uint32 offset;
-} SDL_GpuVertexAttribute;
+} SDL_GPUVertexAttribute;
 
-typedef struct SDL_GpuVertexInputState
+typedef struct SDL_GPUVertexInputState
 {
-    const SDL_GpuVertexBinding *vertexBindings;
+    const SDL_GPUVertexBinding *vertexBindings;
     Uint32 vertexBindingCount;
-    const SDL_GpuVertexAttribute *vertexAttributes;
+    const SDL_GPUVertexAttribute *vertexAttributes;
     Uint32 vertexAttributeCount;
-} SDL_GpuVertexInputState;
+} SDL_GPUVertexInputState;
 
-typedef struct SDL_GpuStencilOpState
+typedef struct SDL_GPUStencilOpState
 {
-    SDL_GpuStencilOp failOp;
-    SDL_GpuStencilOp passOp;
-    SDL_GpuStencilOp depthFailOp;
-    SDL_GpuCompareOp compareOp;
-} SDL_GpuStencilOpState;
+    SDL_GPUStencilOp failOp;
+    SDL_GPUStencilOp passOp;
+    SDL_GPUStencilOp depthFailOp;
+    SDL_GPUCompareOp compareOp;
+} SDL_GPUStencilOpState;
 
-typedef struct SDL_GpuColorAttachmentBlendState
+typedef struct SDL_GPUColorAttachmentBlendState
 {
     SDL_bool blendEnable;
-    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 srcColorBlendFactor;
+    SDL_GPUBlendFactor dstColorBlendFactor;
+    SDL_GPUBlendOp colorBlendOp;
+    SDL_GPUBlendFactor srcAlphaBlendFactor;
+    SDL_GPUBlendFactor dstAlphaBlendFactor;
+    SDL_GPUBlendOp alphaBlendOp;
+    SDL_GPUColorComponentFlags colorWriteMask;
+} SDL_GPUColorAttachmentBlendState;
 
-typedef struct SDL_GpuShaderCreateInfo
+typedef struct SDL_GPUShaderCreateInfo
 {
     size_t codeSize;
     const Uint8 *code;
     const char *entryPointName;
-    SDL_GpuShaderFormat format;
-    SDL_GpuShaderStage stage;
+    SDL_GPUShaderFormat format;
+    SDL_GPUShaderStage stage;
     Uint32 samplerCount;
     Uint32 storageTextureCount;
     Uint32 storageBufferCount;
     Uint32 uniformBufferCount;
 
     SDL_PropertiesID props;
-} SDL_GpuShaderCreateInfo;
+} SDL_GPUShaderCreateInfo;
 
-typedef struct SDL_GpuTextureCreateInfo
+typedef struct SDL_GPUTextureCreateInfo
 {
-    SDL_GpuTextureType type;
-    SDL_GpuTextureFormat format;
-    SDL_GpuTextureUsageFlags usageFlags;
+    SDL_GPUTextureType type;
+    SDL_GPUTextureFormat format;
+    SDL_GPUTextureUsageFlags usageFlags;
     Uint32 width;
     Uint32 height;
     Uint32 layerCountOrDepth;
     Uint32 levelCount;
-    SDL_GpuSampleCount sampleCount;
+    SDL_GPUSampleCount sampleCount;
 
     SDL_PropertiesID props;
-} SDL_GpuTextureCreateInfo;
+} SDL_GPUTextureCreateInfo;
 
 #define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT       "SDL.gpu.createtexture.d3d12.clear.r"
 #define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_G_FLOAT       "SDL.gpu.createtexture.d3d12.clear.g"
@@ -688,89 +688,89 @@ typedef struct SDL_GpuTextureCreateInfo
 #define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT   "SDL.gpu.createtexture.d3d12.clear.depth"
 #define SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8 "SDL.gpu.createtexture.d3d12.clear.stencil"
 
-typedef struct SDL_GpuBufferCreateInfo
+typedef struct SDL_GPUBufferCreateInfo
 {
-    SDL_GpuBufferUsageFlags usageFlags;
+    SDL_GPUBufferUsageFlags usageFlags;
     Uint32 sizeInBytes;
 
     SDL_PropertiesID props;
-} SDL_GpuBufferCreateInfo;
+} SDL_GPUBufferCreateInfo;
 
-typedef struct SDL_GpuTransferBufferCreateInfo
+typedef struct SDL_GPUTransferBufferCreateInfo
 {
-    SDL_GpuTransferBufferUsage usage;
+    SDL_GPUTransferBufferUsage usage;
     Uint32 sizeInBytes;
 
     SDL_PropertiesID props;
-} SDL_GpuTransferBufferCreateInfo;
+} SDL_GPUTransferBufferCreateInfo;
 
 /* Pipeline state structures */
 
-typedef struct SDL_GpuRasterizerState
+typedef struct SDL_GPURasterizerState
 {
-    SDL_GpuFillMode fillMode;
-    SDL_GpuCullMode cullMode;
-    SDL_GpuFrontFace frontFace;
+    SDL_GPUFillMode fillMode;
+    SDL_GPUCullMode cullMode;
+    SDL_GPUFrontFace frontFace;
     SDL_bool depthBiasEnable;
     float depthBiasConstantFactor;
     float depthBiasClamp;
     float depthBiasSlopeFactor;
-} SDL_GpuRasterizerState;
+} SDL_GPURasterizerState;
 
-typedef struct SDL_GpuMultisampleState
+typedef struct SDL_GPUMultisampleState
 {
-    SDL_GpuSampleCount sampleCount;
+    SDL_GPUSampleCount sampleCount;
     Uint32 sampleMask;
-} SDL_GpuMultisampleState;
+} SDL_GPUMultisampleState;
 
-typedef struct SDL_GpuDepthStencilState
+typedef struct SDL_GPUDepthStencilState
 {
     SDL_bool depthTestEnable;
     SDL_bool depthWriteEnable;
-    SDL_GpuCompareOp compareOp;
+    SDL_GPUCompareOp compareOp;
     SDL_bool stencilTestEnable;
-    SDL_GpuStencilOpState backStencilState;
-    SDL_GpuStencilOpState frontStencilState;
+    SDL_GPUStencilOpState backStencilState;
+    SDL_GPUStencilOpState frontStencilState;
     Uint8 compareMask;
     Uint8 writeMask;
     Uint8 reference;
-} SDL_GpuDepthStencilState;
+} SDL_GPUDepthStencilState;
 
-typedef struct SDL_GpuColorAttachmentDescription
+typedef struct SDL_GPUColorAttachmentDescription
 {
-    SDL_GpuTextureFormat format;
-    SDL_GpuColorAttachmentBlendState blendState;
-} SDL_GpuColorAttachmentDescription;
+    SDL_GPUTextureFormat format;
+    SDL_GPUColorAttachmentBlendState blendState;
+} SDL_GPUColorAttachmentDescription;
 
-typedef struct SDL_GpuGraphicsPipelineAttachmentInfo
+typedef struct SDL_GPUGraphicsPipelineAttachmentInfo
 {
-    SDL_GpuColorAttachmentDescription *colorAttachmentDescriptions;
+    SDL_GPUColorAttachmentDescription *colorAttachmentDescriptions;
     Uint32 colorAttachmentCount;
     SDL_bool hasDepthStencilAttachment;
-    SDL_GpuTextureFormat depthStencilFormat;
-} SDL_GpuGraphicsPipelineAttachmentInfo;
-
-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_GPUTextureFormat depthStencilFormat;
+} SDL_GPUGraphicsPipelineAttachmentInfo;
+
+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;
     float blendConstants[4];
 
     SDL_PropertiesID props;
-} SDL_GpuGraphicsPipelineCreateInfo;
+} SDL_GPUGraphicsPipelineCreateInfo;
 
-typedef struct SDL_GpuComputePipelineCreateInfo
+typedef struct SDL_GPUComputePipelineCreateInfo
 {
     size_t codeSize;
     const Uint8 *code;
     const char *entryPointName;
-    SDL_GpuShaderFormat format;
+    SDL_GPUShaderFormat format;
     Uint32 readOnlyStorageTextureCount;
     Uint32 readOnlyStorageBufferCount;
     Uint32 writeOnlyStorageTextureCount;
@@ -781,12 +781,12 @@ typedef struct SDL_GpuComputePipelineCreateInfo
     Uint32 threadCountZ;
 
     SDL_PropertiesID props;
-} SDL_GpuComputePipelineCreateInfo;
+} SDL_GPUComputePipelineCreateInfo;
 
-typedef struct SDL_GpuColorAttachmentInfo
+typedef struct SDL_GPUColorAttachmentInfo
 {
     /* The texture that will be used as a color attachment by a render pass. */
-    SDL_GpuTexture *texture;
+    SDL_GPUTexture *texture;
     Uint32 mipLevel;
     Uint32 layerOrDepthPlane; /* For 3D textures, you can bind an individual depth plane as an attachment. */
 
@@ -805,7 +805,7 @@ 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 loadOp;
 
     /* Determines what is done with the texture at the end of the render pass.
      *
@@ -816,19 +816,19 @@ 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 storeOp;
 
     /* if SDL_TRUE, cycles the texture if the texture is bound and loadOp is not LOAD */
     SDL_bool cycle;
-} SDL_GpuColorAttachmentInfo;
+} SDL_GPUColorAttachmentInfo;
 
-typedef struct SDL_GpuDepthStencilAttachmentInfo
+typedef struct SDL_GPUDepthStencilAttachmentInfo
 {
     /* The texture that will be used as the depth stencil attachment by a render pass. */
-    SDL_GpuTexture *texture;
+    SDL_GPUTexture *texture;
 
     /* Can be ignored by the render pass if CLEAR is not used */
-    SDL_GpuDepthStencilValue depthStencilClearValue;
+    SDL_GPUDepthStencilValue depthStencilClearValue;
 
     /* Determines what is done with the depth values at the beginning of the render pass.
      *
@@ -842,7 +842,7 @@ 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 loadOp;
 
     /* Determines what is done with the depth values at the end of the render pass.
      *
@@ -853,7 +853,7 @@ 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 storeOp;
 
     /* Determines what is done with the stencil values at the beginning of the render pass.
      *
@@ -867,7 +867,7 @@ 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 stencilLoadOp;
 
     /* Determines what is done with the stencil values at the end of the render pass.
      *
@@ -878,43 +878,43 @@ 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 stencilStoreOp;
 
     /* if SDL_TRUE, cycles the texture if the texture is bound and any load ops are not LOAD */
     SDL_bool cycle;
-} SDL_GpuDepthStencilAttachmentInfo;
+} SDL_GPUDepthStencilAttachmentInfo;
 
 /* Binding structs */
 
-typedef struct SDL_GpuBufferBinding
+typedef struct SDL_GPUBufferBinding
 {
-    SDL_GpuBuffer *buffer;
+    SDL_GPUBuffer *buffer;
     Uint32 offset;
-} SDL_GpuBufferBinding;
+} SDL_GPUBufferBinding;
 
-typedef struct SDL_GpuTextureSamplerBinding
+typedef struct SDL_GPUTextureSamplerBinding
 {
-    SDL_GpuTexture *texture;
-    SDL_GpuSampler *sampler;
-} SDL_GpuTextureSamplerBinding;
+    SDL_GPUTexture *texture;
+    SDL_GPUSampler *sampler;
+} SDL_GPUTextureSamplerBinding;
 
-typedef struct SDL_GpuStorageBufferWriteOnlyBinding
+typedef struct SDL_GPUStorageBufferWriteOnlyBinding
 {
-    SDL_GpuBuffer *buffer;
+    SDL_GPUBuffer *buffer;
 
     /* if SDL_TRUE, cycles the buffer if it is bound. */
     SDL_bool cycle;
-} SDL_GpuStorageBufferWriteOnlyBinding;
+} SDL_GPUStorageBufferWriteOnlyBinding;
 
-typedef struct SDL_GpuStorageTextureWriteOnlyBinding
+typedef struct SDL_GPUStorageTextureWriteOnlyBinding
 {
-    SDL_GpuTexture *texture;
+    SDL_GPUTexture *texture;
     Uint32 mipLevel;
     Uint32 layer;
 
     /* if SDL_TRUE, cycles the texture if the texture is bound. */
     SDL_bool cycle;
-} SDL_GpuStorageTextureWriteOnlyBinding;
+} SDL_GPUStorageTextureWriteOnlyBinding;
 
 /* Functions */
 
@@ -934,11 +934,11 @@ typedef struct SDL_GpuStorageTextureWriteOnlyBinding
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_GetGpuDriver
- * \sa SDL_DestroyGpuDevice
+ * \sa SDL_GetGPUDriver
+ * \sa SDL_DestroyGPUDevice
  */
-extern SDL_DECLSPEC SDL_GpuDevice *SDLCALL SDL_CreateGpuDevice(
-    SDL_GpuShaderFormat formatFlags,
+extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDevice(
+    SDL_GPUShaderFormat formatFlags,
     SDL_bool debugMode,
     SDL_bool preferLowPower,
     const char *name);
@@ -977,10 +977,10 @@ extern SDL_DECLSPEC SDL_GpuDevice *SDLCALL SDL_CreateGpuDevice(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_GetGpuDriver
- * \sa SDL_DestroyGpuDevice
+ * \sa SDL_GetGPUDriver
+ * \sa SDL_DestroyGPUDevice
  */
-extern SDL_DECLSPEC SDL_GpuDevice *SDLCALL SDL_CreateGpuDeviceWithProperties(
+extern SDL_DECLSPEC SDL_GPUDevice *SDLCALL SDL_CreateGPUDeviceWithProperties(
     SDL_PropertiesID props);
 
 #define SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL             "SDL.gpu.createdevice.debugmode"
@@ -995,25 +995,25 @@ extern SDL_DECLSPEC SDL_GpuDevice *SDLCALL SDL_CreateGpuDeviceWithProperties(
 #define SDL_PROP_GPU_CREATEDEVICE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.createdevice.d3d12.semantic"
 
 /**
- * Destroys a GPU context previously returned by SDL_CreateGpuDevice.
+ * Destroys a GPU context previously returned by SDL_CreateGPUDevice.
  *
  * \param device a GPU Context to destroy.
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_CreateGpuDevice
+ * \sa SDL_CreateGPUDevice
  */
-extern SDL_DECLSPEC void SDLCALL SDL_DestroyGpuDevice(SDL_GpuDevice *device);
+extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device);
 
 /**
  * Returns the backend used to create this GPU context.
  *
  * \param device a GPU context to query.
- * \returns an SDL_GpuDriver value, or SDL_GPU_DRIVER_INVALID on error.
+ * \returns an SDL_GPUDriver value, or SDL_GPU_DRIVER_INVALID on error.
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC SDL_GpuDriver SDLCALL SDL_GetGpuDriver(SDL_GpuDevice *device);
+extern SDL_DECLSPEC SDL_GPUDriver SDLCALL SDL_GetGPUDriver(SDL_GPUDevice *device);
 
 /* State Creation */
 
@@ -1047,12 +1047,12 @@ extern SDL_DECLSPEC SDL_GpuDriver SDLCALL SDL_GetGpuDriver(SDL_GpuDevice *device
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_BindGpuComputePipeline
- * \sa SDL_ReleaseGpuComputePipeline
+ * \sa SDL_BindGPUComputePipeline
+ * \sa SDL_ReleaseGPUComputePipeline
  */
-extern SDL_DECLSPEC SDL_GpuComputePipeline *SDLCALL SDL_CreateGpuComputePipeline(
-    SDL_GpuDevice *device,
-    SDL_GpuComputePipelineCreateInfo *computePipelineCreateInfo);
+extern SDL_DECLSPEC SDL_GPUComputePipeline *SDLCALL SDL_CreateGPUComputePipeline(
+    SDL_GPUDevice *device,
+    SDL_GPUComputePipelineCreateInfo *computePipelineCreateInfo);
 
 /**
  * Creates a pipeline object to be used in a graphics workflow.
@@ -1064,13 +1064,13 @@ extern SDL_DECLSPEC SDL_GpuComputePipeline *SDLCALL SDL_CreateGpuComputePipeline
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_CreateGpuShader
- * \sa SDL_BindGpuGraphicsPipeline
- * \sa SDL_ReleaseGpuGraphicsPipeline
+ * \sa SDL_CreateGPUShader
+ * \sa SDL_BindGPUGraphicsPipeline
+ * \sa SDL_ReleaseGPUGraphicsPipeline
  */
-extern SDL_DECLSPEC SDL_GpuGraphicsPipeline *SDLCALL SDL_CreateGpuGraphicsPipeline(
-    SDL_GpuDevice *device,
-    SDL_GpuGraphicsPipelineCreateInfo *pipelineCreateInfo);
+extern SDL_DECLSPEC SDL_GPUGraphicsPipeline *SDLCALL SDL_CreateGPUGraphicsPipeline(
+    SDL_GPUDevice *device,
+    SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo);
 
 /**
  * Creates a sampler object to be used when binding textures in a graphics
@@ -1083,13 +1083,13 @@ extern SDL_DECLSPEC SDL_GpuGraphicsPipeline *SDLCALL SDL_CreateGpuGraphicsPipeli
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_BindGpuVertexSamplers
- * \sa SDL_BindGpuFragmentSamplers
+ * \sa SDL_BindGPUVertexSamplers
+ * \sa SDL_BindGPUFragmentSamplers
  * \sa SDL_ReleaseSampler
  */
-extern SDL_DECLSPEC SDL_GpuSampler *SDLCALL SDL_CreateGpuSampler(
-    SDL_GpuDevice *device,
-    SDL_GpuSamplerCreateInfo *samplerCreateInfo);
+extern SDL_DECLSPEC SDL_GPUSampler *SDLCALL SDL_CreateGPUSampler(
+    SDL_GPUDevice *device,
+    SDL_GPUSamplerCreateInfo *samplerCreateInfo);
 
 /**
  * Creates a shader to be used when creating a graphics pipeline.
@@ -1122,7 +1122,7 @@ extern SDL_DECLSPEC SDL_GpuSampler *SDLCALL SDL_CreateGpuSampler(
  * [[buffer(30)]], vertex buffer 1 at [[buffer(29)]], and so on. Rather than
  * manually authoring vertex buffer indices, use the [[stage_in]] attribute
  * which will automatically use the vertex input information from the
- * SDL_GpuPipeline.
+ * SDL_GPUPipeline.
  *
  * \param device a GPU Context.
  * \param shaderCreateInfo a struct describing the state of the desired
@@ -1131,12 +1131,12 @@ extern SDL_DECLSPEC SDL_GpuSampler *SDLCALL SDL_CreateGpuSampler(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_CreateGpuGraphicsPipeline
- * \sa SDL_ReleaseGpuShader
+ * \sa SDL_CreateGPUGraphicsPipeline
+ * \sa SDL_ReleaseGPUShader
  */
-extern SDL_DECLSPEC SDL_GpuShader *SDLCALL SDL_CreateGpuShader(
-    SDL_GpuDevice *device,
-    SDL_GpuShaderCreateInfo *shaderCreateInfo);
+extern SDL_DECLSPEC SDL_GPUShader *SDLCALL SDL_CreateGPUShader(
+    SDL_GPUDevice *device,
+    SDL_GPUShaderCreateInfo *shaderCreateInfo);
 
 /**
  * Creates a texture object to be used in graphics or compute workflows.
@@ -1158,20 +1158,20 @@ extern SDL_DECLSPEC SDL_GpuShader *SDLCALL SDL_CreateGpuShader(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_UploadToGpuTexture
- * \sa SDL_DownloadFromGpuTexture
- * \sa SDL_BindGpuVertexSamplers
- * \sa SDL_BindGpuVertexStorageTextures
- * \sa SDL_BindGpuFragmentSamplers
- * \sa SDL_BindGpuFragmentStorageTextures
- * \sa SDL_BindGpuComputeStorageTextures
- * \sa SDL_BlitGpu
- * \sa SDL_ReleaseGpuTexture
- * \sa SDL_SupportsGpuTextureFormat
+ * \sa SDL_UploadToGPUTexture
+ * \sa SDL_DownloadFromGPUTexture
+ * \sa SDL_BindGPUVertexSamplers
+ * \sa SDL_BindGPUVertexStorageTextures
+ * \sa SDL_BindGPUFragmentSamplers
+ * \sa SDL_BindGPUFragmentStorageTextures
+ * \sa SDL_BindGPUComputeStorageTextures
+ * \sa SDL_BlitGPU
+ * \sa SDL_ReleaseGPUTexture
+ * \sa SDL_SupportsGPUTextureFormat
  */
-extern SDL_DECLSPEC SDL_GpuTexture *SDLCALL SDL_CreateGpuTexture(
-    SDL_GpuDevice *device,
-    SDL_GpuTextureCreateInfo *textureCreateInfo);
+extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_CreateGPUTexture(
+    SDL_GPUDevice *device,
+    SDL_GPUTextureCreateInfo *textureCreateInfo);
 
 /**
  * Creates a buffer object to be used in graphics or compute workflows.
@@ -1189,17 +1189,17 @@ extern SDL_DECLSPEC SDL_GpuTexture *SDLCALL SDL_CreateGpuTexture(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_UploadToGpuBuffer
- * \sa SDL_BindGpuVertexBuffers
- * \sa SDL_BindGpuIndexBuffer
- * \sa SDL_BindGpuVertexStorageBuffers
- * \sa SDL_BindGpuFragmentStorageBuffers
- * \sa SDL_BindGpuComputeStorageBuffers
- * \sa SDL_ReleaseGpuBuffer
+ * \sa SDL_UploadToGPUBuffer
+ * \sa SDL_BindGPUVertexBuffers
+ * \sa SDL_BindGPUIndexBuffer
+ * \sa SDL_BindGPUVertexStorageBuffers
+ * \sa SDL_BindGPUFragmentStorageBuffers
+ * \sa SDL_BindGPUComputeStorageBuffers
+ * \sa SDL_ReleaseGPUBuffer
  */
-extern SDL_DECLSPEC SDL_GpuBuffer *SDLCALL SDL_CreateGpuBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuBufferCreateInfo *bufferCreateInfo);
+extern SDL_DECLSPEC SDL_GPUBuffer *SDLCALL SDL_CreateGPUBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUBufferCreateInfo *bufferCreateInfo);
 
 /**
  * Creates a transfer buffer to be used when uploading to or downloading from
@@ -1212,15 +1212,15 @@ extern SDL_DECLSPEC SDL_GpuBuffer *SDLCALL SDL_CreateGpuBuffer(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_UploadToGpuBuffer
- * \sa SDL_DownloadFromGpuBuffer
- * \sa SDL_UploadToGpuTexture
- * \sa SDL_DownloadFromGpuTexture
- * \sa SDL_ReleaseGpuTransferBuffer
+ * \sa SDL_UploadToGPUBuffer
+ * \sa SDL_DownloadFromGPUBuffer
+ * \sa SDL_UploadToGPUTexture
+ * \sa SDL_DownloadFromGPUTexture
+ * \sa SDL_ReleaseGPUTransferBuffer
  */
-extern SDL_DECLSPEC SDL_GpuTransferBuffer *SDLCALL SDL_CreateGpuTransferBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuTransferBufferCreateInfo *transferBufferCreateInfo);
+extern SDL_DECLSPEC SDL_GPUTransferBuffer *SDLCALL SDL_CreateGPUTransferBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUTransferBufferCreateInfo *transferBufferCreateInfo);
 
 /* Debug Naming */
 
@@ -1235,9 +1235,9 @@ extern SDL_DECLSPEC SDL_GpuTransferBuffer *SDLCALL SDL_CreateGpuTransferBuffer(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_SetGpuBufferName(
-    SDL_GpuDevice *device,
-    SDL_GpuBuffer *buffer,
+extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName(
+    SDL_GPUDevice *device,
+    SDL_GPUBuffer *buffer,
     const char *text);
 
 /**
@@ -1251,9 +1251,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGpuBufferName(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_SetGpuTextureName(
-    SDL_GpuDevice *device,
-    SDL_GpuTexture *texture,
+extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName(
+    SDL_GPUDevice *device,
+    SDL_GPUTexture *texture,
     const char *text);
 
 /**
@@ -1266,8 +1266,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGpuTextureName(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_InsertGpuDebugLabel(
-    SDL_GpuCommandBuffer *commandBuffer,
+extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel(
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *text);
 
 /**
@@ -1276,8 +1276,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGpuDebugLabel(
  * Used for denoting groups of calls when viewing the command buffer
  * callstream in a graphics debugging tool.
  *
- * Each call to SDL_PushGpuDebugGroup must have a corresponding call to
- * SDL_PopGpuDebugGroup.
+ * Each call to SDL_PushGPUDebugGroup must have a corresponding call to
+ * SDL_PopGPUDebugGroup.
  *
  * On some backends (e.g. Metal), pushing a debug group during a
  * render/blit/compute pass will create a group that is scoped to the native
@@ -1289,10 +1289,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_InsertGpuDebugLabel(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_PopGpuDebugGroup
+ * \sa SDL_PopGPUDebugGroup
  */
-extern SDL_DECLSPEC void SDLCALL SDL_PushGpuDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer,
+extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup(
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *name);
 
 /**
@@ -1302,10 +1302,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGpuDebugGroup(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_PushGpuDebugGroup
+ * \sa SDL_PushGPUDebugGroup
  */
-extern SDL_DECLSPEC void SDLCALL SDL_PopGpuDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer);
+extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup(
+    SDL_GPUCommandBuffer *commandBuffer);
 
 /* Disposal */
 
@@ -1319,9 +1319,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_PopGpuDebugGroup(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuTexture(
-    SDL_GpuDevice *device,
-    SDL_GpuTexture *texture);
+extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture(
+    SDL_GPUDevice *device,
+    SDL_GPUTexture *texture);
 
 /**
  * Frees the given sampler as soon as it is safe to do so.
@@ -1333,9 +1333,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuTexture(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuSampler(
-    SDL_GpuDevice *device,
-    SDL_GpuSampler *sampler);
+extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler(
+    SDL_GPUDevice *device,
+    SDL_GPUSampler *sampler);
 
 /**
  * Frees the given buffer as soon as it is safe to do so.
@@ -1347,9 +1347,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuSampler(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuBuffer *buffer);
+extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUBuffer *buffer);
 
 /**
  * Frees the given transfer buffer as soon as it is safe to do so.
@@ -1361,9 +1361,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuBuffer(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuTransferBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuTransferBuffer *transferBuffer);
+extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUTransferBuffer *transferBuffer);
 
 /**
  * Frees the given compute pipeline as soon as it is safe to do so.
@@ -1375,9 +1375,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuTransferBuffer(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuComputePipeline(
-    SDL_GpuDevice *device,
-    SDL_GpuComputePipeline *computePipeline);
+extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline(
+    SDL_GPUDevice *device,
+    SDL_GPUComputePipeline *computePipeline);
 
 /**
  * Frees the given shader as soon as it is safe to do so.
@@ -1389,9 +1389,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuComputePipeline(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuShader(
-    SDL_GpuDevice *device,
-    SDL_GpuShader *shader);
+extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader(
+    SDL_GPUDevice *device,
+    SDL_GPUShader *shader);
 
 /**
  * Frees the given graphics pipeline as soon as it is safe to do so.
@@ -1403,9 +1403,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuShader(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuGraphicsPipeline(
-    SDL_GpuDevice *device,
-    SDL_GpuGraphicsPipeline *graphicsPipeline);
+extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline(
+    SDL_GPUDevice *device,
+    SDL_GPUGraphicsPipeline *graphicsPipeline);
 
 /*
  * COMMAND BUFFERS
@@ -1436,11 +1436,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuGraphicsPipeline(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_SubmitGpu
- * \sa SDL_SubmitGpuAndAcquireFence
+ * \sa SDL_SubmitGPU
+ * \sa SDL_SubmitGPUAndAcquireFence
  */
-extern SDL_DECLSPEC SDL_GpuCommandBuffer *SDLCALL SDL_AcquireGpuCommandBuffer(
-    SDL_GpuDevice *device);
+extern SDL_DECLSPEC SDL_GPUCommandBuffer *SDLCALL SDL_AcquireGPUCommandBuffer(
+    SDL_GPUDevice *device);
 
 /*
  * UNIFORM DATA
@@ -1474,8 +1474,8 @@ extern SDL_DECLSPEC SDL_GpuCommandBuffer *SDLCALL SDL_AcquireGpuCommandBuffer(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_PushGpuVertexUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData(
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes);
@@ -1492,8 +1492,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGpuVertexUniformData(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_PushGpuFragmentUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData(
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes);
@@ -1510,8 +1510,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGpuFragmentUniformData(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_PushGpuComputeUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData(
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes);
@@ -1530,7 +1530,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGpuComputeUniformData(
  * However, this doesn't mean you need to track resource usage manually.
  *
  * All of the functions and structs that involve writing to a resource have a "cycle" bool.
- * GpuTransferBuffer, GpuBuffer, and GpuTexture all effectively function as ring buffers on internal resources.
+ * GPUTransferBuffer, GPUBuffer, and GPUTexture all effectively function as ring buffers on internal resources.
  * When cycle is SDL_TRUE, if the resource is bound, the cycle rotates to the next unbound internal resource,
  * or if none are available, a new one is created.
  * This means you don't have to worry about complex state tracking and synchronization as long as cycling is correctly employed.
@@ -1580,13 +1580,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_PushGpuComputeUniformData(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_EndGpuRenderPass
+ * \sa SDL_EndGPURenderPass
  */
-extern SDL_DECLSPEC SDL_GpuRenderPass *SDLCALL SDL_BeginGpuRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+extern SDL_DECLSPEC SDL_GPURenderPass *SDLCALL SDL_BeginGPURenderPass(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
     Uint32 colorAttachmentCount,
-    SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo);
+    SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo);
 
 /**
  * Binds a graphics pipeline on a render pass to be used in rendering.
@@ -1598,9 +1598,9 @@ extern SDL_DECLSPEC SDL_GpuRenderPass *SDLCALL SDL_BeginGpuRenderPass(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuGraphicsPipeline(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuGraphicsPipeline *graphicsPipeline);
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUGraphicsPipeline *graphicsPipeline);
 
 /**
  * Sets the current viewport state on a command buffer.
@@ -1610,9 +1610,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuGraphicsPipeline(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_SetGpuViewport(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuViewport *viewport);
+extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUViewport *viewport);
 
 /**
  * Sets the current scissor state on a command buffer.
@@ -1622,8 +1622,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGpuViewport(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_SetGpuScissor(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor(
+    SDL_GPURenderPass *renderPass,
     SDL_Rect *scissor);
 
 /**
@@ -1632,16 +1632,16 @@ extern SDL_DECLSPEC void SDLCALL SDL_SetGpuScissor(
  *
  * \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 pBindings an array of SDL_GPUBufferBinding structs containing vertex
  *                  buffers and offset values.
  * \param bindingCount the number of bindings in the pBindings array.
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuVertexBuffers(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstBinding,
-    SDL_GpuBufferBinding *pBindings,
+    SDL_GPUBufferBinding *pBindings,
     Uint32 bindingCount);
 
 /**
@@ -1656,10 +1656,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuVertexBuffers(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuIndexBuffer(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuBufferBinding *pBinding,
-    SDL_GpuIndexElementSize indexElementSize);
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUBufferBinding *pBinding,
+    SDL_GPUIndexElementSize indexElementSize);
 
 /**
  * Binds texture-sampler pairs for use on the vertex shader.
@@ -1674,10 +1674,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuIndexBuffer(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuVertexSamplers(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount);
 
 /**
@@ -1693,10 +1693,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuVertexSamplers(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuVertexStorageTextures(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount);
 
 /**
@@ -1712,10 +1712,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuVertexStorageTextures(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuVertexStorageBuffers(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount);
 
 /**
@@ -1731,10 +1731,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuVertexStorageBuffers(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuFragmentSamplers(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount);
 
 /**
@@ -1750,10 +1750,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuFragmentSamplers(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuFragmentStorageTextures(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount);
 
 /**
@@ -1769,10 +1769,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuFragmentStorageTextures(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuFragmentStorageBuffers(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount);
 
 /* Drawing */
@@ -1798,8 +1798,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuFragmentStorageBuffers(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuIndexedPrimitives(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives(
+    SDL_GPURenderPass *renderPass,
     Uint32 indexCount,
     Uint32 instanceCount,
     Uint32 firstIndex,
@@ -1824,8 +1824,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuIndexedPrimitives(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuPrimitives(
-    SDL_GpuRenderPass *renderPass,
+extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives(
+    SDL_GPURenderPass *renderPass,
     Uint32 vertexCount,
     Uint32 instanceCount,
     Uint32 firstVertex,
@@ -1835,7 +1835,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuPrimitives(
  * Draws data using bound graphics state and with draw parameters set from a
  * buffer.
  *
- * The buffer layout should match the layout of SDL_GpuIndirectDrawCommand.
+ * 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.
@@ -1847,9 +1847,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuPrimitives(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuPrimitivesIndirect(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuBuffer *buffer,
+extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride);
@@ -1859,7 +1859,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuPrimitivesIndirect(
  * draw parameters set from a buffer.
  *
  * The buffer layout should match the layout of
- * SDL_GpuIndexedIndirectDrawCommand. You must not call this function before
+ * SDL_GPUIndexedIndirectDrawCommand. You must not call this function before
  * binding a graphics pipeline.
  *
  * \param renderPass a render pass handle.
@@ -1871,9 +1871,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuPrimitivesIndirect(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuIndexedPrimitivesIndirect(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuBuffer *buffer,
+extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride);
@@ -1888,8 +1888,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DrawGpuIndexedPrimitivesIndirect(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_EndGpuRenderPass(
-    SDL_GpuRenderPass *renderPass);
+extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass(
+    SDL_GPURenderPass *renderPass);
 
 /* Compute Pass */
 
@@ -1922,13 +1922,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGpuRenderPass(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_EndGpuComputePass
+ * \sa SDL_EndGPUComputePass
  */
-extern SDL_DECLSPEC SDL_GpuComputePass *SDLCALL SDL_BeginGpuComputePass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuStorageTextureWriteOnlyBinding *storageTextureBindings,
+extern SDL_DECLSPEC SDL_GPUComputePass *SDLCALL SDL_BeginGPUComputePass(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
     Uint32 storageTextureBindingCount,
-    SDL_GpuStorageBufferWriteOnlyBinding *storageBufferBindings,
+    SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
     Uint32 storageBufferBindingCount);
 
 /**
@@ -1939,9 +1939,9 @@ extern SDL_DECLSPEC SDL_GpuComputePass *SDLCALL SDL_BeginGpuComputePass(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuComputePipeline(
-    SDL_GpuComputePass *computePass,
-    SDL_GpuComputePipeline *computePipeline);
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
+    SDL_GPUComputePass *computePass,
+    SDL_GPUComputePipeline *computePipeline);
 
 /**
  * Binds storage textures as readonly for use on the compute pipeline.
@@ -1956,10 +1956,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuComputePipeline(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuComputeStorageTextures(
-    SDL_GpuComputePass *computePass,
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
+    SDL_GPUComputePass *computePass,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount);
 
 /**
@@ -1975,10 +1975,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuComputeStorageTextures(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BindGpuComputeStorageBuffers(
-    SDL_GpuComputePass *computePass,
+extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers(
+    SDL_GPUComputePass *computePass,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount);
 
 /**
@@ -2001,8 +2001,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGpuComputeStorageBuffers(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_DispatchGpuCompute(
-    SDL_GpuComputePass *computePass,
+extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute(
+    SDL_GPUComputePass *computePass,
     Uint32 groupCountX,
     Uint32 groupCountY,
     Uint32 groupCountZ);
@@ -2011,7 +2011,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGpuCompute(
  * Dispatches compute work with parameters set from a buffer.
  *
  * The buffer layout should match the layout of
- * SDL_GpuIndirectDispatchCommand. You must not call this function before
+ * SDL_GPUIndirectDispatchCommand. You must not call this function before
  * binding a compute pipeline.
  *
  * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and
@@ -2025,9 +2025,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGpuCompute(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_DispatchGpuComputeIndirect(
-    SDL_GpuComputePass *computePass,
-    SDL_GpuBuffer *buffer,
+extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect(
+    SDL_GPUComputePass *computePass,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes);
 
 /**
@@ -2040,8 +2040,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DispatchGpuComputeIndirect(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_EndGpuComputePass(
-    SDL_GpuComputePass *computePass);
+extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass(
+    SDL_GPUComputePass *computePass);
 
 /* TransferBuffer Data */
 
@@ -2057,9 +2057,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGpuComputePass(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void *SDLCALL SDL_MapGpuTransferBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuTransferBuffer *transferBuffer,
+extern SDL_DECLSPEC void *SDLCALL SDL_MapGPUTransferBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUTransferBuffer *transferBuffer,
     SDL_bool cycle);
 
 /**
@@ -2070,9 +2070,9 @@ extern SDL_DECLSPEC void *SDLCALL SDL_MapGpuTransferBuffer(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_UnmapGpuTransferBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuTransferBuffer *transferBuffer);
+extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUTransferBuffer *transferBuffer);
 
 /* Copy Pass */
 
@@ -2088,8 +2088,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnmapGpuTransferBuffer(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC SDL_GpuCopyPass *SDLCALL SDL_BeginGpuCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer);
+extern SDL_DECLSPEC SDL_GPUCopyPass *SDLCALL SDL_BeginGPUCopyPass(
+    SDL_GPUCommandBuffer *commandBuffer);
 
 /**
  * Uploads data from a transfer buffer to a texture.
@@ -2108,10 +2108,10 @@ 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_GpuTextureTransferInfo *source,
-    SDL_GpuTextureRegion *destination,
+extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUTextureTransferInfo *source,
+    SDL_GPUTextureRegion *destination,
     SDL_bool cycle);
 
 /* Uploads data from a TransferBuffer to a Buffer. */
@@ -2130,10 +2130,10 @@ 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_GpuTransferBufferLocation *source,
-    SDL_GpuBufferRegion *destination,
+extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUTransferBufferLocation *source,
+    SDL_GPUBufferRegion *destination,
     SDL_bool cycle);
 
 /**
@@ -2153,10 +2153,10 @@ 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_GpuTextureLocation *source,
-    SDL_GpuTextureLocation *destination,
+extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUTextureLocation *source,
+    SDL_GPUTextureLocation *destination,
     Uint32 w,
     Uint32 h,
     Uint32 d,
@@ -2179,10 +2179,10 @@ 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_GpuBufferLocation *source,
-    SDL_GpuBufferLocation *destination,
+extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUBufferLocation *source,
+    SDL_GPUBufferLocation *destination,
     Uint32 size,
     SDL_bool cycle);
 
@@ -2199,10 +2199,10 @@ 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_GpuTextureRegion *source,
-    SDL_GpuTextureTransferInfo *destination);
+extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUTextureRegion *source,
+    SDL_GPUTextureTransferInfo *destination);
 
 /**
  * Copies data from a buffer to a transfer buffer on the GPU timeline.
@@ -2216,10 +2216,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGpuTexture(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGpuBuffer(
-    SDL_GpuCopyPass *copyPass,
-    SDL_GpuBufferRegion *source,
-    SDL_GpuTransferBufferLocation *destination);
+extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUBufferRegion *source,
+    SDL_GPUTransferBufferLocation *destination);
 
 /**
  * Ends the current copy pass.
@@ -2228,8 +2228,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGpuBuffer(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_EndGpuCopyPass(
-    SDL_GpuCopyPass *copyPass);
+extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass(
+    SDL_GPUCopyPass *copyPass);
 
 /**
  * Generates mipmaps for the given texture.
@@ -2241,9 +2241,9 @@ extern SDL_DECLSPEC void SDLCALL SDL_EndGpuCopyPass(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_GenerateGpuMipmaps(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTexture *texture);
+extern SDL_DECLSPEC void SDLCALL SDL_GenerateGPUMipmaps(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTexture *texture);
 
 /**
  * Blits from a source texture region to a destination texture region.
@@ -2260,12 +2260,12 @@ extern SDL_DECLSPEC void SDLCALL SDL_GenerateGpuMipmaps(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC void SDLCALL SDL_BlitGpu(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBlitRegion *source,
-    SDL_GpuBlitRegion *destination,
+extern SDL_DECLSPEC void SDLCALL SDL_BlitGPU(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBlitRegion *source,
+    SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GpuFilter filterMode,
+    SDL_GPUFilter filterMode,
     SDL_bool cycle);
 
 /* Submission/Presentation */
@@ -2282,12 +2282,12 @@ extern SDL_DECLSPEC void SDLCALL SDL_BlitGpu(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_ClaimGpuWindow
+ * \sa SDL_ClaimGPUWindow
  */
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGpuSwapchainComposition(
-    SDL_GpuDevice *device,
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUSwapchainComposition(
+    SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition);
+    SDL_GPUSwapchainComposition swapchainComposition);
 
 /**
  * Determines whether a presentation mode is supported by the window.
@@ -2301,17 +2301,17 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGpuSwapchainComposition(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_ClaimGpuWindow
+ * \sa SDL_ClaimGPUWindow
  */
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGpuPresentMode(
-    SDL_GpuDevice *device,
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUPresentMode(
+    SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GpuPresentMode presentMode);
+    SDL_GPUPresentMode presentMode);
 
 /**
  * Claims a window, creating a swapchain structure for it.
  *
- * This must be called before SDL_AcquireGpuSwapchainTexture is called using
+ * This must be called before SDL_AcquireGPUSwapchainTexture is called using
  * the window.
  *
  * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and
@@ -2324,13 +2324,13 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGpuPresentMode(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_AcquireGpuSwapchainTexture
- * \sa SDL_UnclaimGpuWindow
- * \sa SDL_SupportsGpuPresentMode
- * \sa SDL_SupportsGpuSwapchainComposition
+ * \sa SDL_AcquireGPUSwapchainTexture
+ * \sa SDL_UnclaimGPUWindow
+ * \sa SDL_SupportsGPUPresentMode
+ * \sa SDL_SupportsGPUSwapchainComposition
  */
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimGpuWindow(
-    SDL_GpuDevice *device,
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimGPUWindow(
+    SDL_GPUDevice *device,
     SDL_Window *window);
 
 /**
@@ -2341,10 +2341,10 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_ClaimGpuWindow(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_ClaimGpuWindow
+ * \sa SDL_ClaimGPUWindow
  */
-extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGpuWindow(
-    SDL_GpuDevice *device,
+extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGPUWindow(
+    SDL_GPUDevice *device,
     SDL_Window *window);
 
 /**
@@ -2352,8 +2352,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGpuWindow(
  *
  * This function will fail if the requested present mode or swapchain
  * composition are unsupported by the device. Check if the parameters are
- * supported via SDL_SupportsGpuPresentMode /
- * SDL_SupportsGpuSwapchainComposition prior to calling this function.
+ * supported via SDL_SupportsGPUPresentMode /
+ * SDL_SupportsGPUSwapchainComposition prior to calling this function.
  *
  * SDL_GPU_PRESENTMODE_VSYNC and SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always
  * supported.
@@ -2366,14 +2366,14 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnclaimGpuWindow(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_SupportsGpuPresentMode
- * \sa SDL_SupportsGpuSwapchainComposition
+ * \sa SDL_SupportsGPUPresentMode
+ * \sa SDL_SupportsGPUSwapchainComposition
  */
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetGpuSwapchainParameters(
-    SDL_GpuDevice *device,
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetGPUSwapchainParameters(
+    SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode);
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode);
 
 /**
  * Obtains the texture format of the swapchain for the given window.
@@ -2384,8 +2384,8 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SetGpuSwapchainParameters(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC SDL_GpuTextureFormat SDLCALL SDL_GetGpuSwapchainTextureFormat(
-    SDL_GpuDevice *device,
+extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureFormat(
+    SDL_GPUDevice *device,
     SDL_Window *window);
 
 /**
@@ -2407,12 +2407,12 @@ extern SDL_DECLSPEC SDL_GpuTextureFormat SDLCALL SDL_GetGpuSwapchainTextureForma
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_ClaimGpuWindow
- * \sa SDL_SubmitGpu
- * \sa SDL_SubmitGpuAndAcquireFence
+ * \sa SDL_ClaimGPUWindow
+ * \sa SDL_SubmitGPU
+ * \sa SDL_SubmitGPUAndAcquireFence
  */
-extern SDL_DECLSPEC SDL_GpuTexture *SDLCALL SDL_AcquireGpuSwapchainTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
+extern SDL_DECLSPEC SDL_GPUTexture *SDLCALL SDL_AcquireGPUSwapchainTexture(
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
     Uint32 *pWidth,
     Uint32 *pHeight);
@@ -2431,12 +2431,12 @@ extern SDL_DECLSPEC SDL_GpuTexture *SDLCALL SDL_AcquireGpuSwapchainTexture(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_AcquireGpuCommandBuffer
- * \sa SDL_AcquireGpuSwapchainTexture
- * \sa SDL_SubmitGpuAndAcquireFence
+ * \sa SDL_AcquireGPUCommandBuffer
+ * \sa SDL_AcquireGPUSwapchainTexture
+ * \sa SDL_SubmitGPUAndAcquireFence
  */
-extern SDL_DECLSPEC void SDLCALL SDL_SubmitGpu(
-    SDL_GpuCommandBuffer *commandBuffer);
+extern SDL_DECLSPEC void SDLCALL SDL_SubmitGPU(
+    SDL_GPUCommandBuffer *commandBuffer);
 
 /**
  * Submits a command buffer so its commands can be processed on the GPU, and
@@ -2455,13 +2455,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_SubmitGpu(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_AcquireGpuCommandBuffer
- * \sa SDL_AcquireGpuSwapchainTexture
- * \sa SDL_SubmitGpu
- * \sa SDL_ReleaseGpuFence
+ * \sa SDL_AcquireGPUCommandBuffer
+ * \sa SDL_AcquireGPUSwapchainTexture
+ * \sa SDL_SubmitGPU
+ * \sa SDL_ReleaseGPUFence
  */
-extern SDL_DECLSPEC SDL_GpuFence *SDLCALL SDL_SubmitGpuAndAcquireFence(
-    SDL_GpuCommandBuffer *commandBuffer);
+extern SDL_DECLSPEC SDL_GPUFence *SDLCALL SDL_SubmitGPUAndAcquireFence(
+    SDL_GPUCommandBuffer *commandBuffer);
 
 /**
  * Blocks the thread until the GPU is completely idle.
@@ -2470,10 +2470,10 @@ extern SDL_DECLSPEC SDL_GpuFence *SDLCALL SDL_SubmitGpuAndAcquireFence(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_WaitGpuForFences
+ * \sa SDL_WaitGPUForFences
  */
-extern SDL_DECLSPEC void SDLCALL SDL_WaitGpu(
-    SDL_GpuDevice *device);
+extern SDL_DECLSPEC void SDLCALL SDL_WaitGPU(
+    SDL_GPUDevice *device);
 
 /**
  * Blocks the thread until the given fences are signaled.
@@ -2486,13 +2486,13 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitGpu(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_SubmitGpuAndAcquireFence
- * \sa SDL_WaitGpu
+ * \sa SDL_SubmitGPUAndAcquireFence
+ * \sa SDL_WaitGPU
  */
-extern SDL_DECLSPEC void SDLCALL SDL_WaitGpuForFences(
-    SDL_GpuDevice *device,
+extern SDL_DECLSPEC void SDLCALL SDL_WaitGPUForFences(
+    SDL_GPUDevice *device,
     SDL_bool waitAll,
-    SDL_GpuFence **pFences,
+    SDL_GPUFence **pFences,
     Uint32 fenceCount);
 
 /**
@@ -2504,25 +2504,25 @@ extern SDL_DECLSPEC void SDLCALL SDL_WaitGpuForFences(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_SubmitGpuAndAcquireFence
+ * \sa SDL_SubmitGPUAndAcquireFence
  */
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGpuFence(
-    SDL_GpuDevice *device,
-    SDL_GpuFence *fence);
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_QueryGPUFence(
+    SDL_GPUDevice *device,
+    SDL_GPUFence *fence);
 
 /**
- * Releases a fence obtained from SDL_SubmitGpuAndAcquireFence.
+ * Releases a fence obtained from SDL_SubmitGPUAndAcquireFence.
  *
  * \param device a GPU context.
  * \param fence a fence.
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_SubmitGpuAndAcquireFence
+ * \sa SDL_SubmitGPUAndAcquireFence
  */
-extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuFence(
-    SDL_GpuDevice *device,
-    SDL_GpuFence *fence);
+extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence(
+    SDL_GPUDevice *device,
+    SDL_GPUFence *fence);
 
 /* Format Info */
 
@@ -2534,10 +2534,10 @@ extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGpuFence(
  *
  * \since This function is available since SDL 3.0.0.
  *
- * \sa SDL_UploadToGpuTexture
+ * \sa SDL_UploadToGPUTexture
  */
-extern SDL_DECLSPEC Uint32 SDLCALL SDL_GpuTextureFormatTexelBlockSize(
-    SDL_GpuTextureFormat textureFormat);
+extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize(
+    SDL_GPUTextureFormat textureFormat);
 
 /**
  * Determines whether a texture format is supported for a given type and
@@ -2551,11 +2551,11 @@ extern SDL_DECLSPEC Uint32 SDLCALL SDL_GpuTextureFormatTexelBlockSize(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGpuTextureFormat(
-    SDL_GpuDevice *device,
-    SDL_GpuTextureFormat format,
-    SDL_GpuTextureType type,
-    SDL_GpuTextureUsageFlags usage);
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUTextureFormat(
+    SDL_GPUDevice *device,
+    SDL_GPUTextureFormat format,
+    SDL_GPUTextureType type,
+    SDL_GPUTextureUsageFlags usage);
 
 /**
  * Determines if a sample count for a texture format is supported.
@@ -2567,10 +2567,10 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGpuTextureFormat(
  *
  * \since This function is available since SDL 3.0.0.
  */
-extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGpuSampleCount(
-    SDL_GpuDevice *device,
-    SDL_GpuTextureFormat format,
-    SDL_GpuSampleCount sampleCount);
+extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGPUSampleCount(
+    SDL_GPUDevice *device,
+    SDL_GPUTextureFormat format,
+    SDL_GPUSampleCount sampleCount);
 
 #ifdef SDL_PLATFORM_GDK
 
@@ -2578,7 +2578,7 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGpuSampleCount(
  * Call this to suspend GPU operation on Xbox when you receive the
  * SDL_EVENT_DID_ENTER_BACKGROUND event.
  *
- * Do NOT call any SDL_Gpu functions after calling this function! This must
+ * Do NOT call any SDL_GPU functions after calling this function! This must
  * also be called before calling SDL_GDKSuspendComplete.
  *
  * \param device a GPU context.
@@ -2587,14 +2587,14 @@ extern SDL_DECLSPEC SDL_bool SDLCALL SDL_SupportsGpuSampleCount(
  *
  * \sa SDL_AddEventWatch
  */
-extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGpu(SDL_GpuDevice *device);
+extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
 
 /**
  * Call this to resume GPU operation on Xbox when you receive the
  * SDL_EVENT_WILL_ENTER_FOREGROUND event.
  *
  * When resuming, this function MUST be called before calling any other
- * SDL_Gpu functions.
+ * SDL_GPU functions.
  *
  * \param device a GPU context.
  *
@@ -2602,7 +2602,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGpu(SDL_GpuDevice *device);
  *
  * \sa SDL_AddEventWatch
  */
-extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGpu(SDL_GpuDevice *device);
+extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
 
 #endif /* SDL_PLATFORM_GDK */
 

+ 1 - 1
include/SDL3/SDL_hints.h

@@ -1014,7 +1014,7 @@ extern "C" {
  * force a specific target, such as "d3d11" if, say, your hardware supports
  * D3D12 but want to try using D3D11 instead.
  *
- * This hint should be set before SDL_GpuSelectBackend() is called.
+ * This hint should be set before SDL_GPUSelectBackend() is called.
  *
  * \since This hint is available since SDL 3.0.0.
  */

+ 20 - 20
include/SDL3/SDL_opengl_glext.h

@@ -9807,15 +9807,15 @@ typedef void (APIENTRYP PFNGLUPLOADGPUMASKNVXPROC) (GLbitfield mask);
 typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTARRAYVNVXPROC) (GLuint gpu, GLuint first, GLsizei count, const GLfloat *v);
 typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC) (GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff);
 typedef void (APIENTRYP PFNGLMULTICASTSCISSORARRAYVNVXPROC) (GLuint gpu, GLuint first, GLsizei count, const GLint *v);
-typedef GLuint (APIENTRYP PFNGLASYNCCOPYBUFFERSUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray);
-typedef GLuint (APIENTRYP PFNGLASYNCCOPYIMAGESUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray);
+typedef GLuint (APIENTRYP PFNGLASYNCCOPYBUFFERSUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray);
+typedef GLuint (APIENTRYP PFNGLASYNCCOPYIMAGESUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray);
 #ifdef GL_GLEXT_PROTOTYPES
-GLAPI void APIENTRY glUploadGpuMaskNVX (GLbitfield mask);
+GLAPI void APIENTRY glUploadGPUMaskNVX (GLbitfield mask);
 GLAPI void APIENTRY glMulticastViewportArrayvNVX (GLuint gpu, GLuint first, GLsizei count, const GLfloat *v);
 GLAPI void APIENTRY glMulticastViewportPositionWScaleNVX (GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff);
 GLAPI void APIENTRY glMulticastScissorArrayvNVX (GLuint gpu, GLuint first, GLsizei count, const GLint *v);
-GLAPI GLuint APIENTRY glAsyncCopyBufferSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray);
-GLAPI GLuint APIENTRY glAsyncCopyImageSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray);
+GLAPI GLuint APIENTRY glAsyncCopyBufferSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray);
+GLAPI GLuint APIENTRY glAsyncCopyImageSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray);
 #endif
 #endif /* GL_NVX_gpu_multicast2 */
 
@@ -9824,11 +9824,11 @@ GLAPI GLuint APIENTRY glAsyncCopyImageSubDataNVX (GLsizei waitSemaphoreCount, co
 #define GL_LGPU_SEPARATE_STORAGE_BIT_NVX  0x0800
 #define GL_MAX_LGPU_GPUS_NVX              0x92BA
 typedef void (APIENTRYP PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);
-typedef void (APIENTRYP PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
+typedef void (APIENTRYP PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGPU, GLbitfield destinationGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
 typedef void (APIENTRYP PFNGLLGPUINTERLOCKNVXPROC) (void);
 #ifdef GL_GLEXT_PROTOTYPES
 GLAPI void APIENTRY glLGPUNamedBufferSubDataNVX (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);
-GLAPI void APIENTRY glLGPUCopyImageSubDataNVX (GLuint sourceGpu, GLbitfield destinationGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
+GLAPI void APIENTRY glLGPUCopyImageSubDataNVX (GLuint sourceGPU, GLbitfield destinationGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth);
 GLAPI void APIENTRY glLGPUInterlockNVX (void);
 #endif
 #endif /* GL_NVX_linked_gpu_multicast */
@@ -9836,13 +9836,13 @@ GLAPI void APIENTRY glLGPUInterlockNVX (void);
 #ifndef GL_NVX_progress_fence
 #define GL_NVX_progress_fence 1
 typedef GLuint (APIENTRYP PFNGLCREATEPROGRESSFENCENVXPROC) (void);
-typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREUI64NVXPROC) (GLuint signalGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
-typedef void (APIENTRYP PFNGLWAITSEMAPHOREUI64NVXPROC) (GLuint waitGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
+typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREUI64NVXPROC) (GLuint signalGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
+typedef void (APIENTRYP PFNGLWAITSEMAPHOREUI64NVXPROC) (GLuint waitGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
 typedef void (APIENTRYP PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC) (GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
 #ifdef GL_GLEXT_PROTOTYPES
 GLAPI GLuint APIENTRY glCreateProgressFenceNVX (void);
-GLAPI void APIENTRY glSignalSemaphoreui64NVX (GLuint signalGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
-GLAPI void APIENTRY glWaitSemaphoreui64NVX (GLuint waitGpu, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
+GLAPI void APIENTRY glSignalSemaphoreui64NVX (GLuint signalGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
+GLAPI void APIENTRY glWaitSemaphoreui64NVX (GLuint waitGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
 GLAPI void APIENTRY glClientWaitSemaphoreui64NVX (GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray);
 #endif
 #endif /* GL_NVX_progress_fence */
@@ -10433,25 +10433,25 @@ GLAPI void APIENTRY glFramebufferTextureFaceEXT (GLenum target, GLenum attachmen
 #define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549
 typedef void (APIENTRYP PFNGLRENDERGPUMASKNVPROC) (GLbitfield mask);
 typedef void (APIENTRYP PFNGLMULTICASTBUFFERSUBDATANVPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);
-typedef void (APIENTRYP PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
-typedef void (APIENTRYP PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
-typedef void (APIENTRYP PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+typedef void (APIENTRYP PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+typedef void (APIENTRYP PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
+typedef void (APIENTRYP PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGPU, GLuint dstGPU, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
 typedef void (APIENTRYP PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v);
 typedef void (APIENTRYP PFNGLMULTICASTBARRIERNVPROC) (void);
-typedef void (APIENTRYP PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGpu, GLbitfield waitGpuMask);
+typedef void (APIENTRYP PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGPU, GLbitfield waitGPUMask);
 typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint *params);
 typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint *params);
 typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint64 *params);
 typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint64 *params);
 #ifdef GL_GLEXT_PROTOTYPES
-GLAPI void APIENTRY glRenderGpuMaskNV (GLbitfield mask);
+GLAPI void APIENTRY glRenderGPUMaskNV (GLbitfield mask);
 GLAPI void APIENTRY glMulticastBufferSubDataNV (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data);
-GLAPI void APIENTRY glMulticastCopyBufferSubDataNV (GLuint readGpu, GLbitfield writeGpuMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
-GLAPI void APIENTRY glMulticastCopyImageSubDataNV (GLuint srcGpu, GLbitfield dstGpuMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
-GLAPI void APIENTRY glMulticastBlitFramebufferNV (GLuint srcGpu, GLuint dstGpu, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+GLAPI void APIENTRY glMulticastCopyBufferSubDataNV (GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
+GLAPI void APIENTRY glMulticastCopyImageSubDataNV (GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth);
+GLAPI void APIENTRY glMulticastBlitFramebufferNV (GLuint srcGPU, GLuint dstGPU, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
 GLAPI void APIENTRY glMulticastFramebufferSampleLocationsfvNV (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v);
 GLAPI void APIENTRY glMulticastBarrierNV (void);
-GLAPI void APIENTRY glMulticastWaitSyncNV (GLuint signalGpu, GLbitfield waitGpuMask);
+GLAPI void APIENTRY glMulticastWaitSyncNV (GLuint signalGPU, GLbitfield waitGPUMask);
 GLAPI void APIENTRY glMulticastGetQueryObjectivNV (GLuint gpu, GLuint id, GLenum pname, GLint *params);
 GLAPI void APIENTRY glMulticastGetQueryObjectuivNV (GLuint gpu, GLuint id, GLenum pname, GLuint *params);
 GLAPI void APIENTRY glMulticastGetQueryObjecti64vNV (GLuint gpu, GLuint id, GLenum pname, GLint64 *params);

+ 4 - 4
src/core/SDL_core_unsupported.c

@@ -64,13 +64,13 @@ SDL_bool SDL_GetGDKDefaultUser(void *outUserHandle)
     return SDL_Unsupported();
 }
 
-SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGpu(SDL_GpuDevice *device);
-void SDL_GDKSuspendGpu(SDL_GpuDevice *device)
+SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
+void SDL_GDKSuspendGPU(SDL_GPUDevice *device)
 {
 }
 
-SDL_DECLSPEC void SDLCALL SDL_GDKResumeGpu(SDL_GpuDevice *device);
-void SDL_GDKResumeGpu(SDL_GpuDevice *device)
+SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device);
+void SDL_GDKResumeGPU(SDL_GPUDevice *device)
 {
 }
 

+ 81 - 81
src/dynapi/SDL_dynapi.sym

@@ -1060,87 +1060,87 @@ SDL3_0.0.0 {
     SDL_wcsnstr;
     SDL_wcsstr;
     SDL_wcstol;
-    SDL_CreateGpuDevice;
-    SDL_CreateGpuDeviceWithProperties;
-    SDL_DestroyGpuDevice;
-    SDL_GetGpuDriver;
-    SDL_CreateGpuComputePipeline;
-    SDL_CreateGpuGraphicsPipeline;
-    SDL_CreateGpuSampler;
-    SDL_CreateGpuShader;
-    SDL_CreateGpuTexture;
-    SDL_CreateGpuBuffer;
-    SDL_CreateGpuTransferBuffer;
-    SDL_SetGpuBufferName;
-    SDL_SetGpuTextureName;
-    SDL_InsertGpuDebugLabel;
-    SDL_PushGpuDebugGroup;
-    SDL_PopGpuDebugGroup;
-    SDL_ReleaseGpuTexture;
-    SDL_ReleaseGpuSampler;
-    SDL_ReleaseGpuBuffer;
-    SDL_ReleaseGpuTransferBuffer;
-    SDL_ReleaseGpuComputePipeline;
-    SDL_ReleaseGpuShader;
-    SDL_ReleaseGpuGraphicsPipeline;
-    SDL_BeginGpuRenderPass;
-    SDL_BindGpuGraphicsPipeline;
-    SDL_SetGpuViewport;
-    SDL_SetGpuScissor;
-    SDL_BindGpuVertexBuffers;
-    SDL_BindGpuIndexBuffer;
-    SDL_BindGpuVertexSamplers;
-    SDL_BindGpuVertexStorageTextures;
-    SDL_BindGpuVertexStorageBuffers;
-    SDL_BindGpuFragmentSamplers;
-    SDL_BindGpuFragmentStorageTextures;
-    SDL_BindGpuFragmentStorageBuffers;
-    SDL_PushGpuVertexUniformData;
-    SDL_PushGpuFragmentUniformData;
-    SDL_DrawGpuIndexedPrimitives;
-    SDL_DrawGpuPrimitives;
-    SDL_DrawGpuPrimitivesIndirect;
-    SDL_DrawGpuIndexedPrimitivesIndirect;
-    SDL_EndGpuRenderPass;
-    SDL_BeginGpuComputePass;
-    SDL_BindGpuComputePipeline;
-    SDL_BindGpuComputeStorageTextures;
-    SDL_BindGpuComputeStorageBuffers;
-    SDL_PushGpuComputeUniformData;
-    SDL_DispatchGpuCompute;
-    SDL_DispatchGpuComputeIndirect;
-    SDL_EndGpuComputePass;
-    SDL_MapGpuTransferBuffer;
-    SDL_UnmapGpuTransferBuffer;
-    SDL_BeginGpuCopyPass;
-    SDL_UploadToGpuTexture;
-    SDL_UploadToGpuBuffer;
-    SDL_CopyGpuTextureToTexture;
-    SDL_CopyGpuBufferToBuffer;
-    SDL_GenerateGpuMipmaps;
-    SDL_DownloadFromGpuTexture;
-    SDL_DownloadFromGpuBuffer;
-    SDL_EndGpuCopyPass;
-    SDL_BlitGpu;
-    SDL_SupportsGpuSwapchainComposition;
-    SDL_SupportsGpuPresentMode;
-    SDL_ClaimGpuWindow;
-    SDL_UnclaimGpuWindow;
-    SDL_SetGpuSwapchainParameters;
-    SDL_GetGpuSwapchainTextureFormat;
-    SDL_AcquireGpuCommandBuffer;
-    SDL_AcquireGpuSwapchainTexture;
-    SDL_SubmitGpu;
-    SDL_SubmitGpuAndAcquireFence;
-    SDL_WaitGpu;
-    SDL_WaitGpuForFences;
-    SDL_QueryGpuFence;
-    SDL_ReleaseGpuFence;
-    SDL_GpuTextureFormatTexelBlockSize;
-    SDL_SupportsGpuTextureFormat;
-    SDL_SupportsGpuSampleCount;
-    SDL_GDKSuspendGpu;
-    SDL_GDKResumeGpu;
+    SDL_CreateGPUDevice;
+    SDL_CreateGPUDeviceWithProperties;
+    SDL_DestroyGPUDevice;
+    SDL_GetGPUDriver;
+    SDL_CreateGPUComputePipeline;
+    SDL_CreateGPUGraphicsPipeline;
+    SDL_CreateGPUSampler;
+    SDL_CreateGPUShader;
+    SDL_CreateGPUTexture;
+    SDL_CreateGPUBuffer;
+    SDL_CreateGPUTransferBuffer;
+    SDL_SetGPUBufferName;
+    SDL_SetGPUTextureName;
+    SDL_InsertGPUDebugLabel;
+    SDL_PushGPUDebugGroup;
+    SDL_PopGPUDebugGroup;
+    SDL_ReleaseGPUTexture;
+    SDL_ReleaseGPUSampler;
+    SDL_ReleaseGPUBuffer;
+    SDL_ReleaseGPUTransferBuffer;
+    SDL_ReleaseGPUComputePipeline;
+    SDL_ReleaseGPUShader;
+    SDL_ReleaseGPUGraphicsPipeline;
+    SDL_BeginGPURenderPass;
+    SDL_BindGPUGraphicsPipeline;
+    SDL_SetGPUViewport;
+    SDL_SetGPUScissor;
+    SDL_BindGPUVertexBuffers;
+    SDL_BindGPUIndexBuffer;
+    SDL_BindGPUVertexSamplers;
+    SDL_BindGPUVertexStorageTextures;
+    SDL_BindGPUVertexStorageBuffers;
+    SDL_BindGPUFragmentSamplers;
+    SDL_BindGPUFragmentStorageTextures;
+    SDL_BindGPUFragmentStorageBuffers;
+    SDL_PushGPUVertexUniformData;
+    SDL_PushGPUFragmentUniformData;
+    SDL_DrawGPUIndexedPrimitives;
+    SDL_DrawGPUPrimitives;
+    SDL_DrawGPUPrimitivesIndirect;
+    SDL_DrawGPUIndexedPrimitivesIndirect;
+    SDL_EndGPURenderPass;
+    SDL_BeginGPUComputePass;
+    SDL_BindGPUComputePipeline;
+    SDL_BindGPUComputeStorageTextures;
+    SDL_BindGPUComputeStorageBuffers;
+    SDL_PushGPUComputeUniformData;
+    SDL_DispatchGPUCompute;
+    SDL_DispatchGPUComputeIndirect;
+    SDL_EndGPUComputePass;
+    SDL_MapGPUTransferBuffer;
+    SDL_UnmapGPUTransferBuffer;
+    SDL_BeginGPUCopyPass;
+    SDL_UploadToGPUTexture;
+    SDL_UploadToGPUBuffer;
+    SDL_CopyGPUTextureToTexture;
+    SDL_CopyGPUBufferToBuffer;
+    SDL_GenerateGPUMipmaps;
+    SDL_DownloadFromGPUTexture;
+    SDL_DownloadFromGPUBuffer;
+    SDL_EndGPUCopyPass;
+    SDL_BlitGPU;
+    SDL_SupportsGPUSwapchainComposition;
+    SDL_SupportsGPUPresentMode;
+    SDL_ClaimGPUWindow;
+    SDL_UnclaimGPUWindow;
+    SDL_SetGPUSwapchainParameters;
+    SDL_GetGPUSwapchainTextureFormat;
+    SDL_AcquireGPUCommandBuffer;
+    SDL_AcquireGPUSwapchainTexture;
+    SDL_SubmitGPU;
+    SDL_SubmitGPUAndAcquireFence;
+    SDL_WaitGPU;
+    SDL_WaitGPUForFences;
+    SDL_QueryGPUFence;
+    SDL_ReleaseGPUFence;
+    SDL_GPUTextureFormatTexelBlockSize;
+    SDL_SupportsGPUTextureFormat;
+    SDL_SupportsGPUSampleCount;
+    SDL_GDKSuspendGPU;
+    SDL_GDKResumeGPU;
     # extra symbols go here (don't modify this line)
   local: *;
 };

+ 81 - 81
src/dynapi/SDL_dynapi_overrides.h

@@ -1085,84 +1085,84 @@
 #define SDL_wcsnstr SDL_wcsnstr_REAL
 #define SDL_wcsstr SDL_wcsstr_REAL
 #define SDL_wcstol SDL_wcstol_REAL
-#define SDL_CreateGpuDevice SDL_CreateGpuDevice_REAL
-#define SDL_CreateGpuDeviceWithProperties SDL_CreateGpuDeviceWithProperties_REAL
-#define SDL_DestroyGpuDevice SDL_DestroyGpuDevice_REAL
-#define SDL_GetGpuDriver SDL_GetGpuDriver_REAL
-#define SDL_CreateGpuComputePipeline SDL_CreateGpuComputePipeline_REAL
-#define SDL_CreateGpuGraphicsPipeline SDL_CreateGpuGraphicsPipeline_REAL
-#define SDL_CreateGpuSampler SDL_CreateGpuSampler_REAL
-#define SDL_CreateGpuShader SDL_CreateGpuShader_REAL
-#define SDL_CreateGpuTexture SDL_CreateGpuTexture_REAL
-#define SDL_CreateGpuBuffer SDL_CreateGpuBuffer_REAL
-#define SDL_CreateGpuTransferBuffer SDL_CreateGpuTransferBuffer_REAL
-#define SDL_SetGpuBufferName SDL_SetGpuBufferName_REAL
-#define SDL_SetGpuTextureName SDL_SetGpuTextureName_REAL
-#define SDL_InsertGpuDebugLabel SDL_InsertGpuDebugLabel_REAL
-#define SDL_PushGpuDebugGroup SDL_PushGpuDebugGroup_REAL
-#define SDL_PopGpuDebugGroup SDL_PopGpuDebugGroup_REAL
-#define SDL_ReleaseGpuTexture SDL_ReleaseGpuTexture_REAL
-#define SDL_ReleaseGpuSampler SDL_ReleaseGpuSampler_REAL
-#define SDL_ReleaseGpuBuffer SDL_ReleaseGpuBuffer_REAL
-#define SDL_ReleaseGpuTransferBuffer SDL_ReleaseGpuTransferBuffer_REAL
-#define SDL_ReleaseGpuComputePipeline SDL_ReleaseGpuComputePipeline_REAL
-#define SDL_ReleaseGpuShader SDL_ReleaseGpuShader_REAL
-#define SDL_ReleaseGpuGraphicsPipeline SDL_ReleaseGpuGraphicsPipeline_REAL
-#define SDL_BeginGpuRenderPass SDL_BeginGpuRenderPass_REAL
-#define SDL_BindGpuGraphicsPipeline SDL_BindGpuGraphicsPipeline_REAL
-#define SDL_SetGpuViewport SDL_SetGpuViewport_REAL
-#define SDL_SetGpuScissor SDL_SetGpuScissor_REAL
-#define SDL_BindGpuVertexBuffers SDL_BindGpuVertexBuffers_REAL
-#define SDL_BindGpuIndexBuffer SDL_BindGpuIndexBuffer_REAL
-#define SDL_BindGpuVertexSamplers SDL_BindGpuVertexSamplers_REAL
-#define SDL_BindGpuVertexStorageTextures SDL_BindGpuVertexStorageTextures_REAL
-#define SDL_BindGpuVertexStorageBuffers SDL_BindGpuVertexStorageBuffers_REAL
-#define SDL_BindGpuFragmentSamplers SDL_BindGpuFragmentSamplers_REAL
-#define SDL_BindGpuFragmentStorageTextures SDL_BindGpuFragmentStorageTextures_REAL
-#define SDL_BindGpuFragmentStorageBuffers SDL_BindGpuFragmentStorageBuffers_REAL
-#define SDL_PushGpuVertexUniformData SDL_PushGpuVertexUniformData_REAL
-#define SDL_PushGpuFragmentUniformData SDL_PushGpuFragmentUniformData_REAL
-#define SDL_DrawGpuIndexedPrimitives SDL_DrawGpuIndexedPrimitives_REAL
-#define SDL_DrawGpuPrimitives SDL_DrawGpuPrimitives_REAL
-#define SDL_DrawGpuPrimitivesIndirect SDL_DrawGpuPrimitivesIndirect_REAL
-#define SDL_DrawGpuIndexedPrimitivesIndirect SDL_DrawGpuIndexedPrimitivesIndirect_REAL
-#define SDL_EndGpuRenderPass SDL_EndGpuRenderPass_REAL
-#define SDL_BeginGpuComputePass SDL_BeginGpuComputePass_REAL
-#define SDL_BindGpuComputePipeline SDL_BindGpuComputePipeline_REAL
-#define SDL_BindGpuComputeStorageTextures SDL_BindGpuComputeStorageTextures_REAL
-#define SDL_BindGpuComputeStorageBuffers SDL_BindGpuComputeStorageBuffers_REAL
-#define SDL_PushGpuComputeUniformData SDL_PushGpuComputeUniformData_REAL
-#define SDL_DispatchGpuCompute SDL_DispatchGpuCompute_REAL
-#define SDL_DispatchGpuComputeIndirect SDL_DispatchGpuComputeIndirect_REAL
-#define SDL_EndGpuComputePass SDL_EndGpuComputePass_REAL
-#define SDL_MapGpuTransferBuffer SDL_MapGpuTransferBuffer_REAL
-#define SDL_UnmapGpuTransferBuffer SDL_UnmapGpuTransferBuffer_REAL
-#define SDL_BeginGpuCopyPass SDL_BeginGpuCopyPass_REAL
-#define SDL_UploadToGpuTexture SDL_UploadToGpuTexture_REAL
-#define SDL_UploadToGpuBuffer SDL_UploadToGpuBuffer_REAL
-#define SDL_CopyGpuTextureToTexture SDL_CopyGpuTextureToTexture_REAL
-#define SDL_CopyGpuBufferToBuffer SDL_CopyGpuBufferToBuffer_REAL
-#define SDL_GenerateGpuMipmaps SDL_GenerateGpuMipmaps_REAL
-#define SDL_DownloadFromGpuTexture SDL_DownloadFromGpuTexture_REAL
-#define SDL_DownloadFromGpuBuffer SDL_DownloadFromGpuBuffer_REAL
-#define SDL_EndGpuCopyPass SDL_EndGpuCopyPass_REAL
-#define SDL_BlitGpu SDL_BlitGpu_REAL
-#define SDL_SupportsGpuSwapchainComposition SDL_SupportsGpuSwapchainComposition_REAL
-#define SDL_SupportsGpuPresentMode SDL_SupportsGpuPresentMode_REAL
-#define SDL_ClaimGpuWindow SDL_ClaimGpuWindow_REAL
-#define SDL_UnclaimGpuWindow SDL_UnclaimGpuWindow_REAL
-#define SDL_SetGpuSwapchainParameters SDL_SetGpuSwapchainParameters_REAL
-#define SDL_GetGpuSwapchainTextureFormat SDL_GetGpuSwapchainTextureFormat_REAL
-#define SDL_AcquireGpuCommandBuffer SDL_AcquireGpuCommandBuffer_REAL
-#define SDL_AcquireGpuSwapchainTexture SDL_AcquireGpuSwapchainTexture_REAL
-#define SDL_SubmitGpu SDL_SubmitGpu_REAL
-#define SDL_SubmitGpuAndAcquireFence SDL_SubmitGpuAndAcquireFence_REAL
-#define SDL_WaitGpu SDL_WaitGpu_REAL
-#define SDL_WaitGpuForFences SDL_WaitGpuForFences_REAL
-#define SDL_QueryGpuFence SDL_QueryGpuFence_REAL
-#define SDL_ReleaseGpuFence SDL_ReleaseGpuFence_REAL
-#define SDL_GpuTextureFormatTexelBlockSize SDL_GpuTextureFormatTexelBlockSize_REAL
-#define SDL_SupportsGpuTextureFormat SDL_SupportsGpuTextureFormat_REAL
-#define SDL_SupportsGpuSampleCount SDL_SupportsGpuSampleCount_REAL
-#define SDL_GDKSuspendGpu SDL_GDKSuspendGpu_REAL
-#define SDL_GDKResumeGpu SDL_GDKResumeGpu_REAL
+#define SDL_CreateGPUDevice SDL_CreateGPUDevice_REAL
+#define SDL_CreateGPUDeviceWithProperties SDL_CreateGPUDeviceWithProperties_REAL
+#define SDL_DestroyGPUDevice SDL_DestroyGPUDevice_REAL
+#define SDL_GetGPUDriver SDL_GetGPUDriver_REAL
+#define SDL_CreateGPUComputePipeline SDL_CreateGPUComputePipeline_REAL
+#define SDL_CreateGPUGraphicsPipeline SDL_CreateGPUGraphicsPipeline_REAL
+#define SDL_CreateGPUSampler SDL_CreateGPUSampler_REAL
+#define SDL_CreateGPUShader SDL_CreateGPUShader_REAL
+#define SDL_CreateGPUTexture SDL_CreateGPUTexture_REAL
+#define SDL_CreateGPUBuffer SDL_CreateGPUBuffer_REAL
+#define SDL_CreateGPUTransferBuffer SDL_CreateGPUTransferBuffer_REAL
+#define SDL_SetGPUBufferName SDL_SetGPUBufferName_REAL
+#define SDL_SetGPUTextureName SDL_SetGPUTextureName_REAL
+#define SDL_InsertGPUDebugLabel SDL_InsertGPUDebugLabel_REAL
+#define SDL_PushGPUDebugGroup SDL_PushGPUDebugGroup_REAL
+#define SDL_PopGPUDebugGroup SDL_PopGPUDebugGroup_REAL
+#define SDL_ReleaseGPUTexture SDL_ReleaseGPUTexture_REAL
+#define SDL_ReleaseGPUSampler SDL_ReleaseGPUSampler_REAL
+#define SDL_ReleaseGPUBuffer SDL_ReleaseGPUBuffer_REAL
+#define SDL_ReleaseGPUTransferBuffer SDL_ReleaseGPUTransferBuffer_REAL
+#define SDL_ReleaseGPUComputePipeline SDL_ReleaseGPUComputePipeline_REAL
+#define SDL_ReleaseGPUShader SDL_ReleaseGPUShader_REAL
+#define SDL_ReleaseGPUGraphicsPipeline SDL_ReleaseGPUGraphicsPipeline_REAL
+#define SDL_BeginGPURenderPass SDL_BeginGPURenderPass_REAL
+#define SDL_BindGPUGraphicsPipeline SDL_BindGPUGraphicsPipeline_REAL
+#define SDL_SetGPUViewport SDL_SetGPUViewport_REAL
+#define SDL_SetGPUScissor SDL_SetGPUScissor_REAL
+#define SDL_BindGPUVertexBuffers SDL_BindGPUVertexBuffers_REAL
+#define SDL_BindGPUIndexBuffer SDL_BindGPUIndexBuffer_REAL
+#define SDL_BindGPUVertexSamplers SDL_BindGPUVertexSamplers_REAL
+#define SDL_BindGPUVertexStorageTextures SDL_BindGPUVertexStorageTextures_REAL
+#define SDL_BindGPUVertexStorageBuffers SDL_BindGPUVertexStorageBuffers_REAL
+#define SDL_BindGPUFragmentSamplers SDL_BindGPUFragmentSamplers_REAL
+#define SDL_BindGPUFragmentStorageTextures SDL_BindGPUFragmentStorageTextures_REAL
+#define SDL_BindGPUFragmentStorageBuffers SDL_BindGPUFragmentStorageBuffers_REAL
+#define SDL_PushGPUVertexUniformData SDL_PushGPUVertexUniformData_REAL
+#define SDL_PushGPUFragmentUniformData SDL_PushGPUFragmentUniformData_REAL
+#define SDL_DrawGPUIndexedPrimitives SDL_DrawGPUIndexedPrimitives_REAL
+#define SDL_DrawGPUPrimitives SDL_DrawGPUPrimitives_REAL
+#define SDL_DrawGPUPrimitivesIndirect SDL_DrawGPUPrimitivesIndirect_REAL
+#define SDL_DrawGPUIndexedPrimitivesIndirect SDL_DrawGPUIndexedPrimitivesIndirect_REAL
+#define SDL_EndGPURenderPass SDL_EndGPURenderPass_REAL
+#define SDL_BeginGPUComputePass SDL_BeginGPUComputePass_REAL
+#define SDL_BindGPUComputePipeline SDL_BindGPUComputePipeline_REAL
+#define SDL_BindGPUComputeStorageTextures SDL_BindGPUComputeStorageTextures_REAL
+#define SDL_BindGPUComputeStorageBuffers SDL_BindGPUComputeStorageBuffers_REAL
+#define SDL_PushGPUComputeUniformData SDL_PushGPUComputeUniformData_REAL
+#define SDL_DispatchGPUCompute SDL_DispatchGPUCompute_REAL
+#define SDL_DispatchGPUComputeIndirect SDL_DispatchGPUComputeIndirect_REAL
+#define SDL_EndGPUComputePass SDL_EndGPUComputePass_REAL
+#define SDL_MapGPUTransferBuffer SDL_MapGPUTransferBuffer_REAL
+#define SDL_UnmapGPUTransferBuffer SDL_UnmapGPUTransferBuffer_REAL
+#define SDL_BeginGPUCopyPass SDL_BeginGPUCopyPass_REAL
+#define SDL_UploadToGPUTexture SDL_UploadToGPUTexture_REAL
+#define SDL_UploadToGPUBuffer SDL_UploadToGPUBuffer_REAL
+#define SDL_CopyGPUTextureToTexture SDL_CopyGPUTextureToTexture_REAL
+#define SDL_CopyGPUBufferToBuffer SDL_CopyGPUBufferToBuffer_REAL
+#define SDL_GenerateGPUMipmaps SDL_GenerateGPUMipmaps_REAL
+#define SDL_DownloadFromGPUTexture SDL_DownloadFromGPUTexture_REAL
+#define SDL_DownloadFromGPUBuffer SDL_DownloadFromGPUBuffer_REAL
+#define SDL_EndGPUCopyPass SDL_EndGPUCopyPass_REAL
+#define SDL_BlitGPU SDL_BlitGPU_REAL
+#define SDL_SupportsGPUSwapchainComposition SDL_SupportsGPUSwapchainComposition_REAL
+#define SDL_SupportsGPUPresentMode SDL_SupportsGPUPresentMode_REAL
+#define SDL_ClaimGPUWindow SDL_ClaimGPUWindow_REAL
+#define SDL_UnclaimGPUWindow SDL_UnclaimGPUWindow_REAL
+#define SDL_SetGPUSwapchainParameters SDL_SetGPUSwapchainParameters_REAL
+#define SDL_GetGPUSwapchainTextureFormat SDL_GetGPUSwapchainTextureFormat_REAL
+#define SDL_AcquireGPUCommandBuffer SDL_AcquireGPUCommandBuffer_REAL
+#define SDL_AcquireGPUSwapchainTexture SDL_AcquireGPUSwapchainTexture_REAL
+#define SDL_SubmitGPU SDL_SubmitGPU_REAL
+#define SDL_SubmitGPUAndAcquireFence SDL_SubmitGPUAndAcquireFence_REAL
+#define SDL_WaitGPU SDL_WaitGPU_REAL
+#define SDL_WaitGPUForFences SDL_WaitGPUForFences_REAL
+#define SDL_QueryGPUFence SDL_QueryGPUFence_REAL
+#define SDL_ReleaseGPUFence SDL_ReleaseGPUFence_REAL
+#define SDL_GPUTextureFormatTexelBlockSize SDL_GPUTextureFormatTexelBlockSize_REAL
+#define SDL_SupportsGPUTextureFormat SDL_SupportsGPUTextureFormat_REAL
+#define SDL_SupportsGPUSampleCount SDL_SupportsGPUSampleCount_REAL
+#define SDL_GDKSuspendGPU SDL_GDKSuspendGPU_REAL
+#define SDL_GDKResumeGPU SDL_GDKResumeGPU_REAL

+ 81 - 81
src/dynapi/SDL_dynapi_procs.h

@@ -1091,84 +1091,84 @@ SDL_DYNAPI_PROC(size_t,SDL_wcsnlen,(const wchar_t *a, size_t b),(a,b),return)
 SDL_DYNAPI_PROC(wchar_t*,SDL_wcsnstr,(const wchar_t *a, const wchar_t *b, size_t c),(a,b,c),return)
 SDL_DYNAPI_PROC(wchar_t*,SDL_wcsstr,(const wchar_t *a, const wchar_t *b),(a,b),return)
 SDL_DYNAPI_PROC(long,SDL_wcstol,(const wchar_t *a, wchar_t **b, int c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_GpuDevice*,SDL_CreateGpuDevice,(SDL_GpuShaderFormat a, SDL_bool b, SDL_bool c, const char *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(SDL_GpuDevice*,SDL_CreateGpuDeviceWithProperties,(SDL_PropertiesID a),(a),return)
-SDL_DYNAPI_PROC(void,SDL_DestroyGpuDevice,(SDL_GpuDevice *a),(a),)
-SDL_DYNAPI_PROC(SDL_GpuDriver,SDL_GetGpuDriver,(SDL_GpuDevice *a),(a),return)
-SDL_DYNAPI_PROC(SDL_GpuComputePipeline*,SDL_CreateGpuComputePipeline,(SDL_GpuDevice *a, SDL_GpuComputePipelineCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GpuGraphicsPipeline*,SDL_CreateGpuGraphicsPipeline,(SDL_GpuDevice *a, SDL_GpuGraphicsPipelineCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GpuSampler*,SDL_CreateGpuSampler,(SDL_GpuDevice *a, SDL_GpuSamplerCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GpuShader*,SDL_CreateGpuShader,(SDL_GpuDevice *a, SDL_GpuShaderCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GpuTexture*,SDL_CreateGpuTexture,(SDL_GpuDevice *a, SDL_GpuTextureCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GpuBuffer*,SDL_CreateGpuBuffer,(SDL_GpuDevice *a, SDL_GpuBufferCreateInfo* b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GpuTransferBuffer*,SDL_CreateGpuTransferBuffer,(SDL_GpuDevice *a, SDL_GpuTransferBufferCreateInfo *b),(a,b),return)
-SDL_DYNAPI_PROC(void,SDL_SetGpuBufferName,(SDL_GpuDevice *a, SDL_GpuBuffer *b, const char *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_SetGpuTextureName,(SDL_GpuDevice *a, SDL_GpuTexture *b, const char *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_InsertGpuDebugLabel,(SDL_GpuCommandBuffer *a, const char *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_PushGpuDebugGroup,(SDL_GpuCommandBuffer *a, const char *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_PopGpuDebugGroup,(SDL_GpuCommandBuffer *a),(a),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGpuTexture,(SDL_GpuDevice *a, SDL_GpuTexture *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGpuSampler,(SDL_GpuDevice *a, SDL_GpuSampler *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGpuBuffer,(SDL_GpuDevice *a, SDL_GpuBuffer *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGpuTransferBuffer,(SDL_GpuDevice *a, SDL_GpuTransferBuffer *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGpuComputePipeline,(SDL_GpuDevice *a, SDL_GpuComputePipeline *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGpuShader,(SDL_GpuDevice *a, SDL_GpuShader *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGpuGraphicsPipeline,(SDL_GpuDevice *a, SDL_GpuGraphicsPipeline *b),(a,b),)
-SDL_DYNAPI_PROC(SDL_GpuCommandBuffer*,SDL_AcquireGpuCommandBuffer,(SDL_GpuDevice *a),(a),return)
-SDL_DYNAPI_PROC(void,SDL_PushGpuVertexUniformData,(SDL_GpuCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_PushGpuFragmentUniformData,(SDL_GpuCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_PushGpuComputeUniformData,(SDL_GpuCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(SDL_GpuRenderPass*,SDL_BeginGpuRenderPass,(SDL_GpuCommandBuffer *a, SDL_GpuColorAttachmentInfo *b, Uint32 c, SDL_GpuDepthStencilAttachmentInfo *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(void,SDL_BindGpuGraphicsPipeline,(SDL_GpuRenderPass *a, SDL_GpuGraphicsPipeline *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_SetGpuViewport,(SDL_GpuRenderPass *a, SDL_GpuViewport *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_SetGpuScissor,(SDL_GpuRenderPass *a, SDL_Rect *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuVertexBuffers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuBufferBinding *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuIndexBuffer,(SDL_GpuRenderPass *a, SDL_GpuBufferBinding *b, SDL_GpuIndexElementSize c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuVertexSamplers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuVertexStorageTextures,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuTexture **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuVertexStorageBuffers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuBuffer **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuFragmentSamplers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuFragmentStorageTextures,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuTexture **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuFragmentStorageBuffers,(SDL_GpuRenderPass *a, Uint32 b, SDL_GpuBuffer **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_DrawGpuIndexedPrimitives,(SDL_GpuRenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),)
-SDL_DYNAPI_PROC(void,SDL_DrawGpuPrimitives,(SDL_GpuRenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
-SDL_DYNAPI_PROC(void,SDL_DrawGpuPrimitivesIndirect,(SDL_GpuRenderPass *a, SDL_GpuBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
-SDL_DYNAPI_PROC(void,SDL_DrawGpuIndexedPrimitivesIndirect,(SDL_GpuRenderPass *a, SDL_GpuBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
-SDL_DYNAPI_PROC(void,SDL_EndGpuRenderPass,(SDL_GpuRenderPass *a),(a),)
-SDL_DYNAPI_PROC(SDL_GpuComputePass*,SDL_BeginGpuComputePass,(SDL_GpuCommandBuffer *a, SDL_GpuStorageTextureWriteOnlyBinding *b, Uint32 c, SDL_GpuStorageBufferWriteOnlyBinding *d, Uint32 e),(a,b,c,d,e),return)
-SDL_DYNAPI_PROC(void,SDL_BindGpuComputePipeline,(SDL_GpuComputePass *a, SDL_GpuComputePipeline *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuComputeStorageTextures,(SDL_GpuComputePass *a, Uint32 b, SDL_GpuTexture **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_BindGpuComputeStorageBuffers,(SDL_GpuComputePass *a, Uint32 b, SDL_GpuBuffer **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_DispatchGpuCompute,(SDL_GpuComputePass *a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_DispatchGpuComputeIndirect,(SDL_GpuComputePass *a, SDL_GpuBuffer *b, Uint32 c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_EndGpuComputePass,(SDL_GpuComputePass *a),(a),)
-SDL_DYNAPI_PROC(void*,SDL_MapGpuTransferBuffer,(SDL_GpuDevice *a, SDL_GpuTransferBuffer *b, SDL_bool c),(a,b,c),return)
-SDL_DYNAPI_PROC(void,SDL_UnmapGpuTransferBuffer,(SDL_GpuDevice *a, SDL_GpuTransferBuffer *b),(a,b),)
-SDL_DYNAPI_PROC(SDL_GpuCopyPass*,SDL_BeginGpuCopyPass,(SDL_GpuCommandBuffer *a),(a),return)
-SDL_DYNAPI_PROC(void,SDL_UploadToGpuTexture,(SDL_GpuCopyPass *a, SDL_GpuTextureTransferInfo *b, SDL_GpuTextureRegion *c, SDL_bool d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_UploadToGpuBuffer,(SDL_GpuCopyPass *a, SDL_GpuTransferBufferLocation *b, SDL_GpuBufferRegion *c, SDL_bool d),(a,b,c,d),)
-SDL_DYNAPI_PROC(void,SDL_CopyGpuTextureToTexture,(SDL_GpuCopyPass *a, SDL_GpuTextureLocation *b, SDL_GpuTextureLocation *c, Uint32 d, Uint32 e, Uint32 f, SDL_bool g),(a,b,c,d,e,f,g),)
-SDL_DYNAPI_PROC(void,SDL_CopyGpuBufferToBuffer,(SDL_GpuCopyPass *a, SDL_GpuBufferLocation *b, SDL_GpuBufferLocation *c, Uint32 d, SDL_bool e),(a,b,c,d,e),)
-SDL_DYNAPI_PROC(void,SDL_GenerateGpuMipmaps,(SDL_GpuCommandBuffer *a, SDL_GpuTexture *b),(a,b),)
-SDL_DYNAPI_PROC(void,SDL_DownloadFromGpuTexture,(SDL_GpuCopyPass *a, SDL_GpuTextureRegion *b, SDL_GpuTextureTransferInfo *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_DownloadFromGpuBuffer,(SDL_GpuCopyPass *a, SDL_GpuBufferRegion *b, SDL_GpuTransferBufferLocation *c),(a,b,c),)
-SDL_DYNAPI_PROC(void,SDL_EndGpuCopyPass,(SDL_GpuCopyPass *a),(a),)
-SDL_DYNAPI_PROC(void,SDL_BlitGpu,(SDL_GpuCommandBuffer *a, SDL_GpuBlitRegion *b, SDL_GpuBlitRegion *c, SDL_FlipMode d, SDL_GpuFilter e, SDL_bool f),(a,b,c,d,e,f),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGpuSwapchainComposition,(SDL_GpuDevice *a, SDL_Window *b, SDL_GpuSwapchainComposition c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGpuPresentMode,(SDL_GpuDevice *a, SDL_Window *b, SDL_GpuPresentMode c),(a,b,c),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGpuWindow,(SDL_GpuDevice *a, SDL_Window *b),(a,b),return)
-SDL_DYNAPI_PROC(void,SDL_UnclaimGpuWindow,(SDL_GpuDevice *a, SDL_Window *b),(a,b),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SetGpuSwapchainParameters,(SDL_GpuDevice *a, SDL_Window *b, SDL_GpuSwapchainComposition c, SDL_GpuPresentMode d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(SDL_GpuTextureFormat,SDL_GetGpuSwapchainTextureFormat,(SDL_GpuDevice *a, SDL_Window *b),(a,b),return)
-SDL_DYNAPI_PROC(SDL_GpuTexture*,SDL_AcquireGpuSwapchainTexture,(SDL_GpuCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(void,SDL_SubmitGpu,(SDL_GpuCommandBuffer *a),(a),)
-SDL_DYNAPI_PROC(SDL_GpuFence*,SDL_SubmitGpuAndAcquireFence,(SDL_GpuCommandBuffer *a),(a),return)
-SDL_DYNAPI_PROC(void,SDL_WaitGpu,(SDL_GpuDevice *a),(a),)
-SDL_DYNAPI_PROC(void,SDL_WaitGpuForFences,(SDL_GpuDevice *a, SDL_bool b, SDL_GpuFence **c, Uint32 d),(a,b,c,d),)
-SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGpuFence,(SDL_GpuDevice *a, SDL_GpuFence *b),(a,b),return)
-SDL_DYNAPI_PROC(void,SDL_ReleaseGpuFence,(SDL_GpuDevice *a, SDL_GpuFence *b),(a,b),)
-SDL_DYNAPI_PROC(Uint32,SDL_GpuTextureFormatTexelBlockSize,(SDL_GpuTextureFormat a),(a),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGpuTextureFormat,(SDL_GpuDevice *a, SDL_GpuTextureFormat b, SDL_GpuTextureType c, SDL_GpuTextureUsageFlags d),(a,b,c,d),return)
-SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGpuSampleCount,(SDL_GpuDevice *a, SDL_GpuTextureFormat b, SDL_GpuSampleCount c),(a,b,c),return)
-SDL_DYNAPI_PROC(void,SDL_GDKSuspendGpu,(SDL_GpuDevice *a),(a),)
-SDL_DYNAPI_PROC(void,SDL_GDKResumeGpu,(SDL_GpuDevice *a),(a),)
+SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDevice,(SDL_GPUShaderFormat a, SDL_bool b, SDL_bool c, const char *d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(SDL_GPUDevice*,SDL_CreateGPUDeviceWithProperties,(SDL_PropertiesID a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_DestroyGPUDevice,(SDL_GPUDevice *a),(a),)
+SDL_DYNAPI_PROC(SDL_GPUDriver,SDL_GetGPUDriver,(SDL_GPUDevice *a),(a),return)
+SDL_DYNAPI_PROC(SDL_GPUComputePipeline*,SDL_CreateGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipelineCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUGraphicsPipeline*,SDL_CreateGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipelineCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUSampler*,SDL_CreateGPUSampler,(SDL_GPUDevice *a, SDL_GPUSamplerCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUShader*,SDL_CreateGPUShader,(SDL_GPUDevice *a, SDL_GPUShaderCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_CreateGPUTexture,(SDL_GPUDevice *a, SDL_GPUTextureCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUBuffer*,SDL_CreateGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBufferCreateInfo* b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUTransferBuffer*,SDL_CreateGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBufferCreateInfo *b),(a,b),return)
+SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_InsertGPUDebugLabel,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_PushGPUDebugGroup,(SDL_GPUCommandBuffer *a, const char *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_PopGPUDebugGroup,(SDL_GPUCommandBuffer *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTexture,(SDL_GPUDevice *a, SDL_GPUTexture *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUSampler,(SDL_GPUDevice *a, SDL_GPUSampler *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUBuffer,(SDL_GPUDevice *a, SDL_GPUBuffer *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUComputePipeline,(SDL_GPUDevice *a, SDL_GPUComputePipeline *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUShader,(SDL_GPUDevice *a, SDL_GPUShader *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUGraphicsPipeline,(SDL_GPUDevice *a, SDL_GPUGraphicsPipeline *b),(a,b),)
+SDL_DYNAPI_PROC(SDL_GPUCommandBuffer*,SDL_AcquireGPUCommandBuffer,(SDL_GPUDevice *a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_PushGPUVertexUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_PushGPUFragmentUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_PushGPUComputeUniformData,(SDL_GPUCommandBuffer *a, Uint32 b, const void *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(SDL_GPURenderPass*,SDL_BeginGPURenderPass,(SDL_GPUCommandBuffer *a, SDL_GPUColorAttachmentInfo *b, Uint32 c, SDL_GPUDepthStencilAttachmentInfo *d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(void,SDL_BindGPUGraphicsPipeline,(SDL_GPURenderPass *a, SDL_GPUGraphicsPipeline *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, SDL_GPUViewport *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, SDL_Rect *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUVertexBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBufferBinding *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUIndexBuffer,(SDL_GPURenderPass *a, SDL_GPUBufferBinding *b, SDL_GPUIndexElementSize c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUVertexSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUVertexStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentSamplers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTextureSamplerBinding *c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageTextures,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUFragmentStorageBuffers,(SDL_GPURenderPass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Sint32 e, Uint32 f),(a,b,c,d,e,f),)
+SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitives,(SDL_GPURenderPass *a, Uint32 b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
+SDL_DYNAPI_PROC(void,SDL_DrawGPUPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
+SDL_DYNAPI_PROC(void,SDL_DrawGPUIndexedPrimitivesIndirect,(SDL_GPURenderPass *a, SDL_GPUBuffer *b, Uint32 c, Uint32 d, Uint32 e),(a,b,c,d,e),)
+SDL_DYNAPI_PROC(void,SDL_EndGPURenderPass,(SDL_GPURenderPass *a),(a),)
+SDL_DYNAPI_PROC(SDL_GPUComputePass*,SDL_BeginGPUComputePass,(SDL_GPUCommandBuffer *a, SDL_GPUStorageTextureWriteOnlyBinding *b, Uint32 c, SDL_GPUStorageBufferWriteOnlyBinding *d, Uint32 e),(a,b,c,d,e),return)
+SDL_DYNAPI_PROC(void,SDL_BindGPUComputePipeline,(SDL_GPUComputePass *a, SDL_GPUComputePipeline *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageTextures,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUTexture **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_BindGPUComputeStorageBuffers,(SDL_GPUComputePass *a, Uint32 b, SDL_GPUBuffer **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_DispatchGPUCompute,(SDL_GPUComputePass *a, Uint32 b, Uint32 c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_DispatchGPUComputeIndirect,(SDL_GPUComputePass *a, SDL_GPUBuffer *b, Uint32 c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_EndGPUComputePass,(SDL_GPUComputePass *a),(a),)
+SDL_DYNAPI_PROC(void*,SDL_MapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b, SDL_bool c),(a,b,c),return)
+SDL_DYNAPI_PROC(void,SDL_UnmapGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
+SDL_DYNAPI_PROC(SDL_GPUCopyPass*,SDL_BeginGPUCopyPass,(SDL_GPUCommandBuffer *a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_UploadToGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureTransferInfo *b, SDL_GPUTextureRegion *c, SDL_bool d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_UploadToGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUTransferBufferLocation *b, SDL_GPUBufferRegion *c, SDL_bool d),(a,b,c,d),)
+SDL_DYNAPI_PROC(void,SDL_CopyGPUTextureToTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureLocation *b, SDL_GPUTextureLocation *c, Uint32 d, Uint32 e, Uint32 f, SDL_bool g),(a,b,c,d,e,f,g),)
+SDL_DYNAPI_PROC(void,SDL_CopyGPUBufferToBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferLocation *b, SDL_GPUBufferLocation *c, Uint32 d, SDL_bool e),(a,b,c,d,e),)
+SDL_DYNAPI_PROC(void,SDL_GenerateGPUMipmaps,(SDL_GPUCommandBuffer *a, SDL_GPUTexture *b),(a,b),)
+SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUTexture,(SDL_GPUCopyPass *a, SDL_GPUTextureRegion *b, SDL_GPUTextureTransferInfo *c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_DownloadFromGPUBuffer,(SDL_GPUCopyPass *a, SDL_GPUBufferRegion *b, SDL_GPUTransferBufferLocation *c),(a,b,c),)
+SDL_DYNAPI_PROC(void,SDL_EndGPUCopyPass,(SDL_GPUCopyPass *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_BlitGPU,(SDL_GPUCommandBuffer *a, SDL_GPUBlitRegion *b, SDL_GPUBlitRegion *c, SDL_FlipMode d, SDL_GPUFilter e, SDL_bool f),(a,b,c,d,e,f),)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_ClaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
+SDL_DYNAPI_PROC(void,SDL_UnclaimGPUWindow,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(SDL_GPUTextureFormat,SDL_GetGPUSwapchainTextureFormat,(SDL_GPUDevice *a, SDL_Window *b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_GPUTexture*,SDL_AcquireGPUSwapchainTexture,(SDL_GPUCommandBuffer *a, SDL_Window *b, Uint32 *c, Uint32 *d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(void,SDL_SubmitGPU,(SDL_GPUCommandBuffer *a),(a),)
+SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
+SDL_DYNAPI_PROC(void,SDL_WaitGPU,(SDL_GPUDevice *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_WaitGPUForFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
+SDL_DYNAPI_PROC(SDL_bool,SDL_QueryGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),return)
+SDL_DYNAPI_PROC(void,SDL_ReleaseGPUFence,(SDL_GPUDevice *a, SDL_GPUFence *b),(a,b),)
+SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUTextureFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(SDL_bool,SDL_SupportsGPUSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
+SDL_DYNAPI_PROC(void,SDL_GDKSuspendGPU,(SDL_GPUDevice *a),(a),)
+SDL_DYNAPI_PROC(void,SDL_GDKResumeGPU,(SDL_GPUDevice *a),(a),)

+ 277 - 277
src/gpu/SDL_gpu.c

@@ -120,7 +120,7 @@
 
 // Drivers
 
-static const SDL_GpuBootstrap *backends[] = {
+static const SDL_GPUBootstrap *backends[] = {
 #ifdef SDL_GPU_METAL
     &MetalDriver,
 #endif
@@ -138,22 +138,22 @@ static const SDL_GpuBootstrap *backends[] = {
 
 // Internal Utility Functions
 
-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,
+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_GpuGraphicsPipeline *pipeline;
+    SDL_GPUGraphicsPipelineCreateInfo blitPipelineCreateInfo;
+    SDL_GPUColorAttachmentDescription colorAttachmentDesc;
+    SDL_GPUGraphicsPipeline *pipeline;
 
     if (blitPipelineCount == NULL) {
         // use pre-created, format-agnostic pipelines
@@ -199,7 +199,7 @@ SDL_GpuGraphicsPipeline *SDL_Gpu_FetchBlitPipeline(
     blitPipelineCreateInfo.blendConstants[2] = 1.0f;
     blitPipelineCreateInfo.blendConstants[3] = 1.0f;
 
-    pipeline = SDL_CreateGpuGraphicsPipeline(
+    pipeline = SDL_CreateGPUGraphicsPipeline(
         device,
         &blitPipelineCreateInfo);
 
@@ -224,36 +224,36 @@ SDL_GpuGraphicsPipeline *SDL_Gpu_FetchBlitPipeline(
     return pipeline;
 }
 
-void SDL_Gpu_BlitCommon(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBlitRegion *source,
-    SDL_GpuBlitRegion *destination,
+void SDL_GPU_BlitCommon(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBlitRegion *source,
+    SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GpuFilter filterMode,
+    SDL_GPUFilter filterMode,
     SDL_bool cycle,
-    SDL_GpuSampler *blitLinearSampler,
-    SDL_GpuSampler *blitNearestSampler,
-    SDL_GpuShader *blitVertexShader,
-    SDL_GpuShader *blitFrom2DShader,
-    SDL_GpuShader *blitFrom2DArrayShader,
-    SDL_GpuShader *blitFrom3DShader,
-    SDL_GpuShader *blitFromCubeShader,
+    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;
+    SDL_GPURenderPass *renderPass;
     TextureCommonHeader *srcHeader = (TextureCommonHeader *)source->texture;
     TextureCommonHeader *dstHeader = (TextureCommonHeader *)destination->texture;
-    SDL_GpuGraphicsPipeline *blitPipeline;
-    SDL_GpuColorAttachmentInfo colorAttachmentInfo;
-    SDL_GpuViewport viewport;
-    SDL_GpuTextureSamplerBinding textureSamplerBinding;
+    SDL_GPUGraphicsPipeline *blitPipeline;
+    SDL_GPUColorAttachmentInfo colorAttachmentInfo;
+    SDL_GPUViewport viewport;
+    SDL_GPUTextureSamplerBinding textureSamplerBinding;
     BlitFragmentUniforms blitFragmentUniforms;
     Uint32 layerDivisor;
 
-    blitPipeline = SDL_Gpu_FetchBlitPipeline(
+    blitPipeline = SDL_GPU_FetchBlitPipeline(
         cmdbufHeader->device,
         srcHeader->info.type,
         dstHeader->info.format,
@@ -290,7 +290,7 @@ void SDL_Gpu_BlitCommon(
     colorAttachmentInfo.layerOrDepthPlane = destination->layerOrDepthPlane;
     colorAttachmentInfo.cycle = cycle;
 
-    renderPass = SDL_BeginGpuRenderPass(
+    renderPass = SDL_BeginGPURenderPass(
         commandBuffer,
         &colorAttachmentInfo,
         1,
@@ -303,11 +303,11 @@ void SDL_Gpu_BlitCommon(
     viewport.minDepth = 0;
     viewport.maxDepth = 1;
 
-    SDL_SetGpuViewport(
+    SDL_SetGPUViewport(
         renderPass,
         &viewport);
 
-    SDL_BindGpuGraphicsPipeline(
+    SDL_BindGPUGraphicsPipeline(
         renderPass,
         blitPipeline);
 
@@ -315,7 +315,7 @@ void SDL_Gpu_BlitCommon(
     textureSamplerBinding.sampler =
         filterMode == SDL_GPU_FILTER_NEAREST ? blitNearestSampler : blitLinearSampler;
 
-    SDL_BindGpuFragmentSamplers(
+    SDL_BindGPUFragmentSamplers(
         renderPass,
         0,
         &textureSamplerBinding,
@@ -340,22 +340,22 @@ void SDL_Gpu_BlitCommon(
         blitFragmentUniforms.height *= -1;
     }
 
-    SDL_PushGpuFragmentUniformData(
+    SDL_PushGPUFragmentUniformData(
         commandBuffer,
         0,
         &blitFragmentUniforms,
         sizeof(blitFragmentUniforms));
 
-    SDL_DrawGpuPrimitives(renderPass, 3, 1, 0, 0);
-    SDL_EndGpuRenderPass(renderPass);
+    SDL_DrawGPUPrimitives(renderPass, 3, 1, 0, 0);
+    SDL_EndGPURenderPass(renderPass);
 }
 
 // Driver Functions
 
-static SDL_GpuDriver SDL_GpuSelectBackend(
+static SDL_GPUDriver SDL_GPUSelectBackend(
     SDL_VideoDevice *_this,
     const char *gpudriver,
-    SDL_GpuShaderFormat formatFlags)
+    SDL_GPUShaderFormat formatFlags)
 {
     Uint32 i;
 
@@ -387,17 +387,17 @@ static SDL_GpuDriver SDL_GpuSelectBackend(
         }
     }
 
-    SDL_LogError(SDL_LOG_CATEGORY_GPU, "No supported SDL_Gpu backend found!");
+    SDL_LogError(SDL_LOG_CATEGORY_GPU, "No supported SDL_GPU backend found!");
     return SDL_GPU_DRIVER_INVALID;
 }
 
-SDL_GpuDevice *SDL_CreateGpuDevice(
-    SDL_GpuShaderFormat formatFlags,
+SDL_GPUDevice *SDL_CreateGPUDevice(
+    SDL_GPUShaderFormat formatFlags,
     SDL_bool debugMode,
     SDL_bool preferLowPower,
     const char *name)
 {
-    SDL_GpuDevice *result;
+    SDL_GPUDevice *result;
     SDL_PropertiesID props = SDL_CreateProperties();
     if (formatFlags & SDL_GPU_SHADERFORMAT_SECRET) {
         SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_SHADERS_SECRET_BOOL, SDL_TRUE);
@@ -420,21 +420,21 @@ SDL_GpuDevice *SDL_CreateGpuDevice(
     SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_DEBUGMODE_BOOL, debugMode);
     SDL_SetBooleanProperty(props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, preferLowPower);
     SDL_SetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_NAME_STRING, name);
-    result = SDL_CreateGpuDeviceWithProperties(props);
+    result = SDL_CreateGPUDeviceWithProperties(props);
     SDL_DestroyProperties(props);
     return result;
 }
 
-SDL_GpuDevice *SDL_CreateGpuDeviceWithProperties(SDL_PropertiesID props)
+SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
 {
-    SDL_GpuShaderFormat formatFlags = 0;
+    SDL_GPUShaderFormat formatFlags = 0;
     SDL_bool debugMode;
     SDL_bool preferLowPower;
 
     int i;
     const char *gpudriver;
-    SDL_GpuDevice *result = NULL;
-    SDL_GpuDriver selectedBackend;
+    SDL_GPUDevice *result = NULL;
+    SDL_GPUDriver selectedBackend;
     SDL_VideoDevice *_this = SDL_GetVideoDevice();
 
     if (_this == NULL) {
@@ -469,7 +469,7 @@ SDL_GpuDevice *SDL_CreateGpuDeviceWithProperties(SDL_PropertiesID props)
         gpudriver = SDL_GetStringProperty(props, SDL_PROP_GPU_CREATEDEVICE_NAME_STRING, NULL);
     }
 
-    selectedBackend = SDL_GpuSelectBackend(_this, gpudriver, formatFlags);
+    selectedBackend = SDL_GPUSelectBackend(_this, gpudriver, formatFlags);
     if (selectedBackend != SDL_GPU_DRIVER_INVALID) {
         for (i = 0; backends[i]; i += 1) {
             if (backends[i]->backendflag == selectedBackend) {
@@ -486,22 +486,22 @@ SDL_GpuDevice *SDL_CreateGpuDeviceWithProperties(SDL_PropertiesID props)
     return result;
 }
 
-void SDL_DestroyGpuDevice(SDL_GpuDevice *device)
+void SDL_DestroyGPUDevice(SDL_GPUDevice *device)
 {
     CHECK_DEVICE_MAGIC(device, );
 
     device->DestroyDevice(device);
 }
 
-SDL_GpuDriver SDL_GetGpuDriver(SDL_GpuDevice *device)
+SDL_GPUDriver SDL_GetGPUDriver(SDL_GPUDevice *device)
 {
     CHECK_DEVICE_MAGIC(device, SDL_GPU_DRIVER_INVALID);
 
     return device->backend;
 }
 
-Uint32 SDL_GpuTextureFormatTexelBlockSize(
-    SDL_GpuTextureFormat textureFormat)
+Uint32 SDL_GPUTextureFormatTexelBlockSize(
+    SDL_GPUTextureFormat textureFormat)
 {
     switch (textureFormat) {
     case SDL_GPU_TEXTUREFORMAT_BC1_UNORM:
@@ -548,11 +548,11 @@ Uint32 SDL_GpuTextureFormatTexelBlockSize(
     }
 }
 
-SDL_bool SDL_SupportsGpuTextureFormat(
-    SDL_GpuDevice *device,
-    SDL_GpuTextureFormat format,
-    SDL_GpuTextureType type,
-    SDL_GpuTextureUsageFlags usage)
+SDL_bool SDL_SupportsGPUTextureFormat(
+    SDL_GPUDevice *device,
+    SDL_GPUTextureFormat format,
+    SDL_GPUTextureType type,
+    SDL_GPUTextureUsageFlags usage)
 {
     CHECK_DEVICE_MAGIC(device, SDL_FALSE);
 
@@ -567,10 +567,10 @@ SDL_bool SDL_SupportsGpuTextureFormat(
         usage);
 }
 
-SDL_bool SDL_SupportsGpuSampleCount(
-    SDL_GpuDevice *device,
-    SDL_GpuTextureFormat format,
-    SDL_GpuSampleCount sampleCount)
+SDL_bool SDL_SupportsGPUSampleCount(
+    SDL_GPUDevice *device,
+    SDL_GPUTextureFormat format,
+    SDL_GPUSampleCount sampleCount)
 {
     CHECK_DEVICE_MAGIC(device, 0);
 
@@ -586,9 +586,9 @@ SDL_bool SDL_SupportsGpuSampleCount(
 
 // State Creation
 
-SDL_GpuComputePipeline *SDL_CreateGpuComputePipeline(
-    SDL_GpuDevice *device,
-    SDL_GpuComputePipelineCreateInfo *computePipelineCreateInfo)
+SDL_GPUComputePipeline *SDL_CreateGPUComputePipeline(
+    SDL_GPUDevice *device,
+    SDL_GPUComputePipelineCreateInfo *computePipelineCreateInfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
     if (computePipelineCreateInfo == NULL) {
@@ -623,9 +623,9 @@ SDL_GpuComputePipeline *SDL_CreateGpuComputePipeline(
         computePipelineCreateInfo);
 }
 
-SDL_GpuGraphicsPipeline *SDL_CreateGpuGraphicsPipeline(
-    SDL_GpuDevice *device,
-    SDL_GpuGraphicsPipelineCreateInfo *graphicsPipelineCreateInfo)
+SDL_GPUGraphicsPipeline *SDL_CreateGPUGraphicsPipeline(
+    SDL_GPUDevice *device,
+    SDL_GPUGraphicsPipelineCreateInfo *graphicsPipelineCreateInfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
     if (graphicsPipelineCreateInfo == NULL) {
@@ -655,9 +655,9 @@ SDL_GpuGraphicsPipeline *SDL_CreateGpuGraphicsPipeline(
         graphicsPipelineCreateInfo);
 }
 
-SDL_GpuSampler *SDL_CreateGpuSampler(
-    SDL_GpuDevice *device,
-    SDL_GpuSamplerCreateInfo *samplerCreateInfo)
+SDL_GPUSampler *SDL_CreateGPUSampler(
+    SDL_GPUDevice *device,
+    SDL_GPUSamplerCreateInfo *samplerCreateInfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
     if (samplerCreateInfo == NULL) {
@@ -670,9 +670,9 @@ SDL_GpuSampler *SDL_CreateGpuSampler(
         samplerCreateInfo);
 }
 
-SDL_GpuShader *SDL_CreateGpuShader(
-    SDL_GpuDevice *device,
-    SDL_GpuShaderCreateInfo *shaderCreateInfo)
+SDL_GPUShader *SDL_CreateGPUShader(
+    SDL_GPUDevice *device,
+    SDL_GPUShaderCreateInfo *shaderCreateInfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
     if (shaderCreateInfo == NULL) {
@@ -692,9 +692,9 @@ SDL_GpuShader *SDL_CreateGpuShader(
         shaderCreateInfo);
 }
 
-SDL_GpuTexture *SDL_CreateGpuTexture(
-    SDL_GpuDevice *device,
-    SDL_GpuTextureCreateInfo *textureCreateInfo)
+SDL_GPUTexture *SDL_CreateGPUTexture(
+    SDL_GPUDevice *device,
+    SDL_GPUTextureCreateInfo *textureCreateInfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
     if (textureCreateInfo == NULL) {
@@ -750,7 +750,7 @@ SDL_GpuTexture *SDL_CreateGpuTexture(
                 SDL_assert_release(!"For cube textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
                 failed = SDL_TRUE;
             }
-            if (!SDL_SupportsGpuTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_CUBE, textureCreateInfo->usageFlags)) {
+            if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_CUBE, textureCreateInfo->usageFlags)) {
                 SDL_assert_release(!"For cube textures: the format is unsupported for the given usageFlags");
                 failed = SDL_TRUE;
             }
@@ -768,7 +768,7 @@ SDL_GpuTexture *SDL_CreateGpuTexture(
                 SDL_assert_release(!"For 3D textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
                 failed = SDL_TRUE;
             }
-            if (!SDL_SupportsGpuTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_3D, textureCreateInfo->usageFlags)) {
+            if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_3D, textureCreateInfo->usageFlags)) {
                 SDL_assert_release(!"For 3D textures: the format is unsupported for the given usageFlags");
                 failed = SDL_TRUE;
             }
@@ -790,7 +790,7 @@ SDL_GpuTexture *SDL_CreateGpuTexture(
                     failed = SDL_TRUE;
                 }
             }
-            if (!SDL_SupportsGpuTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_2D, textureCreateInfo->usageFlags)) {
+            if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_2D, textureCreateInfo->usageFlags)) {
                 SDL_assert_release(!"For 2D textures: the format is unsupported for the given usageFlags");
                 failed = SDL_TRUE;
             }
@@ -806,9 +806,9 @@ SDL_GpuTexture *SDL_CreateGpuTexture(
         textureCreateInfo);
 }
 
-SDL_GpuBuffer *SDL_CreateGpuBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuBufferCreateInfo *bufferCreateInfo)
+SDL_GPUBuffer *SDL_CreateGPUBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUBufferCreateInfo *bufferCreateInfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
     if (bufferCreateInfo == NULL) {
@@ -822,9 +822,9 @@ SDL_GpuBuffer *SDL_CreateGpuBuffer(
         bufferCreateInfo->sizeInBytes);
 }
 
-SDL_GpuTransferBuffer *SDL_CreateGpuTransferBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuTransferBufferCreateInfo *transferBufferCreateInfo)
+SDL_GPUTransferBuffer *SDL_CreateGPUTransferBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUTransferBufferCreateInfo *transferBufferCreateInfo)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
     if (transferBufferCreateInfo == NULL) {
@@ -840,9 +840,9 @@ SDL_GpuTransferBuffer *SDL_CreateGpuTransferBuffer(
 
 // Debug Naming
 
-void SDL_SetGpuBufferName(
-    SDL_GpuDevice *device,
-    SDL_GpuBuffer *buffer,
+void SDL_SetGPUBufferName(
+    SDL_GPUDevice *device,
+    SDL_GPUBuffer *buffer,
     const char *text)
 {
     CHECK_DEVICE_MAGIC(device, );
@@ -860,9 +860,9 @@ void SDL_SetGpuBufferName(
         text);
 }
 
-void SDL_SetGpuTextureName(
-    SDL_GpuDevice *device,
-    SDL_GpuTexture *texture,
+void SDL_SetGPUTextureName(
+    SDL_GPUDevice *device,
+    SDL_GPUTexture *texture,
     const char *text)
 {
     CHECK_DEVICE_MAGIC(device, );
@@ -880,8 +880,8 @@ void SDL_SetGpuTextureName(
         text);
 }
 
-void SDL_InsertGpuDebugLabel(
-    SDL_GpuCommandBuffer *commandBuffer,
+void SDL_InsertGPUDebugLabel(
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *text)
 {
     if (commandBuffer == NULL) {
@@ -902,8 +902,8 @@ void SDL_InsertGpuDebugLabel(
         text);
 }
 
-void SDL_PushGpuDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer,
+void SDL_PushGPUDebugGroup(
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *name)
 {
     if (commandBuffer == NULL) {
@@ -924,8 +924,8 @@ void SDL_PushGpuDebugGroup(
         name);
 }
 
-void SDL_PopGpuDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer)
+void SDL_PopGPUDebugGroup(
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     if (commandBuffer == NULL) {
         SDL_InvalidParamError("commandBuffer");
@@ -942,9 +942,9 @@ void SDL_PopGpuDebugGroup(
 
 // Disposal
 
-void SDL_ReleaseGpuTexture(
-    SDL_GpuDevice *device,
-    SDL_GpuTexture *texture)
+void SDL_ReleaseGPUTexture(
+    SDL_GPUDevice *device,
+    SDL_GPUTexture *texture)
 {
     CHECK_DEVICE_MAGIC(device, );
     if (texture == NULL) {
@@ -956,9 +956,9 @@ void SDL_ReleaseGpuTexture(
         texture);
 }
 
-void SDL_ReleaseGpuSampler(
-    SDL_GpuDevice *device,
-    SDL_GpuSampler *sampler)
+void SDL_ReleaseGPUSampler(
+    SDL_GPUDevice *device,
+    SDL_GPUSampler *sampler)
 {
     CHECK_DEVICE_MAGIC(device, );
     if (sampler == NULL) {
@@ -970,9 +970,9 @@ void SDL_ReleaseGpuSampler(
         sampler);
 }
 
-void SDL_ReleaseGpuBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuBuffer *buffer)
+void SDL_ReleaseGPUBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUBuffer *buffer)
 {
     CHECK_DEVICE_MAGIC(device, );
     if (buffer == NULL) {
@@ -984,9 +984,9 @@ void SDL_ReleaseGpuBuffer(
         buffer);
 }
 
-void SDL_ReleaseGpuTransferBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuTransferBuffer *transferBuffer)
+void SDL_ReleaseGPUTransferBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
     CHECK_DEVICE_MAGIC(device, );
     if (transferBuffer == NULL) {
@@ -998,9 +998,9 @@ void SDL_ReleaseGpuTransferBuffer(
         transferBuffer);
 }
 
-void SDL_ReleaseGpuShader(
-    SDL_GpuDevice *device,
-    SDL_GpuShader *shader)
+void SDL_ReleaseGPUShader(
+    SDL_GPUDevice *device,
+    SDL_GPUShader *shader)
 {
     CHECK_DEVICE_MAGIC(device, );
     if (shader == NULL) {
@@ -1012,9 +1012,9 @@ void SDL_ReleaseGpuShader(
         shader);
 }
 
-void SDL_ReleaseGpuComputePipeline(
-    SDL_GpuDevice *device,
-    SDL_GpuComputePipeline *computePipeline)
+void SDL_ReleaseGPUComputePipeline(
+    SDL_GPUDevice *device,
+    SDL_GPUComputePipeline *computePipeline)
 {
     CHECK_DEVICE_MAGIC(device, );
     if (computePipeline == NULL) {
@@ -1026,9 +1026,9 @@ void SDL_ReleaseGpuComputePipeline(
         computePipeline);
 }
 
-void SDL_ReleaseGpuGraphicsPipeline(
-    SDL_GpuDevice *device,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+void SDL_ReleaseGPUGraphicsPipeline(
+    SDL_GPUDevice *device,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     CHECK_DEVICE_MAGIC(device, );
     if (graphicsPipeline == NULL) {
@@ -1042,10 +1042,10 @@ void SDL_ReleaseGpuGraphicsPipeline(
 
 // Command Buffer
 
-SDL_GpuCommandBuffer *SDL_AcquireGpuCommandBuffer(
-    SDL_GpuDevice *device)
+SDL_GPUCommandBuffer *SDL_AcquireGPUCommandBuffer(
+    SDL_GPUDevice *device)
 {
-    SDL_GpuCommandBuffer *commandBuffer;
+    SDL_GPUCommandBuffer *commandBuffer;
     CommandBufferCommonHeader *commandBufferHeader;
 
     CHECK_DEVICE_MAGIC(device, NULL);
@@ -1074,8 +1074,8 @@ SDL_GpuCommandBuffer *SDL_AcquireGpuCommandBuffer(
 
 // Uniforms
 
-void SDL_PushGpuVertexUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+void SDL_PushGPUVertexUniformData(
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -1100,8 +1100,8 @@ void SDL_PushGpuVertexUniformData(
         dataLengthInBytes);
 }
 
-void SDL_PushGpuFragmentUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+void SDL_PushGPUFragmentUniformData(
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -1126,8 +1126,8 @@ void SDL_PushGpuFragmentUniformData(
         dataLengthInBytes);
 }
 
-void SDL_PushGpuComputeUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+void SDL_PushGPUComputeUniformData(
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -1154,11 +1154,11 @@ void SDL_PushGpuComputeUniformData(
 
 // Render Pass
 
-SDL_GpuRenderPass *SDL_BeginGpuRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+SDL_GPURenderPass *SDL_BeginGPURenderPass(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
     Uint32 colorAttachmentCount,
-    SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
 {
     CommandBufferCommonHeader *commandBufferHeader;
 
@@ -1199,12 +1199,12 @@ SDL_GpuRenderPass *SDL_BeginGpuRenderPass(
 
     commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
     commandBufferHeader->renderPass.inProgress = SDL_TRUE;
-    return (SDL_GpuRenderPass *)&(commandBufferHeader->renderPass);
+    return (SDL_GPURenderPass *)&(commandBufferHeader->renderPass);
 }
 
-void SDL_BindGpuGraphicsPipeline(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+void SDL_BindGPUGraphicsPipeline(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     CommandBufferCommonHeader *commandBufferHeader;
 
@@ -1225,9 +1225,9 @@ void SDL_BindGpuGraphicsPipeline(
     commandBufferHeader->graphicsPipelineBound = SDL_TRUE;
 }
 
-void SDL_SetGpuViewport(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuViewport *viewport)
+void SDL_SetGPUViewport(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUViewport *viewport)
 {
     if (renderPass == NULL) {
         SDL_InvalidParamError("renderPass");
@@ -1247,8 +1247,8 @@ void SDL_SetGpuViewport(
         viewport);
 }
 
-void SDL_SetGpuScissor(
-    SDL_GpuRenderPass *renderPass,
+void SDL_SetGPUScissor(
+    SDL_GPURenderPass *renderPass,
     SDL_Rect *scissor)
 {
     if (renderPass == NULL) {
@@ -1269,10 +1269,10 @@ void SDL_SetGpuScissor(
         scissor);
 }
 
-void SDL_BindGpuVertexBuffers(
-    SDL_GpuRenderPass *renderPass,
+void SDL_BindGPUVertexBuffers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstBinding,
-    SDL_GpuBufferBinding *pBindings,
+    SDL_GPUBufferBinding *pBindings,
     Uint32 bindingCount)
 {
     if (renderPass == NULL) {
@@ -1295,10 +1295,10 @@ void SDL_BindGpuVertexBuffers(
         bindingCount);
 }
 
-void SDL_BindGpuIndexBuffer(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuBufferBinding *pBinding,
-    SDL_GpuIndexElementSize indexElementSize)
+void SDL_BindGPUIndexBuffer(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUBufferBinding *pBinding,
+    SDL_GPUIndexElementSize indexElementSize)
 {
     if (renderPass == NULL) {
         SDL_InvalidParamError("renderPass");
@@ -1319,10 +1319,10 @@ void SDL_BindGpuIndexBuffer(
         indexElementSize);
 }
 
-void SDL_BindGpuVertexSamplers(
-    SDL_GpuRenderPass *renderPass,
+void SDL_BindGPUVertexSamplers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     if (renderPass == NULL) {
@@ -1345,10 +1345,10 @@ void SDL_BindGpuVertexSamplers(
         bindingCount);
 }
 
-void SDL_BindGpuVertexStorageTextures(
-    SDL_GpuRenderPass *renderPass,
+void SDL_BindGPUVertexStorageTextures(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     if (renderPass == NULL) {
@@ -1371,10 +1371,10 @@ void SDL_BindGpuVertexStorageTextures(
         bindingCount);
 }
 
-void SDL_BindGpuVertexStorageBuffers(
-    SDL_GpuRenderPass *renderPass,
+void SDL_BindGPUVertexStorageBuffers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     if (renderPass == NULL) {
@@ -1397,10 +1397,10 @@ void SDL_BindGpuVertexStorageBuffers(
         bindingCount);
 }
 
-void SDL_BindGpuFragmentSamplers(
-    SDL_GpuRenderPass *renderPass,
+void SDL_BindGPUFragmentSamplers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     if (renderPass == NULL) {
@@ -1423,10 +1423,10 @@ void SDL_BindGpuFragmentSamplers(
         bindingCount);
 }
 
-void SDL_BindGpuFragmentStorageTextures(
-    SDL_GpuRenderPass *renderPass,
+void SDL_BindGPUFragmentStorageTextures(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     if (renderPass == NULL) {
@@ -1449,10 +1449,10 @@ void SDL_BindGpuFragmentStorageTextures(
         bindingCount);
 }
 
-void SDL_BindGpuFragmentStorageBuffers(
-    SDL_GpuRenderPass *renderPass,
+void SDL_BindGPUFragmentStorageBuffers(
+    SDL_GPURenderPass *renderPass,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     if (renderPass == NULL) {
@@ -1475,8 +1475,8 @@ void SDL_BindGpuFragmentStorageBuffers(
         bindingCount);
 }
 
-void SDL_DrawGpuIndexedPrimitives(
-    SDL_GpuRenderPass *renderPass,
+void SDL_DrawGPUIndexedPrimitives(
+    SDL_GPURenderPass *renderPass,
     Uint32 indexCount,
     Uint32 instanceCount,
     Uint32 firstIndex,
@@ -1502,8 +1502,8 @@ void SDL_DrawGpuIndexedPrimitives(
         firstInstance);
 }
 
-void SDL_DrawGpuPrimitives(
-    SDL_GpuRenderPass *renderPass,
+void SDL_DrawGPUPrimitives(
+    SDL_GPURenderPass *renderPass,
     Uint32 vertexCount,
     Uint32 instanceCount,
     Uint32 firstVertex,
@@ -1527,9 +1527,9 @@ void SDL_DrawGpuPrimitives(
         firstInstance);
 }
 
-void SDL_DrawGpuPrimitivesIndirect(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuBuffer *buffer,
+void SDL_DrawGPUPrimitivesIndirect(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -1556,9 +1556,9 @@ void SDL_DrawGpuPrimitivesIndirect(
         stride);
 }
 
-void SDL_DrawGpuIndexedPrimitivesIndirect(
-    SDL_GpuRenderPass *renderPass,
-    SDL_GpuBuffer *buffer,
+void SDL_DrawGPUIndexedPrimitivesIndirect(
+    SDL_GPURenderPass *renderPass,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -1585,8 +1585,8 @@ void SDL_DrawGpuIndexedPrimitivesIndirect(
         stride);
 }
 
-void SDL_EndGpuRenderPass(
-    SDL_GpuRenderPass *renderPass)
+void SDL_EndGPURenderPass(
+    SDL_GPURenderPass *renderPass)
 {
     CommandBufferCommonHeader *commandBufferCommonHeader;
 
@@ -1609,11 +1609,11 @@ void SDL_EndGpuRenderPass(
 
 // Compute Pass
 
-SDL_GpuComputePass *SDL_BeginGpuComputePass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuStorageTextureWriteOnlyBinding *storageTextureBindings,
+SDL_GPUComputePass *SDL_BeginGPUComputePass(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
     Uint32 storageTextureBindingCount,
-    SDL_GpuStorageBufferWriteOnlyBinding *storageBufferBindings,
+    SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
     Uint32 storageBufferBindingCount)
 {
     CommandBufferCommonHeader *commandBufferHeader;
@@ -1652,12 +1652,12 @@ SDL_GpuComputePass *SDL_BeginGpuComputePass(
 
     commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
     commandBufferHeader->computePass.inProgress = SDL_TRUE;
-    return (SDL_GpuComputePass *)&(commandBufferHeader->computePass);
+    return (SDL_GPUComputePass *)&(commandBufferHeader->computePass);
 }
 
-void SDL_BindGpuComputePipeline(
-    SDL_GpuComputePass *computePass,
-    SDL_GpuComputePipeline *computePipeline)
+void SDL_BindGPUComputePipeline(
+    SDL_GPUComputePass *computePass,
+    SDL_GPUComputePipeline *computePipeline)
 {
     CommandBufferCommonHeader *commandBufferHeader;
 
@@ -1682,10 +1682,10 @@ void SDL_BindGpuComputePipeline(
     commandBufferHeader->computePipelineBound = SDL_TRUE;
 }
 
-void SDL_BindGpuComputeStorageTextures(
-    SDL_GpuComputePass *computePass,
+void SDL_BindGPUComputeStorageTextures(
+    SDL_GPUComputePass *computePass,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     if (computePass == NULL) {
@@ -1708,10 +1708,10 @@ void SDL_BindGpuComputeStorageTextures(
         bindingCount);
 }
 
-void SDL_BindGpuComputeStorageBuffers(
-    SDL_GpuComputePass *computePass,
+void SDL_BindGPUComputeStorageBuffers(
+    SDL_GPUComputePass *computePass,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     if (computePass == NULL) {
@@ -1734,8 +1734,8 @@ void SDL_BindGpuComputeStorageBuffers(
         bindingCount);
 }
 
-void SDL_DispatchGpuCompute(
-    SDL_GpuComputePass *computePass,
+void SDL_DispatchGPUCompute(
+    SDL_GPUComputePass *computePass,
     Uint32 groupCountX,
     Uint32 groupCountY,
     Uint32 groupCountZ)
@@ -1757,9 +1757,9 @@ void SDL_DispatchGpuCompute(
         groupCountZ);
 }
 
-void SDL_DispatchGpuComputeIndirect(
-    SDL_GpuComputePass *computePass,
-    SDL_GpuBuffer *buffer,
+void SDL_DispatchGPUComputeIndirect(
+    SDL_GPUComputePass *computePass,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes)
 {
     if (computePass == NULL) {
@@ -1778,8 +1778,8 @@ void SDL_DispatchGpuComputeIndirect(
         offsetInBytes);
 }
 
-void SDL_EndGpuComputePass(
-    SDL_GpuComputePass *computePass)
+void SDL_EndGPUComputePass(
+    SDL_GPUComputePass *computePass)
 {
     CommandBufferCommonHeader *commandBufferCommonHeader;
 
@@ -1802,9 +1802,9 @@ void SDL_EndGpuComputePass(
 
 // TransferBuffer Data
 
-void *SDL_MapGpuTransferBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuTransferBuffer *transferBuffer,
+void *SDL_MapGPUTransferBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUTransferBuffer *transferBuffer,
     SDL_bool cycle)
 {
     CHECK_DEVICE_MAGIC(device, NULL);
@@ -1819,9 +1819,9 @@ void *SDL_MapGpuTransferBuffer(
         cycle);
 }
 
-void SDL_UnmapGpuTransferBuffer(
-    SDL_GpuDevice *device,
-    SDL_GpuTransferBuffer *transferBuffer)
+void SDL_UnmapGPUTransferBuffer(
+    SDL_GPUDevice *device,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
     CHECK_DEVICE_MAGIC(device, );
     if (transferBuffer == NULL) {
@@ -1836,8 +1836,8 @@ void SDL_UnmapGpuTransferBuffer(
 
 // Copy Pass
 
-SDL_GpuCopyPass *SDL_BeginGpuCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+SDL_GPUCopyPass *SDL_BeginGPUCopyPass(
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     CommandBufferCommonHeader *commandBufferHeader;
 
@@ -1856,13 +1856,13 @@ SDL_GpuCopyPass *SDL_BeginGpuCopyPass(
 
     commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
     commandBufferHeader->copyPass.inProgress = SDL_TRUE;
-    return (SDL_GpuCopyPass *)&(commandBufferHeader->copyPass);
+    return (SDL_GPUCopyPass *)&(commandBufferHeader->copyPass);
 }
 
-void SDL_UploadToGpuTexture(
-    SDL_GpuCopyPass *copyPass,
-    SDL_GpuTextureTransferInfo *source,
-    SDL_GpuTextureRegion *destination,
+void SDL_UploadToGPUTexture(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUTextureTransferInfo *source,
+    SDL_GPUTextureRegion *destination,
     SDL_bool cycle)
 {
     if (copyPass == NULL) {
@@ -1889,10 +1889,10 @@ void SDL_UploadToGpuTexture(
         cycle);
 }
 
-void SDL_UploadToGpuBuffer(
-    SDL_GpuCopyPass *copyPass,
-    SDL_GpuTransferBufferLocation *source,
-    SDL_GpuBufferRegion *destination,
+void SDL_UploadToGPUBuffer(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUTransferBufferLocation *source,
+    SDL_GPUBufferRegion *destination,
     SDL_bool cycle)
 {
     if (copyPass == NULL) {
@@ -1915,10 +1915,10 @@ void SDL_UploadToGpuBuffer(
         cycle);
 }
 
-void SDL_CopyGpuTextureToTexture(
-    SDL_GpuCopyPass *copyPass,
-    SDL_GpuTextureLocation *source,
-    SDL_GpuTextureLocation *destination,
+void SDL_CopyGPUTextureToTexture(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUTextureLocation *source,
+    SDL_GPUTextureLocation *destination,
     Uint32 w,
     Uint32 h,
     Uint32 d,
@@ -1947,10 +1947,10 @@ void SDL_CopyGpuTextureToTexture(
         cycle);
 }
 
-void SDL_CopyGpuBufferToBuffer(
-    SDL_GpuCopyPass *copyPass,
-    SDL_GpuBufferLocation *source,
-    SDL_GpuBufferLocation *destination,
+void SDL_CopyGPUBufferToBuffer(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUBufferLocation *source,
+    SDL_GPUBufferLocation *destination,
     Uint32 size,
     SDL_bool cycle)
 {
@@ -1975,10 +1975,10 @@ void SDL_CopyGpuBufferToBuffer(
         cycle);
 }
 
-void SDL_DownloadFromGpuTexture(
-    SDL_GpuCopyPass *copyPass,
-    SDL_GpuTextureRegion *source,
-    SDL_GpuTextureTransferInfo *destination)
+void SDL_DownloadFromGPUTexture(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUTextureRegion *source,
+    SDL_GPUTextureTransferInfo *destination)
 {
     if (copyPass == NULL) {
         SDL_InvalidParamError("copyPass");
@@ -1999,10 +1999,10 @@ void SDL_DownloadFromGpuTexture(
         destination);
 }
 
-void SDL_DownloadFromGpuBuffer(
-    SDL_GpuCopyPass *copyPass,
-    SDL_GpuBufferRegion *source,
-    SDL_GpuTransferBufferLocation *destination)
+void SDL_DownloadFromGPUBuffer(
+    SDL_GPUCopyPass *copyPass,
+    SDL_GPUBufferRegion *source,
+    SDL_GPUTransferBufferLocation *destination)
 {
     if (copyPass == NULL) {
         SDL_InvalidParamError("copyPass");
@@ -2023,8 +2023,8 @@ void SDL_DownloadFromGpuBuffer(
         destination);
 }
 
-void SDL_EndGpuCopyPass(
-    SDL_GpuCopyPass *copyPass)
+void SDL_EndGPUCopyPass(
+    SDL_GPUCopyPass *copyPass)
 {
     if (copyPass == NULL) {
         SDL_InvalidParamError("copyPass");
@@ -2041,9 +2041,9 @@ void SDL_EndGpuCopyPass(
     ((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = SDL_FALSE;
 }
 
-void SDL_GenerateGpuMipmaps(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTexture *texture)
+void SDL_GenerateGPUMipmaps(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTexture *texture)
 {
     if (commandBuffer == NULL) {
         SDL_InvalidParamError("commandBuffer");
@@ -2075,12 +2075,12 @@ void SDL_GenerateGpuMipmaps(
         texture);
 }
 
-void SDL_BlitGpu(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBlitRegion *source,
-    SDL_GpuBlitRegion *destination,
+void SDL_BlitGPU(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBlitRegion *source,
+    SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GpuFilter filterMode,
+    SDL_GPUFilter filterMode,
     SDL_bool cycle)
 {
     if (commandBuffer == NULL) {
@@ -2142,10 +2142,10 @@ void SDL_BlitGpu(
 
 // Submission/Presentation
 
-SDL_bool SDL_SupportsGpuSwapchainComposition(
-    SDL_GpuDevice *device,
+SDL_bool SDL_SupportsGPUSwapchainComposition(
+    SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition)
+    SDL_GPUSwapchainComposition swapchainComposition)
 {
     CHECK_DEVICE_MAGIC(device, SDL_FALSE);
     if (window == NULL) {
@@ -2163,10 +2163,10 @@ SDL_bool SDL_SupportsGpuSwapchainComposition(
         swapchainComposition);
 }
 
-SDL_bool SDL_SupportsGpuPresentMode(
-    SDL_GpuDevice *device,
+SDL_bool SDL_SupportsGPUPresentMode(
+    SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUPresentMode presentMode)
 {
     CHECK_DEVICE_MAGIC(device, SDL_FALSE);
     if (window == NULL) {
@@ -2184,8 +2184,8 @@ SDL_bool SDL_SupportsGpuPresentMode(
         presentMode);
 }
 
-SDL_bool SDL_ClaimGpuWindow(
-    SDL_GpuDevice *device,
+SDL_bool SDL_ClaimGPUWindow(
+    SDL_GPUDevice *device,
     SDL_Window *window)
 {
     CHECK_DEVICE_MAGIC(device, SDL_FALSE);
@@ -2199,8 +2199,8 @@ SDL_bool SDL_ClaimGpuWindow(
         window);
 }
 
-void SDL_UnclaimGpuWindow(
-    SDL_GpuDevice *device,
+void SDL_UnclaimGPUWindow(
+    SDL_GPUDevice *device,
     SDL_Window *window)
 {
     CHECK_DEVICE_MAGIC(device, );
@@ -2214,11 +2214,11 @@ void SDL_UnclaimGpuWindow(
         window);
 }
 
-SDL_bool SDL_SetGpuSwapchainParameters(
-    SDL_GpuDevice *device,
+SDL_bool SDL_SetGPUSwapchainParameters(
+    SDL_GPUDevice *device,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode)
 {
     CHECK_DEVICE_MAGIC(device, SDL_FALSE);
     if (window == NULL) {
@@ -2238,8 +2238,8 @@ SDL_bool SDL_SetGpuSwapchainParameters(
         presentMode);
 }
 
-SDL_GpuTextureFormat SDL_GetGpuSwapchainTextureFormat(
-    SDL_GpuDevice *device,
+SDL_GPUTextureFormat SDL_GetGPUSwapchainTextureFormat(
+    SDL_GPUDevice *device,
     SDL_Window *window)
 {
     CHECK_DEVICE_MAGIC(device, SDL_GPU_TEXTUREFORMAT_INVALID);
@@ -2253,8 +2253,8 @@ SDL_GpuTextureFormat SDL_GetGpuSwapchainTextureFormat(
         window);
 }
 
-SDL_GpuTexture *SDL_AcquireGpuSwapchainTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
+SDL_GPUTexture *SDL_AcquireGPUSwapchainTexture(
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
     Uint32 *pWidth,
     Uint32 *pHeight)
@@ -2288,8 +2288,8 @@ SDL_GpuTexture *SDL_AcquireGpuSwapchainTexture(
         pHeight);
 }
 
-void SDL_SubmitGpu(
-    SDL_GpuCommandBuffer *commandBuffer)
+void SDL_SubmitGPU(
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
 
@@ -2315,8 +2315,8 @@ void SDL_SubmitGpu(
         commandBuffer);
 }
 
-SDL_GpuFence *SDL_SubmitGpuAndAcquireFence(
-    SDL_GpuCommandBuffer *commandBuffer)
+SDL_GPUFence *SDL_SubmitGPUAndAcquireFence(
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     CommandBufferCommonHeader *commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
 
@@ -2342,8 +2342,8 @@ SDL_GpuFence *SDL_SubmitGpuAndAcquireFence(
         commandBuffer);
 }
 
-void SDL_WaitGpu(
-    SDL_GpuDevice *device)
+void SDL_WaitGPU(
+    SDL_GPUDevice *device)
 {
     CHECK_DEVICE_MAGIC(device, );
 
@@ -2351,10 +2351,10 @@ void SDL_WaitGpu(
         device->driverData);
 }
 
-void SDL_WaitGpuForFences(
-    SDL_GpuDevice *device,
+void SDL_WaitGPUForFences(
+    SDL_GPUDevice *device,
     SDL_bool waitAll,
-    SDL_GpuFence **pFences,
+    SDL_GPUFence **pFences,
     Uint32 fenceCount)
 {
     CHECK_DEVICE_MAGIC(device, );
@@ -2370,9 +2370,9 @@ void SDL_WaitGpuForFences(
         fenceCount);
 }
 
-SDL_bool SDL_QueryGpuFence(
-    SDL_GpuDevice *device,
-    SDL_GpuFence *fence)
+SDL_bool SDL_QueryGPUFence(
+    SDL_GPUDevice *device,
+    SDL_GPUFence *fence)
 {
     CHECK_DEVICE_MAGIC(device, SDL_FALSE);
     if (fence == NULL) {
@@ -2385,9 +2385,9 @@ SDL_bool SDL_QueryGpuFence(
         fence);
 }
 
-void SDL_ReleaseGpuFence(
-    SDL_GpuDevice *device,
-    SDL_GpuFence *fence)
+void SDL_ReleaseGPUFence(
+    SDL_GPUDevice *device,
+    SDL_GPUFence *fence)
 {
     CHECK_DEVICE_MAGIC(device, );
     if (fence == NULL) {

+ 206 - 206
src/gpu/SDL_sysgpu.h

@@ -28,13 +28,13 @@
 
 typedef struct Pass
 {
-    SDL_GpuCommandBuffer *commandBuffer;
+    SDL_GPUCommandBuffer *commandBuffer;
     SDL_bool inProgress;
 } Pass;
 
 typedef struct CommandBufferCommonHeader
 {
-    SDL_GpuDevice *device;
+    SDL_GPUDevice *device;
     Pass renderPass;
     SDL_bool graphicsPipelineBound;
     Pass computePass;
@@ -45,7 +45,7 @@ typedef struct CommandBufferCommonHeader
 
 typedef struct TextureCommonHeader
 {
-    SDL_GpuTextureCreateInfo info;
+    SDL_GPUTextureCreateInfo info;
 } TextureCommonHeader;
 
 typedef struct BlitFragmentUniforms
@@ -62,9 +62,9 @@ typedef struct BlitFragmentUniforms
 
 typedef struct BlitPipelineCacheEntry
 {
-    SDL_GpuTextureType type;
-    SDL_GpuTextureFormat format;
-    SDL_GpuGraphicsPipeline *pipeline;
+    SDL_GPUTextureType type;
+    SDL_GPUTextureFormat format;
+    SDL_GPUGraphicsPipeline *pipeline;
 } BlitPipelineCacheEntry;
 
 // Internal Helper Utilities
@@ -74,7 +74,7 @@ typedef struct BlitPipelineCacheEntry
 #define SDL_GPU_PRESENTMODE_MAX          (SDL_GPU_PRESENTMODE_MAILBOX + 1)
 
 static inline Sint32 Texture_GetBlockSize(
-    SDL_GpuTextureFormat format)
+    SDL_GPUTextureFormat format)
 {
     switch (format) {
     case SDL_GPU_TEXTUREFORMAT_BC1_UNORM:
@@ -118,7 +118,7 @@ static inline Sint32 Texture_GetBlockSize(
 }
 
 static inline SDL_bool IsDepthFormat(
-    SDL_GpuTextureFormat format)
+    SDL_GPUTextureFormat format)
 {
     switch (format) {
     case SDL_GPU_TEXTUREFORMAT_D16_UNORM:
@@ -134,7 +134,7 @@ static inline SDL_bool IsDepthFormat(
 }
 
 static inline SDL_bool IsStencilFormat(
-    SDL_GpuTextureFormat format)
+    SDL_GPUTextureFormat format)
 {
     switch (format) {
     case SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT:
@@ -147,7 +147,7 @@ static inline SDL_bool IsStencilFormat(
 }
 
 static inline SDL_bool IsIntegerFormat(
-    SDL_GpuTextureFormat format)
+    SDL_GPUTextureFormat format)
 {
     switch (format) {
     case SDL_GPU_TEXTUREFORMAT_R8_UINT:
@@ -163,14 +163,14 @@ static inline SDL_bool IsIntegerFormat(
     }
 }
 
-static inline Uint32 IndexSize(SDL_GpuIndexElementSize size)
+static inline Uint32 IndexSize(SDL_GPUIndexElementSize size)
 {
     return (size == SDL_GPU_INDEXELEMENTSIZE_16BIT) ? 2 : 4;
 }
 
 static inline Uint32 BytesPerRow(
     Sint32 width,
-    SDL_GpuTextureFormat format)
+    SDL_GPUTextureFormat format)
 {
     Uint32 blocksPerRow = width;
 
@@ -181,13 +181,13 @@ static inline Uint32 BytesPerRow(
         blocksPerRow = (width + 3) / 4;
     }
 
-    return blocksPerRow * SDL_GpuTextureFormatTexelBlockSize(format);
+    return blocksPerRow * SDL_GPUTextureFormatTexelBlockSize(format);
 }
 
 static inline Sint32 BytesPerImage(
     Uint32 width,
     Uint32 height,
-    SDL_GpuTextureFormat format)
+    SDL_GPUTextureFormat format)
 {
     Uint32 blocksPerRow = width;
     Uint32 blocksPerColumn = height;
@@ -200,7 +200,7 @@ static inline Sint32 BytesPerImage(
         blocksPerColumn = (height + 3) / 4;
     }
 
-    return blocksPerRow * blocksPerColumn * SDL_GpuTextureFormatTexelBlockSize(format);
+    return blocksPerRow * blocksPerColumn * SDL_GPUTextureFormatTexelBlockSize(format);
 }
 
 // GraphicsDevice Limits
@@ -233,33 +233,33 @@ static inline Sint32 BytesPerImage(
 extern "C" {
 #endif // __cplusplus
 
-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,
+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);
 
-void SDL_Gpu_BlitCommon(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBlitRegion *source,
-    SDL_GpuBlitRegion *destination,
+void SDL_GPU_BlitCommon(
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBlitRegion *source,
+    SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GpuFilter filterMode,
+    SDL_GPUFilter filterMode,
     SDL_bool cycle,
-    SDL_GpuSampler *blitLinearSampler,
-    SDL_GpuSampler *blitNearestSampler,
-    SDL_GpuShader *blitVertexShader,
-    SDL_GpuShader *blitFrom2DShader,
-    SDL_GpuShader *blitFrom2DArrayShader,
-    SDL_GpuShader *blitFrom3DShader,
-    SDL_GpuShader *blitFromCubeShader,
+    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);
@@ -268,182 +268,182 @@ void SDL_Gpu_BlitCommon(
 }
 #endif // __cplusplus
 
-// SDL_GpuDevice Definition
+// SDL_GPUDevice Definition
 
-typedef struct SDL_GpuRenderer SDL_GpuRenderer;
+typedef struct SDL_GPURenderer SDL_GPURenderer;
 
-struct SDL_GpuDevice
+struct SDL_GPUDevice
 {
     // Quit
 
-    void (*DestroyDevice)(SDL_GpuDevice *device);
+    void (*DestroyDevice)(SDL_GPUDevice *device);
 
     // State Creation
 
-    SDL_GpuComputePipeline *(*CreateComputePipeline)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuComputePipelineCreateInfo *pipelineCreateInfo);
+    SDL_GPUComputePipeline *(*CreateComputePipeline)(
+        SDL_GPURenderer *driverData,
+        SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo);
 
-    SDL_GpuGraphicsPipeline *(*CreateGraphicsPipeline)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuGraphicsPipelineCreateInfo *pipelineCreateInfo);
+    SDL_GPUGraphicsPipeline *(*CreateGraphicsPipeline)(
+        SDL_GPURenderer *driverData,
+        SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo);
 
-    SDL_GpuSampler *(*CreateSampler)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuSamplerCreateInfo *samplerCreateInfo);
+    SDL_GPUSampler *(*CreateSampler)(
+        SDL_GPURenderer *driverData,
+        SDL_GPUSamplerCreateInfo *samplerCreateInfo);
 
-    SDL_GpuShader *(*CreateShader)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuShaderCreateInfo *shaderCreateInfo);
+    SDL_GPUShader *(*CreateShader)(
+        SDL_GPURenderer *driverData,
+        SDL_GPUShaderCreateInfo *shaderCreateInfo);
 
-    SDL_GpuTexture *(*CreateTexture)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuTextureCreateInfo *textureCreateInfo);
+    SDL_GPUTexture *(*CreateTexture)(
+        SDL_GPURenderer *driverData,
+        SDL_GPUTextureCreateInfo *textureCreateInfo);
 
-    SDL_GpuBuffer *(*CreateBuffer)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuBufferUsageFlags usageFlags,
+    SDL_GPUBuffer *(*CreateBuffer)(
+        SDL_GPURenderer *driverData,
+        SDL_GPUBufferUsageFlags usageFlags,
         Uint32 sizeInBytes);
 
-    SDL_GpuTransferBuffer *(*CreateTransferBuffer)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuTransferBufferUsage usage,
+    SDL_GPUTransferBuffer *(*CreateTransferBuffer)(
+        SDL_GPURenderer *driverData,
+        SDL_GPUTransferBufferUsage usage,
         Uint32 sizeInBytes);
 
     // Debug Naming
 
     void (*SetBufferName)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuBuffer *buffer,
+        SDL_GPURenderer *driverData,
+        SDL_GPUBuffer *buffer,
         const char *text);
 
     void (*SetTextureName)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuTexture *texture,
+        SDL_GPURenderer *driverData,
+        SDL_GPUTexture *texture,
         const char *text);
 
     void (*InsertDebugLabel)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         const char *text);
 
     void (*PushDebugGroup)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         const char *name);
 
     void (*PopDebugGroup)(
-        SDL_GpuCommandBuffer *commandBuffer);
+        SDL_GPUCommandBuffer *commandBuffer);
 
     // Disposal
 
     void (*ReleaseTexture)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuTexture *texture);
+        SDL_GPURenderer *driverData,
+        SDL_GPUTexture *texture);
 
     void (*ReleaseSampler)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuSampler *sampler);
+        SDL_GPURenderer *driverData,
+        SDL_GPUSampler *sampler);
 
     void (*ReleaseBuffer)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuBuffer *buffer);
+        SDL_GPURenderer *driverData,
+        SDL_GPUBuffer *buffer);
 
     void (*ReleaseTransferBuffer)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuTransferBuffer *transferBuffer);
+        SDL_GPURenderer *driverData,
+        SDL_GPUTransferBuffer *transferBuffer);
 
     void (*ReleaseShader)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuShader *shader);
+        SDL_GPURenderer *driverData,
+        SDL_GPUShader *shader);
 
     void (*ReleaseComputePipeline)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuComputePipeline *computePipeline);
+        SDL_GPURenderer *driverData,
+        SDL_GPUComputePipeline *computePipeline);
 
     void (*ReleaseGraphicsPipeline)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuGraphicsPipeline *graphicsPipeline);
+        SDL_GPURenderer *driverData,
+        SDL_GPUGraphicsPipeline *graphicsPipeline);
 
     // Render Pass
 
     void (*BeginRenderPass)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
         Uint32 colorAttachmentCount,
-        SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo);
+        SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo);
 
     void (*BindGraphicsPipeline)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuGraphicsPipeline *graphicsPipeline);
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUGraphicsPipeline *graphicsPipeline);
 
     void (*SetViewport)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuViewport *viewport);
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUViewport *viewport);
 
     void (*SetScissor)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         SDL_Rect *scissor);
 
     void (*BindVertexBuffers)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstBinding,
-        SDL_GpuBufferBinding *pBindings,
+        SDL_GPUBufferBinding *pBindings,
         Uint32 bindingCount);
 
     void (*BindIndexBuffer)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuBufferBinding *pBinding,
-        SDL_GpuIndexElementSize indexElementSize);
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUBufferBinding *pBinding,
+        SDL_GPUIndexElementSize indexElementSize);
 
     void (*BindVertexSamplers)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
-        SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+        SDL_GPUTextureSamplerBinding *textureSamplerBindings,
         Uint32 bindingCount);
 
     void (*BindVertexStorageTextures)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
-        SDL_GpuTexture **storageTextures,
+        SDL_GPUTexture **storageTextures,
         Uint32 bindingCount);
 
     void (*BindVertexStorageBuffers)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
-        SDL_GpuBuffer **storageBuffers,
+        SDL_GPUBuffer **storageBuffers,
         Uint32 bindingCount);
 
     void (*BindFragmentSamplers)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
-        SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+        SDL_GPUTextureSamplerBinding *textureSamplerBindings,
         Uint32 bindingCount);
 
     void (*BindFragmentStorageTextures)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
-        SDL_GpuTexture **storageTextures,
+        SDL_GPUTexture **storageTextures,
         Uint32 bindingCount);
 
     void (*BindFragmentStorageBuffers)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
-        SDL_GpuBuffer **storageBuffers,
+        SDL_GPUBuffer **storageBuffers,
         Uint32 bindingCount);
 
     void (*PushVertexUniformData)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 slotIndex,
         const void *data,
         Uint32 dataLengthInBytes);
 
     void (*PushFragmentUniformData)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 slotIndex,
         const void *data,
         Uint32 dataLengthInBytes);
 
     void (*DrawIndexedPrimitives)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 indexCount,
         Uint32 instanceCount,
         Uint32 firstIndex,
@@ -451,227 +451,227 @@ struct SDL_GpuDevice
         Uint32 firstInstance);
 
     void (*DrawPrimitives)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 vertexCount,
         Uint32 instanceCount,
         Uint32 firstVertex,
         Uint32 firstInstance);
 
     void (*DrawPrimitivesIndirect)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuBuffer *buffer,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUBuffer *buffer,
         Uint32 offsetInBytes,
         Uint32 drawCount,
         Uint32 stride);
 
     void (*DrawIndexedPrimitivesIndirect)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuBuffer *buffer,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUBuffer *buffer,
         Uint32 offsetInBytes,
         Uint32 drawCount,
         Uint32 stride);
 
     void (*EndRenderPass)(
-        SDL_GpuCommandBuffer *commandBuffer);
+        SDL_GPUCommandBuffer *commandBuffer);
 
     // Compute Pass
 
     void (*BeginComputePass)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuStorageTextureWriteOnlyBinding *storageTextureBindings,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
         Uint32 storageTextureBindingCount,
-        SDL_GpuStorageBufferWriteOnlyBinding *storageBufferBindings,
+        SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
         Uint32 storageBufferBindingCount);
 
     void (*BindComputePipeline)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuComputePipeline *computePipeline);
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUComputePipeline *computePipeline);
 
     void (*BindComputeStorageTextures)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
-        SDL_GpuTexture **storageTextures,
+        SDL_GPUTexture **storageTextures,
         Uint32 bindingCount);
 
     void (*BindComputeStorageBuffers)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 firstSlot,
-        SDL_GpuBuffer **storageBuffers,
+        SDL_GPUBuffer **storageBuffers,
         Uint32 bindingCount);
 
     void (*PushComputeUniformData)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 slotIndex,
         const void *data,
         Uint32 dataLengthInBytes);
 
     void (*DispatchCompute)(
-        SDL_GpuCommandBuffer *commandBuffer,
+        SDL_GPUCommandBuffer *commandBuffer,
         Uint32 groupCountX,
         Uint32 groupCountY,
         Uint32 groupCountZ);
 
     void (*DispatchComputeIndirect)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuBuffer *buffer,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUBuffer *buffer,
         Uint32 offsetInBytes);
 
     void (*EndComputePass)(
-        SDL_GpuCommandBuffer *commandBuffer);
+        SDL_GPUCommandBuffer *commandBuffer);
 
     // TransferBuffer Data
 
     void *(*MapTransferBuffer)(
-        SDL_GpuRenderer *device,
-        SDL_GpuTransferBuffer *transferBuffer,
+        SDL_GPURenderer *device,
+        SDL_GPUTransferBuffer *transferBuffer,
         SDL_bool cycle);
 
     void (*UnmapTransferBuffer)(
-        SDL_GpuRenderer *device,
-        SDL_GpuTransferBuffer *transferBuffer);
+        SDL_GPURenderer *device,
+        SDL_GPUTransferBuffer *transferBuffer);
 
     // Copy Pass
 
     void (*BeginCopyPass)(
-        SDL_GpuCommandBuffer *commandBuffer);
+        SDL_GPUCommandBuffer *commandBuffer);
 
     void (*UploadToTexture)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuTextureTransferInfo *source,
-        SDL_GpuTextureRegion *destination,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUTextureTransferInfo *source,
+        SDL_GPUTextureRegion *destination,
         SDL_bool cycle);
 
     void (*UploadToBuffer)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuTransferBufferLocation *source,
-        SDL_GpuBufferRegion *destination,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUTransferBufferLocation *source,
+        SDL_GPUBufferRegion *destination,
         SDL_bool cycle);
 
     void (*CopyTextureToTexture)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuTextureLocation *source,
-        SDL_GpuTextureLocation *destination,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUTextureLocation *source,
+        SDL_GPUTextureLocation *destination,
         Uint32 w,
         Uint32 h,
         Uint32 d,
         SDL_bool cycle);
 
     void (*CopyBufferToBuffer)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuBufferLocation *source,
-        SDL_GpuBufferLocation *destination,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUBufferLocation *source,
+        SDL_GPUBufferLocation *destination,
         Uint32 size,
         SDL_bool cycle);
 
     void (*GenerateMipmaps)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuTexture *texture);
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUTexture *texture);
 
     void (*DownloadFromTexture)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuTextureRegion *source,
-        SDL_GpuTextureTransferInfo *destination);
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUTextureRegion *source,
+        SDL_GPUTextureTransferInfo *destination);
 
     void (*DownloadFromBuffer)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuBufferRegion *source,
-        SDL_GpuTransferBufferLocation *destination);
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUBufferRegion *source,
+        SDL_GPUTransferBufferLocation *destination);
 
     void (*EndCopyPass)(
-        SDL_GpuCommandBuffer *commandBuffer);
+        SDL_GPUCommandBuffer *commandBuffer);
 
     void (*Blit)(
-        SDL_GpuCommandBuffer *commandBuffer,
-        SDL_GpuBlitRegion *source,
-        SDL_GpuBlitRegion *destination,
+        SDL_GPUCommandBuffer *commandBuffer,
+        SDL_GPUBlitRegion *source,
+        SDL_GPUBlitRegion *destination,
         SDL_FlipMode flipMode,
-        SDL_GpuFilter filterMode,
+        SDL_GPUFilter filterMode,
         SDL_bool cycle);
 
     // Submission/Presentation
 
     SDL_bool (*SupportsSwapchainComposition)(
-        SDL_GpuRenderer *driverData,
+        SDL_GPURenderer *driverData,
         SDL_Window *window,
-        SDL_GpuSwapchainComposition swapchainComposition);
+        SDL_GPUSwapchainComposition swapchainComposition);
 
     SDL_bool (*SupportsPresentMode)(
-        SDL_GpuRenderer *driverData,
+        SDL_GPURenderer *driverData,
         SDL_Window *window,
-        SDL_GpuPresentMode presentMode);
+        SDL_GPUPresentMode presentMode);
 
     SDL_bool (*ClaimWindow)(
-        SDL_GpuRenderer *driverData,
+        SDL_GPURenderer *driverData,
         SDL_Window *window);
 
     void (*UnclaimWindow)(
-        SDL_GpuRenderer *driverData,
+        SDL_GPURenderer *driverData,
         SDL_Window *window);
 
     SDL_bool (*SetSwapchainParameters)(
-        SDL_GpuRenderer *driverData,
+        SDL_GPURenderer *driverData,
         SDL_Window *window,
-        SDL_GpuSwapchainComposition swapchainComposition,
-        SDL_GpuPresentMode presentMode);
+        SDL_GPUSwapchainComposition swapchainComposition,
+        SDL_GPUPresentMode presentMode);
 
-    SDL_GpuTextureFormat (*GetSwapchainTextureFormat)(
-        SDL_GpuRenderer *driverData,
+    SDL_GPUTextureFormat (*GetSwapchainTextureFormat)(
+        SDL_GPURenderer *driverData,
         SDL_Window *window);
 
-    SDL_GpuCommandBuffer *(*AcquireCommandBuffer)(
-        SDL_GpuRenderer *driverData);
+    SDL_GPUCommandBuffer *(*AcquireCommandBuffer)(
+        SDL_GPURenderer *driverData);
 
-    SDL_GpuTexture *(*AcquireSwapchainTexture)(
-        SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUTexture *(*AcquireSwapchainTexture)(
+        SDL_GPUCommandBuffer *commandBuffer,
         SDL_Window *window,
         Uint32 *pWidth,
         Uint32 *pHeight);
 
     void (*Submit)(
-        SDL_GpuCommandBuffer *commandBuffer);
+        SDL_GPUCommandBuffer *commandBuffer);
 
-    SDL_GpuFence *(*SubmitAndAcquireFence)(
-        SDL_GpuCommandBuffer *commandBuffer);
+    SDL_GPUFence *(*SubmitAndAcquireFence)(
+        SDL_GPUCommandBuffer *commandBuffer);
 
     void (*Wait)(
-        SDL_GpuRenderer *driverData);
+        SDL_GPURenderer *driverData);
 
     void (*WaitForFences)(
-        SDL_GpuRenderer *driverData,
+        SDL_GPURenderer *driverData,
         SDL_bool waitAll,
-        SDL_GpuFence **pFences,
+        SDL_GPUFence **pFences,
         Uint32 fenceCount);
 
     SDL_bool (*QueryFence)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuFence *fence);
+        SDL_GPURenderer *driverData,
+        SDL_GPUFence *fence);
 
     void (*ReleaseFence)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuFence *fence);
+        SDL_GPURenderer *driverData,
+        SDL_GPUFence *fence);
 
     // Feature Queries
 
     SDL_bool (*SupportsTextureFormat)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuTextureFormat format,
-        SDL_GpuTextureType type,
-        SDL_GpuTextureUsageFlags usage);
+        SDL_GPURenderer *driverData,
+        SDL_GPUTextureFormat format,
+        SDL_GPUTextureType type,
+        SDL_GPUTextureUsageFlags usage);
 
     SDL_bool (*SupportsSampleCount)(
-        SDL_GpuRenderer *driverData,
-        SDL_GpuTextureFormat format,
-        SDL_GpuSampleCount desiredSampleCount);
+        SDL_GPURenderer *driverData,
+        SDL_GPUTextureFormat format,
+        SDL_GPUSampleCount desiredSampleCount);
 
     // Opaque pointer for the Driver
-    SDL_GpuRenderer *driverData;
+    SDL_GPURenderer *driverData;
 
-    // Store this for SDL_GetGpuDriver()
-    SDL_GpuDriver backend;
+    // Store this for SDL_GetGPUDriver()
+    SDL_GPUDriver backend;
 
     // Store this for SDL_gpu.c's debug layer
     SDL_bool debugMode;
-    SDL_GpuShaderFormat shaderFormats;
+    SDL_GPUShaderFormat shaderFormats;
 };
 
 #define ASSIGN_DRIVER_FUNC(func, name) \
@@ -753,24 +753,24 @@ struct SDL_GpuDevice
     ASSIGN_DRIVER_FUNC(SupportsTextureFormat, name)         \
     ASSIGN_DRIVER_FUNC(SupportsSampleCount, name)
 
-typedef struct SDL_GpuBootstrap
+typedef struct SDL_GPUBootstrap
 {
     const char *Name;
-    const SDL_GpuDriver backendflag;
-    const SDL_GpuShaderFormat shaderFormats;
+    const SDL_GPUDriver backendflag;
+    const SDL_GPUShaderFormat shaderFormats;
     SDL_bool (*PrepareDriver)(SDL_VideoDevice *_this);
-    SDL_GpuDevice *(*CreateDevice)(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props);
-} SDL_GpuBootstrap;
+    SDL_GPUDevice *(*CreateDevice)(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props);
+} SDL_GPUBootstrap;
 
 #ifdef __cplusplus
 extern "C" {
 #endif
 
-extern SDL_GpuBootstrap VulkanDriver;
-extern SDL_GpuBootstrap D3D11Driver;
-extern SDL_GpuBootstrap D3D12Driver;
-extern SDL_GpuBootstrap MetalDriver;
-extern SDL_GpuBootstrap PS5Driver;
+extern SDL_GPUBootstrap VulkanDriver;
+extern SDL_GPUBootstrap D3D11Driver;
+extern SDL_GPUBootstrap D3D12Driver;
+extern SDL_GPUBootstrap MetalDriver;
+extern SDL_GPUBootstrap PS5Driver;
 
 #ifdef __cplusplus
 }

+ 232 - 232
src/gpu/d3d11/SDL_gpu_d3d11.c

@@ -81,7 +81,7 @@ static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87,
 #define D3D11_CREATE_DEVICE_FUNC      "D3D11CreateDevice"
 #define CREATE_DXGI_FACTORY1_FUNC     "CreateDXGIFactory1"
 #define DXGI_GET_DEBUG_INTERFACE_FUNC "DXGIGetDebugInterface"
-#define WINDOW_PROPERTY_DATA          "SDL_GpuD3D11WindowPropertyData"
+#define WINDOW_PROPERTY_DATA          "SDL_GPUD3D11WindowPropertyData"
 
 #define SDL_GPU_SHADERSTAGE_COMPUTE 2
 
@@ -139,15 +139,15 @@ static const GUID D3D_IID_DXGI_DEBUG_ALL = { 0xe48ae283, 0xda80, 0x490b, { 0x87,
 
 // Forward Declarations
 
-static void D3D11_Wait(SDL_GpuRenderer *driverData);
+static void D3D11_Wait(SDL_GPURenderer *driverData);
 static void D3D11_UnclaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window);
-static void D3D11_INTERNAL_DestroyBlitPipelines(SDL_GpuRenderer *driverData);
+static void D3D11_INTERNAL_DestroyBlitPipelines(SDL_GPURenderer *driverData);
 
 // Conversions
 
-static SDL_GpuTextureFormat SwapchainCompositionToSDLTextureFormat[] = {
+static SDL_GPUTextureFormat SwapchainCompositionToSDLTextureFormat[] = {
     SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM,      // SDR
     SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, // SDR_SRGB
     SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT,  // HDR
@@ -341,7 +341,7 @@ static D3D11_TEXTURE_ADDRESS_MODE SDLToD3D11_SamplerAddressMode[] = {
     D3D11_TEXTURE_ADDRESS_CLAMP   // CLAMP_TO_EDGE
 };
 
-static D3D11_FILTER SDLToD3D11_Filter(SDL_GpuSamplerCreateInfo *createInfo)
+static D3D11_FILTER SDLToD3D11_Filter(SDL_GPUSamplerCreateInfo *createInfo)
 {
     if (createInfo->minFilter == SDL_GPU_FILTER_LINEAR) {
         if (createInfo->magFilter == SDL_GPU_FILTER_LINEAR) {
@@ -436,8 +436,8 @@ typedef struct D3D11WindowData
     IDXGISwapChain *swapchain;
     D3D11Texture texture;
     D3D11TextureContainer textureContainer;
-    SDL_GpuPresentMode presentMode;
-    SDL_GpuSwapchainComposition swapchainComposition;
+    SDL_GPUPresentMode presentMode;
+    SDL_GPUSwapchainComposition swapchainComposition;
     DXGI_FORMAT swapchainFormat;
     DXGI_COLOR_SPACE_TYPE swapchainColorSpace;
     D3D11Fence *inFlightFences[MAX_FRAMES_IN_FLIGHT];
@@ -463,14 +463,14 @@ typedef struct D3D11GraphicsPipeline
     DXGI_FORMAT colorAttachmentFormats[MAX_COLOR_TARGET_BINDINGS];
     ID3D11BlendState *colorAttachmentBlendState;
 
-    SDL_GpuMultisampleState multisampleState;
+    SDL_GPUMultisampleState multisampleState;
 
     Uint8 hasDepthStencilAttachment;
     DXGI_FORMAT depthStencilAttachmentFormat;
     ID3D11DepthStencilState *depthStencilState;
     Uint8 stencilRef;
 
-    SDL_GpuPrimitiveType primitiveType;
+    SDL_GPUPrimitiveType primitiveType;
     ID3D11RasterizerState *rasterizerState;
 
     ID3D11VertexShader *vertexShader;
@@ -700,8 +700,8 @@ struct D3D11Renderer
 
     // Blit
     BlitPipelineCacheEntry blitPipelines[4];
-    SDL_GpuSampler *blitNearestSampler;
-    SDL_GpuSampler *blitLinearSampler;
+    SDL_GPUSampler *blitNearestSampler;
+    SDL_GPUSampler *blitLinearSampler;
 
     // Resource Tracking
     D3D11WindowData **claimedWindows;
@@ -889,7 +889,7 @@ static void D3D11_INTERNAL_DestroyBufferContainer(
 }
 
 static void D3D11_DestroyDevice(
-    SDL_GpuDevice *device)
+    SDL_GPUDevice *device)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)device->driverData;
 
@@ -1088,8 +1088,8 @@ static void D3D11_INTERNAL_DestroyTextureContainer(
 }
 
 static void D3D11_ReleaseTexture(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTexture *texture)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTexture *texture)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11TextureContainer *container = (D3D11TextureContainer *)texture;
@@ -1110,8 +1110,8 @@ static void D3D11_ReleaseTexture(
 }
 
 static void D3D11_ReleaseSampler(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuSampler *sampler)
+    SDL_GPURenderer *driverData,
+    SDL_GPUSampler *sampler)
 {
     (void)driverData; // used by other backends
     D3D11Sampler *d3d11Sampler = (D3D11Sampler *)sampler;
@@ -1120,8 +1120,8 @@ static void D3D11_ReleaseSampler(
 }
 
 static void D3D11_ReleaseBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBuffer *buffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUBuffer *buffer)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11BufferContainer *container = (D3D11BufferContainer *)buffer;
@@ -1142,8 +1142,8 @@ static void D3D11_ReleaseBuffer(
 }
 
 static void D3D11_ReleaseTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
 
@@ -1179,8 +1179,8 @@ static void D3D11_INTERNAL_DestroyTransferBufferContainer(
 }
 
 static void D3D11_ReleaseShader(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuShader *shader)
+    SDL_GPURenderer *driverData,
+    SDL_GPUShader *shader)
 {
     (void)driverData; // used by other backends
     D3D11Shader *d3dShader = (D3D11Shader *)shader;
@@ -1192,8 +1192,8 @@ static void D3D11_ReleaseShader(
 }
 
 static void D3D11_ReleaseComputePipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuComputePipeline *computePipeline)
+    SDL_GPURenderer *driverData,
+    SDL_GPUComputePipeline *computePipeline)
 {
     D3D11ComputePipeline *d3d11ComputePipeline = (D3D11ComputePipeline *)computePipeline;
 
@@ -1203,8 +1203,8 @@ static void D3D11_ReleaseComputePipeline(
 }
 
 static void D3D11_ReleaseGraphicsPipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+    SDL_GPURenderer *driverData,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     (void)driverData; // used by other backends
     D3D11GraphicsPipeline *d3d11GraphicsPipeline = (D3D11GraphicsPipeline *)graphicsPipeline;
@@ -1231,7 +1231,7 @@ static void D3D11_ReleaseGraphicsPipeline(
 static ID3D11BlendState *D3D11_INTERNAL_FetchBlendState(
     D3D11Renderer *renderer,
     Uint32 numColorAttachments,
-    SDL_GpuColorAttachmentDescription *colorAttachments)
+    SDL_GPUColorAttachmentDescription *colorAttachments)
 {
     ID3D11BlendState *result;
     D3D11_BLEND_DESC blendDesc;
@@ -1267,7 +1267,7 @@ static ID3D11BlendState *D3D11_INTERNAL_FetchBlendState(
 
 static ID3D11DepthStencilState *D3D11_INTERNAL_FetchDepthStencilState(
     D3D11Renderer *renderer,
-    SDL_GpuDepthStencilState depthStencilState)
+    SDL_GPUDepthStencilState depthStencilState)
 {
     ID3D11DepthStencilState *result;
     D3D11_DEPTH_STENCIL_DESC dsDesc;
@@ -1305,7 +1305,7 @@ static ID3D11DepthStencilState *D3D11_INTERNAL_FetchDepthStencilState(
 
 static ID3D11RasterizerState *D3D11_INTERNAL_FetchRasterizerState(
     D3D11Renderer *renderer,
-    SDL_GpuRasterizerState rasterizerState)
+    SDL_GPURasterizerState rasterizerState)
 {
     ID3D11RasterizerState *result;
     D3D11_RASTERIZER_DESC rasterizerDesc;
@@ -1336,7 +1336,7 @@ static ID3D11RasterizerState *D3D11_INTERNAL_FetchRasterizerState(
 
 static Uint32 D3D11_INTERNAL_FindIndexOfVertexBinding(
     Uint32 targetBinding,
-    const SDL_GpuVertexBinding *bindings,
+    const SDL_GPUVertexBinding *bindings,
     Uint32 numBindings)
 {
     for (Uint32 i = 0; i < numBindings; i += 1) {
@@ -1351,7 +1351,7 @@ static Uint32 D3D11_INTERNAL_FindIndexOfVertexBinding(
 
 static ID3D11InputLayout *D3D11_INTERNAL_FetchInputLayout(
     D3D11Renderer *renderer,
-    SDL_GpuVertexInputState inputState,
+    SDL_GPUVertexInputState inputState,
     void *shaderBytes,
     size_t shaderByteLength)
 {
@@ -1469,9 +1469,9 @@ static ID3D11DeviceChild *D3D11_INTERNAL_CreateID3D11Shader(
     return handle;
 }
 
-static SDL_GpuComputePipeline *D3D11_CreateComputePipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuComputePipelineCreateInfo *pipelineCreateInfo)
+static SDL_GPUComputePipeline *D3D11_CreateComputePipeline(
+    SDL_GPURenderer *driverData,
+    SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     ID3D11ComputeShader *shader;
@@ -1499,12 +1499,12 @@ static SDL_GpuComputePipeline *D3D11_CreateComputePipeline(
     pipeline->uniformBufferCount = pipelineCreateInfo->uniformBufferCount;
     // thread counts are ignored in d3d11
 
-    return (SDL_GpuComputePipeline *)pipeline;
+    return (SDL_GPUComputePipeline *)pipeline;
 }
 
-static SDL_GpuGraphicsPipeline *D3D11_CreateGraphicsPipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuGraphicsPipelineCreateInfo *pipelineCreateInfo)
+static SDL_GPUGraphicsPipeline *D3D11_CreateGraphicsPipeline(
+    SDL_GPURenderer *driverData,
+    SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11Shader *vertShader = (D3D11Shader *)pipelineCreateInfo->vertexShader;
@@ -1589,7 +1589,7 @@ static SDL_GpuGraphicsPipeline *D3D11_CreateGraphicsPipeline(
     pipeline->fragmentStorageBufferCount = fragShader->storageBufferCount;
     pipeline->fragmentUniformBufferCount = fragShader->uniformBufferCount;
 
-    return (SDL_GpuGraphicsPipeline *)pipeline;
+    return (SDL_GPUGraphicsPipeline *)pipeline;
 }
 
 // Debug Naming
@@ -1609,8 +1609,8 @@ static void D3D11_INTERNAL_SetBufferName(
 }
 
 static void D3D11_SetBufferName(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBuffer *buffer,
+    SDL_GPURenderer *driverData,
+    SDL_GPUBuffer *buffer,
     const char *text)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
@@ -1651,8 +1651,8 @@ static void D3D11_INTERNAL_SetTextureName(
 }
 
 static void D3D11_SetTextureName(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTexture *texture,
+    SDL_GPURenderer *driverData,
+    SDL_GPUTexture *texture,
     const char *text)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
@@ -1717,7 +1717,7 @@ static SDL_bool D3D11_INTERNAL_StrToWStr(
 }
 
 static void D3D11_InsertDebugLabel(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *text)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -1736,7 +1736,7 @@ static void D3D11_InsertDebugLabel(
 }
 
 static void D3D11_PushDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *name)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -1755,7 +1755,7 @@ static void D3D11_PushDebugGroup(
 }
 
 static void D3D11_PopDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     if (d3d11CommandBuffer->annotation == NULL) {
@@ -1766,9 +1766,9 @@ static void D3D11_PopDebugGroup(
 
 // Resource Creation
 
-static SDL_GpuSampler *D3D11_CreateSampler(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuSamplerCreateInfo *samplerCreateInfo)
+static SDL_GPUSampler *D3D11_CreateSampler(
+    SDL_GPURenderer *driverData,
+    SDL_GPUSamplerCreateInfo *samplerCreateInfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11_SAMPLER_DESC samplerDesc;
@@ -1796,12 +1796,12 @@ static SDL_GpuSampler *D3D11_CreateSampler(
     d3d11Sampler = (D3D11Sampler *)SDL_malloc(sizeof(D3D11Sampler));
     d3d11Sampler->handle = samplerStateHandle;
 
-    return (SDL_GpuSampler *)d3d11Sampler;
+    return (SDL_GPUSampler *)d3d11Sampler;
 }
 
-SDL_GpuShader *D3D11_CreateShader(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuShaderCreateInfo *shaderCreateInfo)
+SDL_GPUShader *D3D11_CreateShader(
+    SDL_GPURenderer *driverData,
+    SDL_GPUShaderCreateInfo *shaderCreateInfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     ID3D11DeviceChild *handle;
@@ -1833,12 +1833,12 @@ SDL_GpuShader *D3D11_CreateShader(
         shader->bytecodeSize = bytecodeSize;
     }
 
-    return (SDL_GpuShader *)shader;
+    return (SDL_GPUShader *)shader;
 }
 
 static D3D11Texture *D3D11_INTERNAL_CreateTexture(
     D3D11Renderer *renderer,
-    SDL_GpuTextureCreateInfo *createInfo,
+    SDL_GPUTextureCreateInfo *createInfo,
     D3D11_SUBRESOURCE_DATA *initialData)
 {
     Uint8 needsSRV, isColorTarget, isDepthStencil, isMultisample, isStaging, needSubresourceUAV, isMippable;
@@ -2151,9 +2151,9 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
 }
 
 static SDL_bool D3D11_SupportsSampleCount(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureFormat format,
-    SDL_GpuSampleCount sampleCount)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureFormat format,
+    SDL_GPUSampleCount sampleCount)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     Uint32 levels;
@@ -2167,9 +2167,9 @@ static SDL_bool D3D11_SupportsSampleCount(
     return SUCCEEDED(res) && levels > 0;
 }
 
-static SDL_GpuTexture *D3D11_CreateTexture(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureCreateInfo *textureCreateInfo)
+static SDL_GPUTexture *D3D11_CreateTexture(
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureCreateInfo *textureCreateInfo)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11TextureContainer *container;
@@ -2199,7 +2199,7 @@ static SDL_GpuTexture *D3D11_CreateTexture(
     texture->container = container;
     texture->containerIndex = 0;
 
-    return (SDL_GpuTexture *)container;
+    return (SDL_GPUTexture *)container;
 }
 
 static void D3D11_INTERNAL_CycleActiveTexture(
@@ -2359,9 +2359,9 @@ static D3D11Buffer *D3D11_INTERNAL_CreateBuffer(
     return d3d11Buffer;
 }
 
-static SDL_GpuBuffer *D3D11_CreateBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBufferUsageFlags usageFlags,
+static SDL_GPUBuffer *D3D11_CreateBuffer(
+    SDL_GPURenderer *driverData,
+    SDL_GPUBufferUsageFlags usageFlags,
     Uint32 sizeInBytes)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
@@ -2421,7 +2421,7 @@ static SDL_GpuBuffer *D3D11_CreateBuffer(
     container->bufferDesc = bufferDesc;
     container->debugName = NULL;
 
-    return (SDL_GpuBuffer *)container;
+    return (SDL_GPUBuffer *)container;
 }
 
 static D3D11UniformBuffer *D3D11_INTERNAL_CreateUniformBuffer(
@@ -2530,9 +2530,9 @@ static D3D11TransferBuffer *D3D11_INTERNAL_CreateTransferBuffer(
 }
 
 // This actually returns a container handle so we can rotate buffers on Cycle.
-static SDL_GpuTransferBuffer *D3D11_CreateTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBufferUsage usage, // ignored on D3D11
+static SDL_GPUTransferBuffer *D3D11_CreateTransferBuffer(
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBufferUsage usage, // ignored on D3D11
     Uint32 sizeInBytes)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
@@ -2549,7 +2549,7 @@ static SDL_GpuTransferBuffer *D3D11_CreateTransferBuffer(
 
     container->activeBuffer = container->buffers[0];
 
-    return (SDL_GpuTransferBuffer *)container;
+    return (SDL_GPUTransferBuffer *)container;
 }
 
 // TransferBuffer Data
@@ -2583,8 +2583,8 @@ static void D3D11_INTERNAL_CycleActiveTransferBuffer(
 }
 
 static void *D3D11_MapTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer,
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer,
     SDL_bool cycle)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
@@ -2605,8 +2605,8 @@ static void *D3D11_MapTransferBuffer(
 }
 
 static void D3D11_UnmapTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
     // no-op
     (void)driverData;
@@ -2616,15 +2616,15 @@ static void D3D11_UnmapTransferBuffer(
 // Copy Pass
 
 static void D3D11_BeginCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     // no-op
 }
 
 static void D3D11_UploadToTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureTransferInfo *source,
-    SDL_GpuTextureRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureTransferInfo *source,
+    SDL_GPUTextureRegion *destination,
     SDL_bool cycle)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -2632,13 +2632,13 @@ static void D3D11_UploadToTexture(
     D3D11TransferBufferContainer *srcTransferContainer = (D3D11TransferBufferContainer *)source->transferBuffer;
     D3D11TransferBuffer *srcTransferBuffer = srcTransferContainer->activeBuffer;
     D3D11TextureContainer *dstTextureContainer = (D3D11TextureContainer *)destination->texture;
-    SDL_GpuTextureFormat dstFormat = dstTextureContainer->header.info.format;
+    SDL_GPUTextureFormat dstFormat = dstTextureContainer->header.info.format;
     Uint32 bufferStride = source->imagePitch;
     Uint32 bufferImageHeight = source->imageHeight;
     Sint32 w = destination->w;
     Sint32 h = destination->h;
     D3D11Texture *stagingTexture;
-    SDL_GpuTextureCreateInfo stagingTextureCreateInfo;
+    SDL_GPUTextureCreateInfo stagingTextureCreateInfo;
     D3D11_SUBRESOURCE_DATA initialData;
 
     D3D11TextureSubresource *textureSubresource = D3D11_INTERNAL_PrepareTextureSubresourceForWrite(
@@ -2712,9 +2712,9 @@ static void D3D11_UploadToTexture(
 }
 
 static void D3D11_UploadToBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTransferBufferLocation *source,
-    SDL_GpuBufferRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTransferBufferLocation *source,
+    SDL_GPUBufferRegion *destination,
     SDL_bool cycle)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -2769,16 +2769,16 @@ static void D3D11_UploadToBuffer(
 }
 
 static void D3D11_DownloadFromTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureRegion *source,
-    SDL_GpuTextureTransferInfo *destination)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureRegion *source,
+    SDL_GPUTextureTransferInfo *destination)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = d3d11CommandBuffer->renderer;
     D3D11TransferBufferContainer *dstTransferContainer = (D3D11TransferBufferContainer *)destination->transferBuffer;
     D3D11TransferBuffer *d3d11TransferBuffer = dstTransferContainer->activeBuffer;
     D3D11TextureContainer *srcTextureContainer = (D3D11TextureContainer *)source->texture;
-    SDL_GpuTextureFormat srcFormat = srcTextureContainer->header.info.format;
+    SDL_GPUTextureFormat srcFormat = srcTextureContainer->header.info.format;
     D3D11_TEXTURE2D_DESC stagingDesc2D;
     D3D11_TEXTURE3D_DESC stagingDesc3D;
     D3D11TextureSubresource *textureSubresource = D3D11_INTERNAL_FetchTextureSubresource(
@@ -2874,9 +2874,9 @@ static void D3D11_DownloadFromTexture(
 }
 
 static void D3D11_DownloadFromBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferRegion *source,
-    SDL_GpuTransferBufferLocation *destination)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferRegion *source,
+    SDL_GPUTransferBufferLocation *destination)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = d3d11CommandBuffer->renderer;
@@ -2932,9 +2932,9 @@ static void D3D11_DownloadFromBuffer(
 }
 
 static void D3D11_CopyTextureToTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureLocation *source,
-    SDL_GpuTextureLocation *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureLocation *source,
+    SDL_GPUTextureLocation *destination,
     Uint32 w,
     Uint32 h,
     Uint32 d,
@@ -2975,9 +2975,9 @@ static void D3D11_CopyTextureToTexture(
 }
 
 static void D3D11_CopyBufferToBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferLocation *source,
-    SDL_GpuBufferLocation *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferLocation *source,
+    SDL_GPUBufferLocation *destination,
     Uint32 size,
     SDL_bool cycle)
 {
@@ -3009,8 +3009,8 @@ static void D3D11_CopyBufferToBuffer(
 }
 
 static void D3D11_GenerateMipmaps(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTexture *texture)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTexture *texture)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11TextureContainer *d3d11TextureContainer = (D3D11TextureContainer *)texture;
@@ -3025,7 +3025,7 @@ static void D3D11_GenerateMipmaps(
 }
 
 static void D3D11_EndCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     // no-op
 }
@@ -3175,8 +3175,8 @@ static SDL_bool D3D11_INTERNAL_AcquireFence(
     return SDL_TRUE;
 }
 
-static SDL_GpuCommandBuffer *D3D11_AcquireCommandBuffer(
-    SDL_GpuRenderer *driverData)
+static SDL_GPUCommandBuffer *D3D11_AcquireCommandBuffer(
+    SDL_GPURenderer *driverData)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11CommandBuffer *commandBuffer;
@@ -3222,7 +3222,7 @@ static SDL_GpuCommandBuffer *D3D11_AcquireCommandBuffer(
 
     SDL_UnlockMutex(renderer->acquireCommandBufferLock);
 
-    return (SDL_GpuCommandBuffer *)commandBuffer;
+    return (SDL_GPUCommandBuffer *)commandBuffer;
 }
 
 static D3D11UniformBuffer *D3D11_INTERNAL_AcquireUniformBufferFromPool(
@@ -3270,7 +3270,7 @@ static void D3D11_INTERNAL_ReturnUniformBufferToPool(
 
 static void D3D11_INTERNAL_PushUniformData(
     D3D11CommandBuffer *d3d11CommandBuffer,
-    SDL_GpuShaderStage shaderStage,
+    SDL_GPUShaderStage shaderStage,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -3367,10 +3367,10 @@ static void D3D11_INTERNAL_PushUniformData(
 }
 
 static void D3D11_BeginRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
     Uint32 colorAttachmentCount,
-    SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@@ -3531,8 +3531,8 @@ static void D3D11_BeginRenderPass(
 }
 
 static void D3D11_BindGraphicsPipeline(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline *)graphicsPipeline;
@@ -3595,8 +3595,8 @@ static void D3D11_BindGraphicsPipeline(
 }
 
 static void D3D11_SetViewport(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuViewport *viewport)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUViewport *viewport)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11_VIEWPORT vp = {
@@ -3615,7 +3615,7 @@ static void D3D11_SetViewport(
 }
 
 static void D3D11_SetScissor(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Rect *scissor)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -3633,9 +3633,9 @@ static void D3D11_SetScissor(
 }
 
 static void D3D11_BindVertexBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstBinding,
-    SDL_GpuBufferBinding *pBindings,
+    SDL_GPUBufferBinding *pBindings,
     Uint32 bindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -3654,9 +3654,9 @@ static void D3D11_BindVertexBuffers(
 }
 
 static void D3D11_BindIndexBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferBinding *pBinding,
-    SDL_GpuIndexElementSize indexElementSize)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferBinding *pBinding,
+    SDL_GPUIndexElementSize indexElementSize)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Buffer *d3d11Buffer = ((D3D11BufferContainer *)pBinding->buffer)->activeBuffer;
@@ -3671,9 +3671,9 @@ static void D3D11_BindIndexBuffer(
 }
 
 static void D3D11_BindVertexSamplers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -3697,9 +3697,9 @@ static void D3D11_BindVertexSamplers(
 }
 
 static void D3D11_BindVertexStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -3719,9 +3719,9 @@ static void D3D11_BindVertexStorageTextures(
 }
 
 static void D3D11_BindVertexStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -3744,9 +3744,9 @@ static void D3D11_BindVertexStorageBuffers(
 }
 
 static void D3D11_BindFragmentSamplers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -3770,9 +3770,9 @@ static void D3D11_BindFragmentSamplers(
 }
 
 static void D3D11_BindFragmentStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -3792,9 +3792,9 @@ static void D3D11_BindFragmentStorageTextures(
 }
 
 static void D3D11_BindFragmentStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -3946,7 +3946,7 @@ static void D3D11_INTERNAL_BindGraphicsResources(
 }
 
 static void D3D11_DrawIndexedPrimitives(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 indexCount,
     Uint32 instanceCount,
     Uint32 firstIndex,
@@ -3966,7 +3966,7 @@ static void D3D11_DrawIndexedPrimitives(
 }
 
 static void D3D11_DrawPrimitives(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 vertexCount,
     Uint32 instanceCount,
     Uint32 firstVertex,
@@ -3984,8 +3984,8 @@ static void D3D11_DrawPrimitives(
 }
 
 static void D3D11_DrawPrimitivesIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -4009,8 +4009,8 @@ static void D3D11_DrawPrimitivesIndirect(
 }
 
 static void D3D11_DrawIndexedPrimitivesIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -4034,7 +4034,7 @@ static void D3D11_DrawIndexedPrimitivesIndirect(
 }
 
 static void D3D11_EndRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     Uint32 i;
@@ -4073,7 +4073,7 @@ static void D3D11_EndRenderPass(
 }
 
 static void D3D11_PushVertexUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -4087,7 +4087,7 @@ static void D3D11_PushVertexUniformData(
 }
 
 static void D3D11_PushFragmentUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -4103,18 +4103,18 @@ static void D3D11_PushFragmentUniformData(
 // Blit
 
 static void D3D11_Blit(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBlitRegion *source,
-    SDL_GpuBlitRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBlitRegion *source,
+    SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GpuFilter filterMode,
+    SDL_GPUFilter filterMode,
     SDL_bool cycle)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
     BlitPipelineCacheEntry *blitPipelines = &renderer->blitPipelines[0];
 
-    SDL_Gpu_BlitCommon(
+    SDL_GPU_BlitCommon(
         commandBuffer,
         source,
         destination,
@@ -4136,10 +4136,10 @@ static void D3D11_Blit(
 // Compute State
 
 static void D3D11_BeginComputePass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuStorageTextureWriteOnlyBinding *storageTextureBindings,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
     Uint32 storageTextureBindingCount,
-    SDL_GpuStorageBufferWriteOnlyBinding *storageBufferBindings,
+    SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
     Uint32 storageBufferBindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -4188,8 +4188,8 @@ static void D3D11_BeginComputePass(
 }
 
 static void D3D11_BindComputePipeline(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuComputePipeline *computePipeline)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUComputePipeline *computePipeline)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11ComputePipeline *pipeline = (D3D11ComputePipeline *)computePipeline;
@@ -4214,9 +4214,9 @@ static void D3D11_BindComputePipeline(
 }
 
 static void D3D11_BindComputeStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -4236,9 +4236,9 @@ static void D3D11_BindComputeStorageTextures(
 }
 
 static void D3D11_BindComputeStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -4260,7 +4260,7 @@ static void D3D11_BindComputeStorageBuffers(
 }
 
 static void D3D11_PushComputeUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -4337,7 +4337,7 @@ static void D3D11_INTERNAL_BindComputeResources(
 }
 
 static void D3D11_DispatchCompute(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 groupCountX,
     Uint32 groupCountY,
     Uint32 groupCountZ)
@@ -4353,8 +4353,8 @@ static void D3D11_DispatchCompute(
 }
 
 static void D3D11_DispatchComputeIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -4371,7 +4371,7 @@ static void D3D11_DispatchComputeIndirect(
 }
 
 static void D3D11_EndComputePass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
 
@@ -4412,8 +4412,8 @@ static void D3D11_INTERNAL_ReleaseFenceToPool(
 }
 
 static void D3D11_ReleaseFence(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuFence *fence)
+    SDL_GPURenderer *driverData,
+    SDL_GPUFence *fence)
 {
     D3D11Fence *d3d11Fence = (D3D11Fence *)fence;
 
@@ -4572,8 +4572,8 @@ static void D3D11_INTERNAL_CleanCommandBuffer(
     // The fence is now available (unless SubmitAndAcquireFence was called)
     if (commandBuffer->autoReleaseFence) {
         D3D11_ReleaseFence(
-            (SDL_GpuRenderer *)renderer,
-            (SDL_GpuFence *)commandBuffer->fence);
+            (SDL_GPURenderer *)renderer,
+            (SDL_GPUFence *)commandBuffer->fence);
     }
 
     // Return command buffer to pool
@@ -4674,9 +4674,9 @@ static void D3D11_INTERNAL_WaitForFence(
 }
 
 static void D3D11_WaitForFences(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_bool waitAll,
-    SDL_GpuFence **pFences,
+    SDL_GPUFence **pFences,
     Uint32 fenceCount)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
@@ -4733,8 +4733,8 @@ static void D3D11_WaitForFences(
 }
 
 static SDL_bool D3D11_QueryFence(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuFence *fence)
+    SDL_GPURenderer *driverData,
+    SDL_GPUFence *fence)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11Fence *d3d11Fence = (D3D11Fence *)fence;
@@ -4832,8 +4832,8 @@ static SDL_bool D3D11_INTERNAL_InitializeSwapchainTexture(
 static SDL_bool D3D11_INTERNAL_CreateSwapchain(
     D3D11Renderer *renderer,
     D3D11WindowData *windowData,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode)
 {
     HWND dxgiHandle;
     int width, height;
@@ -5016,9 +5016,9 @@ static SDL_bool D3D11_INTERNAL_ResizeSwapchain(
 }
 
 static SDL_bool D3D11_SupportsSwapchainComposition(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition)
+    SDL_GPUSwapchainComposition swapchainComposition)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     DXGI_FORMAT format;
@@ -5074,9 +5074,9 @@ static SDL_bool D3D11_SupportsSwapchainComposition(
 }
 
 static SDL_bool D3D11_SupportsPresentMode(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUPresentMode presentMode)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     (void)window; // used by other backends
@@ -5092,7 +5092,7 @@ static SDL_bool D3D11_SupportsPresentMode(
 }
 
 static SDL_bool D3D11_ClaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
@@ -5136,7 +5136,7 @@ static void D3D11_INTERNAL_DestroySwapchain(
 {
     Uint32 i;
 
-    D3D11_Wait((SDL_GpuRenderer *)renderer);
+    D3D11_Wait((SDL_GPURenderer *)renderer);
 
     ID3D11RenderTargetView_Release(windowData->texture.subresources[0].colorTargetViews[0]);
     SDL_free(windowData->texture.subresources[0].colorTargetViews);
@@ -5155,14 +5155,14 @@ static void D3D11_INTERNAL_DestroySwapchain(
     for (i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) {
         if (windowData->inFlightFences[i] != NULL) {
             D3D11_ReleaseFence(
-                (SDL_GpuRenderer *)renderer,
-                (SDL_GpuFence *)windowData->inFlightFences[i]);
+                (SDL_GPURenderer *)renderer,
+                (SDL_GPUFence *)windowData->inFlightFences[i]);
         }
     }
 }
 
 static void D3D11_UnclaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
@@ -5191,8 +5191,8 @@ static void D3D11_UnclaimWindow(
     SDL_ClearProperty(SDL_GetWindowProperties(window), WINDOW_PROPERTY_DATA);
 }
 
-static SDL_GpuTexture *D3D11_AcquireSwapchainTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
+static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
     Uint32 *pWidth,
     Uint32 *pHeight)
@@ -5226,14 +5226,14 @@ static SDL_GpuTexture *D3D11_AcquireSwapchainTexture(
         if (windowData->presentMode == SDL_GPU_PRESENTMODE_VSYNC) {
             // In VSYNC mode, block until the least recent presented frame is done
             D3D11_WaitForFences(
-                (SDL_GpuRenderer *)renderer,
+                (SDL_GPURenderer *)renderer,
                 SDL_TRUE,
-                (SDL_GpuFence **)&windowData->inFlightFences[windowData->frameCounter],
+                (SDL_GPUFence **)&windowData->inFlightFences[windowData->frameCounter],
                 1);
         } else {
             if (!D3D11_QueryFence(
-                    (SDL_GpuRenderer *)d3d11CommandBuffer->renderer,
-                    (SDL_GpuFence *)windowData->inFlightFences[windowData->frameCounter])) {
+                    (SDL_GPURenderer *)d3d11CommandBuffer->renderer,
+                    (SDL_GPUFence *)windowData->inFlightFences[windowData->frameCounter])) {
                 /*
                  * In MAILBOX or IMMEDIATE mode, if the least recent fence is not signaled,
                  * return NULL to indicate that rendering should be skipped
@@ -5243,8 +5243,8 @@ static SDL_GpuTexture *D3D11_AcquireSwapchainTexture(
         }
 
         D3D11_ReleaseFence(
-            (SDL_GpuRenderer *)d3d11CommandBuffer->renderer,
-            (SDL_GpuFence *)windowData->inFlightFences[windowData->frameCounter]);
+            (SDL_GPURenderer *)d3d11CommandBuffer->renderer,
+            (SDL_GPUFence *)windowData->inFlightFences[windowData->frameCounter]);
 
         windowData->inFlightFences[windowData->frameCounter] = NULL;
     }
@@ -5276,11 +5276,11 @@ static SDL_GpuTexture *D3D11_AcquireSwapchainTexture(
     d3d11CommandBuffer->windowDataCount += 1;
 
     // Return the swapchain texture
-    return (SDL_GpuTexture *)&windowData->textureContainer;
+    return (SDL_GPUTexture *)&windowData->textureContainer;
 }
 
-static SDL_GpuTextureFormat D3D11_GetSwapchainTextureFormat(
-    SDL_GpuRenderer *driverData,
+static SDL_GPUTextureFormat D3D11_GetSwapchainTextureFormat(
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window);
@@ -5294,10 +5294,10 @@ static SDL_GpuTextureFormat D3D11_GetSwapchainTextureFormat(
 }
 
 static SDL_bool D3D11_SetSwapchainParameters(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window);
@@ -5340,7 +5340,7 @@ static SDL_bool D3D11_SetSwapchainParameters(
 // Submission
 
 static void D3D11_Submit(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@@ -5456,8 +5456,8 @@ static void D3D11_Submit(
     SDL_UnlockMutex(renderer->contextLock);
 }
 
-static SDL_GpuFence *D3D11_SubmitAndAcquireFence(
-    SDL_GpuCommandBuffer *commandBuffer)
+static SDL_GPUFence *D3D11_SubmitAndAcquireFence(
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Fence *fence = d3d11CommandBuffer->fence;
@@ -5465,11 +5465,11 @@ static SDL_GpuFence *D3D11_SubmitAndAcquireFence(
     d3d11CommandBuffer->autoReleaseFence = 0;
     D3D11_Submit(commandBuffer);
 
-    return (SDL_GpuFence *)fence;
+    return (SDL_GPUFence *)fence;
 }
 
 static void D3D11_Wait(
-    SDL_GpuRenderer *driverData)
+    SDL_GPURenderer *driverData)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11CommandBuffer *commandBuffer;
@@ -5499,10 +5499,10 @@ static void D3D11_Wait(
 // Format Info
 
 static SDL_bool D3D11_SupportsTextureFormat(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureFormat format,
-    SDL_GpuTextureType type,
-    SDL_GpuTextureUsageFlags usage)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureFormat format,
+    SDL_GPUTextureType type,
+    SDL_GPUTextureUsageFlags usage)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     DXGI_FORMAT dxgiFormat = SDLToD3D11_TextureFormat[format];
@@ -5670,16 +5670,16 @@ static void D3D11_INTERNAL_TryInitializeDXGIDebug(D3D11Renderer *renderer)
 static void D3D11_INTERNAL_InitBlitPipelines(
     D3D11Renderer *renderer)
 {
-    SDL_GpuShaderCreateInfo shaderCreateInfo;
-    SDL_GpuShader *fullscreenVertexShader;
-    SDL_GpuShader *blitFrom2DPixelShader;
-    SDL_GpuShader *blitFrom2DArrayPixelShader;
-    SDL_GpuShader *blitFrom3DPixelShader;
-    SDL_GpuShader *blitFromCubePixelShader;
-    SDL_GpuGraphicsPipelineCreateInfo blitPipelineCreateInfo;
-    SDL_GpuGraphicsPipeline *blitPipeline;
-    SDL_GpuSamplerCreateInfo samplerCreateInfo;
-    SDL_GpuColorAttachmentDescription colorAttachmentDesc;
+    SDL_GPUShaderCreateInfo shaderCreateInfo;
+    SDL_GPUShader *fullscreenVertexShader;
+    SDL_GPUShader *blitFrom2DPixelShader;
+    SDL_GPUShader *blitFrom2DArrayPixelShader;
+    SDL_GPUShader *blitFrom3DPixelShader;
+    SDL_GPUShader *blitFromCubePixelShader;
+    SDL_GPUGraphicsPipelineCreateInfo blitPipelineCreateInfo;
+    SDL_GPUGraphicsPipeline *blitPipeline;
+    SDL_GPUSamplerCreateInfo samplerCreateInfo;
+    SDL_GPUColorAttachmentDescription colorAttachmentDesc;
 
     // Fullscreen vertex shader
     SDL_zero(shaderCreateInfo);
@@ -5690,7 +5690,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     shaderCreateInfo.entryPointName = "main";
 
     fullscreenVertexShader = D3D11_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (fullscreenVertexShader == NULL) {
@@ -5705,7 +5705,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     shaderCreateInfo.uniformBufferCount = 1;
 
     blitFrom2DPixelShader = D3D11_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (blitFrom2DPixelShader == NULL) {
@@ -5717,7 +5717,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     shaderCreateInfo.codeSize = sizeof(D3D11_BlitFrom2DArray);
 
     blitFrom2DArrayPixelShader = D3D11_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (blitFrom2DArrayPixelShader == NULL) {
@@ -5729,7 +5729,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     shaderCreateInfo.codeSize = sizeof(D3D11_BlitFrom3D);
 
     blitFrom3DPixelShader = D3D11_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (blitFrom3DPixelShader == NULL) {
@@ -5741,7 +5741,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     shaderCreateInfo.codeSize = sizeof(D3D11_BlitFromCube);
 
     blitFromCubePixelShader = D3D11_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (blitFromCubePixelShader == NULL) {
@@ -5774,7 +5774,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     blitPipelineCreateInfo.blendConstants[3] = 1.0f;
 
     blitPipeline = D3D11_CreateGraphicsPipeline(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &blitPipelineCreateInfo);
 
     if (blitPipeline == NULL) {
@@ -5788,7 +5788,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     // BlitFrom2DArrayPipeline
     blitPipelineCreateInfo.fragmentShader = blitFrom2DArrayPixelShader;
     blitPipeline = D3D11_CreateGraphicsPipeline(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &blitPipelineCreateInfo);
 
     if (blitPipeline == NULL) {
@@ -5802,7 +5802,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     // BlitFrom3DPipeline
     blitPipelineCreateInfo.fragmentShader = blitFrom3DPixelShader;
     blitPipeline = D3D11_CreateGraphicsPipeline(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &blitPipelineCreateInfo);
 
     if (blitPipeline == NULL) {
@@ -5816,7 +5816,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     // BlitFromCubePipeline
     blitPipelineCreateInfo.fragmentShader = blitFromCubePixelShader;
     blitPipeline = D3D11_CreateGraphicsPipeline(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &blitPipelineCreateInfo);
 
     if (blitPipeline == NULL) {
@@ -5841,7 +5841,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     samplerCreateInfo.maxLod = 1000;
 
     renderer->blitNearestSampler = D3D11_CreateSampler(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &samplerCreateInfo);
 
     if (renderer->blitNearestSampler == NULL) {
@@ -5853,7 +5853,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
 
     renderer->blitLinearSampler = D3D11_CreateSampler(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &samplerCreateInfo);
 
     if (renderer->blitLinearSampler == NULL) {
@@ -5861,15 +5861,15 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     }
 
     // Clean up
-    D3D11_ReleaseShader((SDL_GpuRenderer *)renderer, fullscreenVertexShader);
-    D3D11_ReleaseShader((SDL_GpuRenderer *)renderer, blitFrom2DPixelShader);
-    D3D11_ReleaseShader((SDL_GpuRenderer *)renderer, blitFrom2DArrayPixelShader);
-    D3D11_ReleaseShader((SDL_GpuRenderer *)renderer, blitFrom3DPixelShader);
-    D3D11_ReleaseShader((SDL_GpuRenderer *)renderer, blitFromCubePixelShader);
+    D3D11_ReleaseShader((SDL_GPURenderer *)renderer, fullscreenVertexShader);
+    D3D11_ReleaseShader((SDL_GPURenderer *)renderer, blitFrom2DPixelShader);
+    D3D11_ReleaseShader((SDL_GPURenderer *)renderer, blitFrom2DArrayPixelShader);
+    D3D11_ReleaseShader((SDL_GPURenderer *)renderer, blitFrom3DPixelShader);
+    D3D11_ReleaseShader((SDL_GPURenderer *)renderer, blitFromCubePixelShader);
 }
 
 static void D3D11_INTERNAL_DestroyBlitPipelines(
-    SDL_GpuRenderer *driverData)
+    SDL_GPURenderer *driverData)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11_ReleaseSampler(driverData, renderer->blitLinearSampler);
@@ -5879,7 +5879,7 @@ static void D3D11_INTERNAL_DestroyBlitPipelines(
     }
 }
 
-static SDL_GpuDevice *D3D11_CreateDevice(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props)
+static SDL_GPUDevice *D3D11_CreateDevice(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props)
 {
     D3D11Renderer *renderer;
     PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;
@@ -5891,7 +5891,7 @@ static SDL_GpuDevice *D3D11_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
     Uint32 flags;
     DXGI_ADAPTER_DESC1 adapterDesc;
     HRESULT res;
-    SDL_GpuDevice *result;
+    SDL_GPUDevice *result;
 
     // Allocate and zero out the renderer
     renderer = (D3D11Renderer *)SDL_calloc(1, sizeof(D3D11Renderer));
@@ -6116,15 +6116,15 @@ tryCreateDevice:
     // Initialize built-in pipelines
     D3D11_INTERNAL_InitBlitPipelines(renderer);
 
-    // Create the SDL_Gpu Device
-    result = (SDL_GpuDevice *)SDL_malloc(sizeof(SDL_GpuDevice));
+    // Create the SDL_GPU Device
+    result = (SDL_GPUDevice *)SDL_malloc(sizeof(SDL_GPUDevice));
     ASSIGN_DRIVER(D3D11)
-    result->driverData = (SDL_GpuRenderer *)renderer;
+    result->driverData = (SDL_GPURenderer *)renderer;
 
     return result;
 }
 
-SDL_GpuBootstrap D3D11Driver = {
+SDL_GPUBootstrap D3D11Driver = {
     "D3D11",
     SDL_GPU_DRIVER_D3D11,
     SDL_GPU_SHADERFORMAT_DXBC,

+ 259 - 259
src/gpu/d3d12/SDL_gpu_d3d12.c

@@ -86,7 +86,7 @@
 #define CREATE_DXGI_FACTORY1_FUNC           "CreateDXGIFactory1"
 #define DXGI_GET_DEBUG_INTERFACE_FUNC       "DXGIGetDebugInterface"
 #define D3D12_GET_DEBUG_INTERFACE_FUNC      "D3D12GetDebugInterface"
-#define WINDOW_PROPERTY_DATA                "SDL_GpuD3D12WindowPropertyData"
+#define WINDOW_PROPERTY_DATA                "SDL_GPUD3D12WindowPropertyData"
 #define D3D_FEATURE_LEVEL_CHOICE            D3D_FEATURE_LEVEL_11_1
 #define D3D_FEATURE_LEVEL_CHOICE_STR        "11_1"
 // FIXME: just use sysgpu.h defines
@@ -98,7 +98,7 @@
 #define D3D12_FENCE_UNSIGNALED_VALUE          0
 #define D3D12_FENCE_SIGNAL_VALUE              1
 
-#define SDL_GPU_SHADERSTAGE_COMPUTE (SDL_GpuShaderStage)2
+#define SDL_GPU_SHADERSTAGE_COMPUTE (SDL_GPUShaderStage)2
 
 #define EXPAND_ELEMENTS_IF_NEEDED(arr, initialValue, type) \
     if (arr->count == arr->capacity) {                     \
@@ -163,7 +163,7 @@ typedef enum D3D12BufferType
 
 // Conversions
 
-static SDL_GpuTextureFormat SwapchainCompositionToSDLTextureFormat[] = {
+static SDL_GPUTextureFormat SwapchainCompositionToSDLTextureFormat[] = {
     SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM,      // SDR
     SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, // SDR_SRGB
     SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT,  // HDR
@@ -358,9 +358,9 @@ static D3D12_TEXTURE_ADDRESS_MODE SDLToD3D12_SamplerAddressMode[] = {
 };
 
 static D3D12_FILTER SDLToD3D12_Filter(
-    SDL_GpuFilter minFilter,
-    SDL_GpuFilter magFilter,
-    SDL_GpuSamplerMipmapMode mipmapMode,
+    SDL_GPUFilter minFilter,
+    SDL_GPUFilter magFilter,
+    SDL_GPUSamplerMipmapMode mipmapMode,
     SDL_bool comparisonEnabled,
     SDL_bool anisotropyEnabled)
 {
@@ -477,7 +477,7 @@ struct D3D12Texture
 
 typedef struct D3D12Sampler
 {
-    SDL_GpuSamplerCreateInfo createInfo;
+    SDL_GPUSamplerCreateInfo createInfo;
     D3D12CPUDescriptor handle;
     SDL_AtomicInt referenceCount;
 } D3D12Sampler;
@@ -491,8 +491,8 @@ typedef struct D3D12WindowData
 #else
     IDXGISwapChain3 *swapchain;
 #endif
-    SDL_GpuPresentMode presentMode;
-    SDL_GpuSwapchainComposition swapchainComposition;
+    SDL_GPUPresentMode presentMode;
+    SDL_GPUSwapchainComposition swapchainComposition;
     DXGI_COLOR_SPACE_TYPE swapchainColorSpace;
     Uint32 frameCounter;
 
@@ -509,7 +509,7 @@ typedef struct D3D12PresentData
 struct D3D12Renderer
 {
     // Reference to the parent device
-    SDL_GpuDevice *sdlGpuDevice;
+    SDL_GPUDevice *sdlGPUDevice;
 
 #if !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
     IDXGIDebug *dxgiDebug;
@@ -541,14 +541,14 @@ struct D3D12Renderer
     ID3D12CommandSignature *indirectDispatchCommandSignature;
 
     // Blit
-    SDL_GpuShader *blitVertexShader;
-    SDL_GpuShader *blitFrom2DShader;
-    SDL_GpuShader *blitFrom2DArrayShader;
-    SDL_GpuShader *blitFrom3DShader;
-    SDL_GpuShader *blitFromCubeShader;
+    SDL_GPUShader *blitVertexShader;
+    SDL_GPUShader *blitFrom2DShader;
+    SDL_GPUShader *blitFrom2DArrayShader;
+    SDL_GPUShader *blitFrom3DShader;
+    SDL_GPUShader *blitFromCubeShader;
 
-    SDL_GpuSampler *blitNearestSampler;
-    SDL_GpuSampler *blitLinearSampler;
+    SDL_GPUSampler *blitNearestSampler;
+    SDL_GPUSampler *blitLinearSampler;
 
     BlitPipelineCacheEntry *blitPipelines;
     Uint32 blitPipelineCount;
@@ -743,7 +743,7 @@ struct D3D12GraphicsPipeline
 {
     ID3D12PipelineState *pipelineState;
     D3D12GraphicsRootSignature *rootSignature;
-    SDL_GpuPrimitiveType primitiveType;
+    SDL_GPUPrimitiveType primitiveType;
 
     Uint32 vertexStrides[MAX_BUFFER_BINDINGS];
 
@@ -818,7 +818,7 @@ struct D3D12Buffer
 
 struct D3D12BufferContainer
 {
-    SDL_GpuBufferUsageFlags usageFlags;
+    SDL_GPUBufferUsageFlags usageFlags;
     Uint32 size;
     D3D12BufferType type;
 
@@ -843,10 +843,10 @@ struct D3D12UniformBuffer
 
 // Foward function declarations
 
-static void D3D12_UnclaimWindow(SDL_GpuRenderer *driverData, SDL_Window *window);
-static void D3D12_Wait(SDL_GpuRenderer *driverData);
-static void D3D12_WaitForFences(SDL_GpuRenderer *driverData, SDL_bool waitAll, SDL_GpuFence **pFences, Uint32 fenceCount);
-static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GpuRenderer *driverData);
+static void D3D12_UnclaimWindow(SDL_GPURenderer *driverData, SDL_Window *window);
+static void D3D12_Wait(SDL_GPURenderer *driverData);
+static void D3D12_WaitForFences(SDL_GPURenderer *driverData, SDL_bool waitAll, SDL_GPUFence **pFences, Uint32 fenceCount);
+static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GPURenderer *driverData);
 
 // Helpers
 
@@ -1180,8 +1180,8 @@ static void D3D12_INTERNAL_ReleaseFenceToPool(
 }
 
 static void D3D12_ReleaseFence(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuFence *fence)
+    SDL_GPURenderer *driverData,
+    SDL_GPUFence *fence)
 {
     D3D12Fence *d3d12Fence = (D3D12Fence *)fence;
 
@@ -1193,8 +1193,8 @@ static void D3D12_ReleaseFence(
 }
 
 static SDL_bool D3D12_QueryFence(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuFence *fence)
+    SDL_GPURenderer *driverData,
+    SDL_GPUFence *fence)
 {
     D3D12Fence *d3d12Fence = (D3D12Fence *)fence;
     return ID3D12Fence_GetCompletedValue(d3d12Fence->handle) == D3D12_FENCE_SIGNAL_VALUE;
@@ -1255,14 +1255,14 @@ static void D3D12_INTERNAL_DestroyRenderer(D3D12Renderer *renderer)
     }
 
     // Release blit pipeline structures
-    D3D12_INTERNAL_ReleaseBlitPipelines((SDL_GpuRenderer *)renderer);
+    D3D12_INTERNAL_ReleaseBlitPipelines((SDL_GPURenderer *)renderer);
 
     // Flush any remaining GPU work...
-    D3D12_Wait((SDL_GpuRenderer *)renderer);
+    D3D12_Wait((SDL_GPURenderer *)renderer);
 
     // Release window data
     for (Sint32 i = renderer->claimedWindowCount - 1; i >= 0; i -= 1) {
-        D3D12_UnclaimWindow((SDL_GpuRenderer *)renderer, renderer->claimedWindows[i]->window);
+        D3D12_UnclaimWindow((SDL_GPURenderer *)renderer, renderer->claimedWindows[i]->window);
     }
     SDL_free(renderer->claimedWindows);
 
@@ -1389,7 +1389,7 @@ static void D3D12_INTERNAL_DestroyRenderer(D3D12Renderer *renderer)
     SDL_free(renderer);
 }
 
-static void D3D12_DestroyDevice(SDL_GpuDevice *device)
+static void D3D12_DestroyDevice(SDL_GPUDevice *device)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)device->driverData;
     D3D12_INTERNAL_DestroyRenderer(renderer);
@@ -1461,7 +1461,7 @@ static void D3D12_INTERNAL_TextureSubresourceBarrier(
 }
 
 static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultTextureResourceState(
-    SDL_GpuTextureUsageFlags usageFlags)
+    SDL_GPUTextureUsageFlags usageFlags)
 {
     // NOTE: order matters here!
 
@@ -2060,7 +2060,7 @@ static D3D12GraphicsRootSignature *D3D12_INTERNAL_CreateGraphicsRootSignature(
 static SDL_bool D3D12_INTERNAL_CreateShaderBytecode(
     D3D12Renderer *renderer,
     Uint32 stage,
-    SDL_GpuShaderFormat format,
+    SDL_GPUShaderFormat format,
     const Uint8 *code,
     size_t codeSize,
     const char *entryPointName,
@@ -2081,7 +2081,7 @@ static SDL_bool D3D12_INTERNAL_CreateShaderBytecode(
 
 static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature(
     D3D12Renderer *renderer,
-    SDL_GpuComputePipelineCreateInfo *createInfo)
+    SDL_GPUComputePipelineCreateInfo *createInfo)
 {
     // FIXME: I think the max can be smaller...
     D3D12_ROOT_PARAMETER rootParameters[MAX_ROOT_SIGNATURE_PARAMETERS];
@@ -2238,9 +2238,9 @@ static D3D12ComputeRootSignature *D3D12_INTERNAL_CreateComputeRootSignature(
     return d3d12ComputeRootSignature;
 }
 
-static SDL_GpuComputePipeline *D3D12_CreateComputePipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuComputePipelineCreateInfo *pipelineCreateInfo)
+static SDL_GPUComputePipeline *D3D12_CreateComputePipeline(
+    SDL_GPURenderer *driverData,
+    SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     void *bytecode;
@@ -2308,10 +2308,10 @@ static SDL_GpuComputePipeline *D3D12_CreateComputePipeline(
     computePipeline->uniformBufferCount = pipelineCreateInfo->uniformBufferCount;
     SDL_AtomicSet(&computePipeline->referenceCount, 0);
 
-    return (SDL_GpuComputePipeline *)computePipeline;
+    return (SDL_GPUComputePipeline *)computePipeline;
 }
 
-static SDL_bool D3D12_INTERNAL_ConvertRasterizerState(SDL_GpuRasterizerState rasterizerState, D3D12_RASTERIZER_DESC *desc)
+static SDL_bool D3D12_INTERNAL_ConvertRasterizerState(SDL_GPURasterizerState rasterizerState, D3D12_RASTERIZER_DESC *desc)
 {
     if (!desc) {
         return SDL_FALSE;
@@ -2350,7 +2350,7 @@ static SDL_bool D3D12_INTERNAL_ConvertRasterizerState(SDL_GpuRasterizerState ras
     return SDL_TRUE;
 }
 
-static SDL_bool D3D12_INTERNAL_ConvertBlendState(SDL_GpuGraphicsPipelineCreateInfo *pipelineInfo, D3D12_BLEND_DESC *blendDesc)
+static SDL_bool D3D12_INTERNAL_ConvertBlendState(SDL_GPUGraphicsPipelineCreateInfo *pipelineInfo, D3D12_BLEND_DESC *blendDesc)
 {
     if (!blendDesc) {
         return SDL_FALSE;
@@ -2376,7 +2376,7 @@ static SDL_bool D3D12_INTERNAL_ConvertBlendState(SDL_GpuGraphicsPipelineCreateIn
         // 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) {
 
-            SDL_GpuColorAttachmentBlendState sdlBlendState = pipelineInfo->attachmentInfo.colorAttachmentDescriptions[i].blendState;
+            SDL_GPUColorAttachmentBlendState sdlBlendState = pipelineInfo->attachmentInfo.colorAttachmentDescriptions[i].blendState;
 
             rtBlendDesc.BlendEnable = sdlBlendState.blendEnable;
             rtBlendDesc.SrcBlend = SDLToD3D12_BlendFactor[sdlBlendState.srcColorBlendFactor];
@@ -2398,7 +2398,7 @@ static SDL_bool D3D12_INTERNAL_ConvertBlendState(SDL_GpuGraphicsPipelineCreateIn
     return SDL_TRUE;
 }
 
-static SDL_bool D3D12_INTERNAL_ConvertDepthStencilState(SDL_GpuDepthStencilState depthStencilState, D3D12_DEPTH_STENCIL_DESC *desc)
+static SDL_bool D3D12_INTERNAL_ConvertDepthStencilState(SDL_GPUDepthStencilState depthStencilState, D3D12_DEPTH_STENCIL_DESC *desc)
 {
     if (desc == NULL) {
         return SDL_FALSE;
@@ -2424,14 +2424,14 @@ static SDL_bool D3D12_INTERNAL_ConvertDepthStencilState(SDL_GpuDepthStencilState
     return SDL_TRUE;
 }
 
-static SDL_bool D3D12_INTERNAL_ConvertVertexInputState(SDL_GpuVertexInputState vertexInputState, D3D12_INPUT_ELEMENT_DESC *desc, const char *semantic)
+static SDL_bool D3D12_INTERNAL_ConvertVertexInputState(SDL_GPUVertexInputState vertexInputState, D3D12_INPUT_ELEMENT_DESC *desc, const char *semantic)
 {
     if (desc == NULL || vertexInputState.vertexAttributeCount == 0) {
         return SDL_FALSE;
     }
 
     for (Uint32 i = 0; i < vertexInputState.vertexAttributeCount; i += 1) {
-        SDL_GpuVertexAttribute attribute = vertexInputState.vertexAttributes[i];
+        SDL_GPUVertexAttribute attribute = vertexInputState.vertexAttributes[i];
 
         desc[i].SemanticName = semantic;
         desc[i].SemanticIndex = attribute.location;
@@ -2477,9 +2477,9 @@ static void D3D12_INTERNAL_AssignCpuDescriptorHandle(
     cpuDescriptor->cpuHandle.ptr = heap->descriptorHeapCPUStart.ptr + (descriptorIndex * heap->descriptorSize);
 }
 
-static SDL_GpuGraphicsPipeline *D3D12_CreateGraphicsPipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuGraphicsPipelineCreateInfo *pipelineCreateInfo)
+static SDL_GPUGraphicsPipeline *D3D12_CreateGraphicsPipeline(
+    SDL_GPURenderer *driverData,
+    SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12Shader *vertShader = (D3D12Shader *)pipelineCreateInfo->vertexShader;
@@ -2583,12 +2583,12 @@ static SDL_GpuGraphicsPipeline *D3D12_CreateGraphicsPipeline(
     pipeline->fragmentUniformBufferCount = fragShader->uniformBufferCount;
 
     SDL_AtomicSet(&pipeline->referenceCount, 0);
-    return (SDL_GpuGraphicsPipeline *)pipeline;
+    return (SDL_GPUGraphicsPipeline *)pipeline;
 }
 
-static SDL_GpuSampler *D3D12_CreateSampler(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuSamplerCreateInfo *samplerCreateInfo)
+static SDL_GPUSampler *D3D12_CreateSampler(
+    SDL_GPURenderer *driverData,
+    SDL_GPUSamplerCreateInfo *samplerCreateInfo)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12Sampler *sampler = (D3D12Sampler *)SDL_calloc(1, sizeof(D3D12Sampler));
@@ -2628,12 +2628,12 @@ static SDL_GpuSampler *D3D12_CreateSampler(
 
     sampler->createInfo = *samplerCreateInfo;
     SDL_AtomicSet(&sampler->referenceCount, 0);
-    return (SDL_GpuSampler *)sampler;
+    return (SDL_GPUSampler *)sampler;
 }
 
-static SDL_GpuShader *D3D12_CreateShader(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuShaderCreateInfo *shaderCreateInfo)
+static SDL_GPUShader *D3D12_CreateShader(
+    SDL_GPURenderer *driverData,
+    SDL_GPUShaderCreateInfo *shaderCreateInfo)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     void *bytecode;
@@ -2664,12 +2664,12 @@ static SDL_GpuShader *D3D12_CreateShader(
     shader->bytecode = bytecode;
     shader->bytecodeSize = bytecodeSize;
 
-    return (SDL_GpuShader *)shader;
+    return (SDL_GPUShader *)shader;
 }
 
 static D3D12Texture *D3D12_INTERNAL_CreateTexture(
     D3D12Renderer *renderer,
-    SDL_GpuTextureCreateInfo *textureCreateInfo,
+    SDL_GPUTextureCreateInfo *textureCreateInfo,
     SDL_bool isSwapchainTexture)
 {
     D3D12Texture *texture;
@@ -2938,9 +2938,9 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
     return texture;
 }
 
-static SDL_GpuTexture *D3D12_CreateTexture(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureCreateInfo *textureCreateInfo)
+static SDL_GPUTexture *D3D12_CreateTexture(
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureCreateInfo *textureCreateInfo)
 {
     D3D12TextureContainer *container = (D3D12TextureContainer *)SDL_calloc(1, sizeof(D3D12TextureContainer));
     if (!container) {
@@ -2978,12 +2978,12 @@ static SDL_GpuTexture *D3D12_CreateTexture(
     texture->container = container;
     texture->containerIndex = 0;
 
-    return (SDL_GpuTexture *)container;
+    return (SDL_GPUTexture *)container;
 }
 
 static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
     D3D12Renderer *renderer,
-    SDL_GpuBufferUsageFlags usageFlags,
+    SDL_GPUBufferUsageFlags usageFlags,
     Uint32 sizeInBytes,
     D3D12BufferType type)
 {
@@ -3180,7 +3180,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
 
 static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
     D3D12Renderer *renderer,
-    SDL_GpuBufferUsageFlags usageFlags,
+    SDL_GPUBufferUsageFlags usageFlags,
     Uint32 sizeInBytes,
     D3D12BufferType type)
 {
@@ -3227,24 +3227,24 @@ static D3D12BufferContainer *D3D12_INTERNAL_CreateBufferContainer(
     return container;
 }
 
-static SDL_GpuBuffer *D3D12_CreateBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBufferUsageFlags usageFlags,
+static SDL_GPUBuffer *D3D12_CreateBuffer(
+    SDL_GPURenderer *driverData,
+    SDL_GPUBufferUsageFlags usageFlags,
     Uint32 sizeInBytes)
 {
-    return (SDL_GpuBuffer *)D3D12_INTERNAL_CreateBufferContainer(
+    return (SDL_GPUBuffer *)D3D12_INTERNAL_CreateBufferContainer(
         (D3D12Renderer *)driverData,
         usageFlags,
         sizeInBytes,
         D3D12_BUFFER_TYPE_GPU);
 }
 
-static SDL_GpuTransferBuffer *D3D12_CreateTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBufferUsage usage,
+static SDL_GPUTransferBuffer *D3D12_CreateTransferBuffer(
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBufferUsage usage,
     Uint32 sizeInBytes)
 {
-    return (SDL_GpuTransferBuffer *)D3D12_INTERNAL_CreateBufferContainer(
+    return (SDL_GPUTransferBuffer *)D3D12_INTERNAL_CreateBufferContainer(
         (D3D12Renderer *)driverData,
         0,
         sizeInBytes,
@@ -3254,8 +3254,8 @@ static SDL_GpuTransferBuffer *D3D12_CreateTransferBuffer(
 // Debug Naming
 
 static void D3D12_SetBufferName(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBuffer *buffer,
+    SDL_GPURenderer *driverData,
+    SDL_GPUBuffer *buffer,
     const char *text)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
@@ -3282,8 +3282,8 @@ static void D3D12_SetBufferName(
 }
 
 static void D3D12_SetTextureName(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTexture *texture,
+    SDL_GPURenderer *driverData,
+    SDL_GPUTexture *texture,
     const char *text)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
@@ -3355,7 +3355,7 @@ static SDL_bool D3D12_INTERNAL_StrToWStr(
 }
 
 static void D3D12_InsertDebugLabel(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *text)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -3379,7 +3379,7 @@ static void D3D12_InsertDebugLabel(
 }
 
 static void D3D12_PushDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *name)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -3403,7 +3403,7 @@ static void D3D12_PushDebugGroup(
 }
 
 static void D3D12_PopDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     ID3D12GraphicsCommandList_EndEvent(d3d12CommandBuffer->graphicsCommandList);
@@ -3412,8 +3412,8 @@ static void D3D12_PopDebugGroup(
 // Disposal
 
 static void D3D12_ReleaseTexture(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTexture *texture)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTexture *texture)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12TextureContainer *container = (D3D12TextureContainer *)texture;
@@ -3424,8 +3424,8 @@ static void D3D12_ReleaseTexture(
 }
 
 static void D3D12_ReleaseSampler(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuSampler *sampler)
+    SDL_GPURenderer *driverData,
+    SDL_GPUSampler *sampler)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12Sampler *d3d12Sampler = (D3D12Sampler *)sampler;
@@ -3446,8 +3446,8 @@ static void D3D12_ReleaseSampler(
 }
 
 static void D3D12_ReleaseBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBuffer *buffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUBuffer *buffer)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12BufferContainer *bufferContainer = (D3D12BufferContainer *)buffer;
@@ -3458,8 +3458,8 @@ static void D3D12_ReleaseBuffer(
 }
 
 static void D3D12_ReleaseTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12BufferContainer *transferBufferContainer = (D3D12BufferContainer *)transferBuffer;
@@ -3470,8 +3470,8 @@ static void D3D12_ReleaseTransferBuffer(
 }
 
 static void D3D12_ReleaseShader(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuShader *shader)
+    SDL_GPURenderer *driverData,
+    SDL_GPUShader *shader)
 {
     /* D3D12Renderer *renderer = (D3D12Renderer *)driverData; */
     D3D12Shader *d3d12shader = (D3D12Shader *)shader;
@@ -3484,8 +3484,8 @@ static void D3D12_ReleaseShader(
 }
 
 static void D3D12_ReleaseComputePipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuComputePipeline *computePipeline)
+    SDL_GPURenderer *driverData,
+    SDL_GPUComputePipeline *computePipeline)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12ComputePipeline *d3d12ComputePipeline = (D3D12ComputePipeline *)computePipeline;
@@ -3506,8 +3506,8 @@ static void D3D12_ReleaseComputePipeline(
 }
 
 static void D3D12_ReleaseGraphicsPipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+    SDL_GPURenderer *driverData,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12GraphicsPipeline *d3d12GraphicsPipeline = (D3D12GraphicsPipeline *)graphicsPipeline;
@@ -3527,7 +3527,7 @@ static void D3D12_ReleaseGraphicsPipeline(
     SDL_UnlockMutex(renderer->disposeLock);
 }
 
-static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GpuRenderer *driverData)
+static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GPURenderer *driverData)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12_ReleaseSampler(driverData, renderer->blitLinearSampler);
@@ -3547,8 +3547,8 @@ static void D3D12_INTERNAL_ReleaseBlitPipelines(SDL_GpuRenderer *driverData)
 // Render Pass
 
 static void D3D12_SetViewport(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuViewport *viewport)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUViewport *viewport)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12_VIEWPORT d3d12Viewport;
@@ -3562,7 +3562,7 @@ static void D3D12_SetViewport(
 }
 
 static void D3D12_SetScissor(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Rect *scissor)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -3740,10 +3740,10 @@ static D3D12Buffer *D3D12_INTERNAL_PrepareBufferForWrite(
 }
 
 static void D3D12_BeginRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
     Uint32 colorAttachmentCount,
-    SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     /* D3D12Renderer *renderer = d3d12CommandBuffer->renderer; */
@@ -3879,7 +3879,7 @@ static void D3D12_BeginRenderPass(
         (depthStencilAttachmentInfo == NULL) ? NULL : &dsv);
 
     // Set sensible default viewport state
-    SDL_GpuViewport defaultViewport;
+    SDL_GPUViewport defaultViewport;
     defaultViewport.x = 0;
     defaultViewport.y = 0;
     defaultViewport.w = (float)framebufferWidth;
@@ -3992,7 +3992,7 @@ static void D3D12_INTERNAL_ReturnUniformBufferToPool(
 
 static void D3D12_INTERNAL_PushUniformData(
     D3D12CommandBuffer *commandBuffer,
-    SDL_GpuShaderStage shaderStage,
+    SDL_GPUShaderStage shaderStage,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -4072,8 +4072,8 @@ static void D3D12_INTERNAL_PushUniformData(
 }
 
 static void D3D12_BindGraphicsPipeline(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12GraphicsPipeline *pipeline = (D3D12GraphicsPipeline *)graphicsPipeline;
@@ -4129,9 +4129,9 @@ static void D3D12_BindGraphicsPipeline(
 }
 
 static void D3D12_BindVertexBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstBinding,
-    SDL_GpuBufferBinding *pBindings,
+    SDL_GPUBufferBinding *pBindings,
     Uint32 bindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4150,9 +4150,9 @@ static void D3D12_BindVertexBuffers(
 }
 
 static void D3D12_BindIndexBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferBinding *pBinding,
-    SDL_GpuIndexElementSize indexElementSize)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferBinding *pBinding,
+    SDL_GPUIndexElementSize indexElementSize)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12Buffer *buffer = ((D3D12BufferContainer *)pBinding->buffer)->activeBuffer;
@@ -4171,9 +4171,9 @@ static void D3D12_BindIndexBuffer(
 }
 
 static void D3D12_BindVertexSamplers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4198,9 +4198,9 @@ static void D3D12_BindVertexSamplers(
 }
 
 static void D3D12_BindVertexStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4218,9 +4218,9 @@ static void D3D12_BindVertexStorageTextures(
 }
 
 static void D3D12_BindVertexStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4239,9 +4239,9 @@ static void D3D12_BindVertexStorageBuffers(
 }
 
 static void D3D12_BindFragmentSamplers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4266,9 +4266,9 @@ static void D3D12_BindFragmentSamplers(
 }
 
 static void D3D12_BindFragmentStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4286,9 +4286,9 @@ static void D3D12_BindFragmentStorageTextures(
 }
 
 static void D3D12_BindFragmentStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4307,7 +4307,7 @@ static void D3D12_BindFragmentStorageBuffers(
 }
 
 static void D3D12_PushVertexUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -4323,7 +4323,7 @@ static void D3D12_PushVertexUniformData(
 }
 
 static void D3D12_PushFragmentUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -4572,7 +4572,7 @@ static void D3D12_INTERNAL_BindGraphicsResources(
 }
 
 static void D3D12_DrawIndexedPrimitives(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 indexCount,
     Uint32 instanceCount,
     Uint32 firstIndex,
@@ -4592,7 +4592,7 @@ static void D3D12_DrawIndexedPrimitives(
 }
 
 static void D3D12_DrawPrimitives(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 vertexCount,
     Uint32 instanceCount,
     Uint32 firstVertex,
@@ -4610,8 +4610,8 @@ static void D3D12_DrawPrimitives(
 }
 
 static void D3D12_DrawPrimitivesIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -4621,7 +4621,7 @@ static void D3D12_DrawPrimitivesIndirect(
 
     D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
 
-    if (stride == sizeof(SDL_GpuIndirectDrawCommand)) {
+    if (stride == sizeof(SDL_GPUIndirectDrawCommand)) {
         // Real multi-draw!
         ID3D12GraphicsCommandList_ExecuteIndirect(
             d3d12CommandBuffer->graphicsCommandList,
@@ -4650,8 +4650,8 @@ static void D3D12_DrawPrimitivesIndirect(
 }
 
 static void D3D12_DrawIndexedPrimitivesIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -4661,7 +4661,7 @@ static void D3D12_DrawIndexedPrimitivesIndirect(
 
     D3D12_INTERNAL_BindGraphicsResources(d3d12CommandBuffer);
 
-    if (stride == sizeof(SDL_GpuIndexedIndirectDrawCommand)) {
+    if (stride == sizeof(SDL_GPUIndexedIndirectDrawCommand)) {
         // Real multi-draw!
         ID3D12GraphicsCommandList_ExecuteIndirect(
             d3d12CommandBuffer->graphicsCommandList,
@@ -4690,7 +4690,7 @@ static void D3D12_DrawIndexedPrimitivesIndirect(
 }
 
 static void D3D12_EndRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     Uint32 i;
@@ -4745,10 +4745,10 @@ static void D3D12_EndRenderPass(
 // Compute Pass
 
 static void D3D12_BeginComputePass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuStorageTextureWriteOnlyBinding *storageTextureBindings,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
     Uint32 storageTextureBindingCount,
-    SDL_GpuStorageBufferWriteOnlyBinding *storageBufferBindings,
+    SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
     Uint32 storageBufferBindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4805,8 +4805,8 @@ static void D3D12_BeginComputePass(
 }
 
 static void D3D12_BindComputePipeline(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuComputePipeline *computePipeline)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUComputePipeline *computePipeline)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12ComputePipeline *pipeline = (D3D12ComputePipeline *)computePipeline;
@@ -4878,9 +4878,9 @@ static void D3D12_BindComputePipeline(
 }
 
 static void D3D12_BindComputeStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4910,9 +4910,9 @@ static void D3D12_BindComputeStorageTextures(
 }
 
 static void D3D12_BindComputeStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -4944,7 +4944,7 @@ static void D3D12_BindComputeStorageBuffers(
 }
 
 static void D3D12_PushComputeUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -5023,7 +5023,7 @@ static void D3D12_INTERNAL_BindComputeResources(
 }
 
 static void D3D12_DispatchCompute(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 groupCountX,
     Uint32 groupCountY,
     Uint32 groupCountZ)
@@ -5039,8 +5039,8 @@ static void D3D12_DispatchCompute(
 }
 
 static void D3D12_DispatchComputeIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -5058,7 +5058,7 @@ static void D3D12_DispatchComputeIndirect(
 }
 
 static void D3D12_EndComputePass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
 
@@ -5114,8 +5114,8 @@ static void D3D12_EndComputePass(
 // TransferBuffer Data
 
 static void *D3D12_MapTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer,
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer,
     SDL_bool cycle)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
@@ -5145,8 +5145,8 @@ static void *D3D12_MapTransferBuffer(
 }
 
 static void D3D12_UnmapTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
     (void)driverData;
     D3D12BufferContainer *container = (D3D12BufferContainer *)transferBuffer;
@@ -5163,16 +5163,16 @@ static void D3D12_UnmapTransferBuffer(
 // Copy Pass
 
 static void D3D12_BeginCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     // no-op
     (void)commandBuffer;
 }
 
 static void D3D12_UploadToTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureTransferInfo *source,
-    SDL_GpuTextureRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureTransferInfo *source,
+    SDL_GPUTextureRegion *destination,
     SDL_bool cycle)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -5346,9 +5346,9 @@ static void D3D12_UploadToTexture(
 }
 
 static void D3D12_UploadToBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTransferBufferLocation *source,
-    SDL_GpuBufferRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTransferBufferLocation *source,
+    SDL_GPUBufferRegion *destination,
     SDL_bool cycle)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
@@ -5381,9 +5381,9 @@ static void D3D12_UploadToBuffer(
 }
 
 static void D3D12_CopyTextureToTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureLocation *source,
-    SDL_GpuTextureLocation *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureLocation *source,
+    SDL_GPUTextureLocation *destination,
     Uint32 w,
     Uint32 h,
     Uint32 d,
@@ -5450,9 +5450,9 @@ static void D3D12_CopyTextureToTexture(
 }
 
 static void D3D12_CopyBufferToBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferLocation *source,
-    SDL_GpuBufferLocation *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferLocation *source,
+    SDL_GPUBufferLocation *destination,
     Uint32 size,
     SDL_bool cycle)
 {
@@ -5495,9 +5495,9 @@ static void D3D12_CopyBufferToBuffer(
 }
 
 static void D3D12_DownloadFromTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureRegion *source,
-    SDL_GpuTextureTransferInfo *destination)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureRegion *source,
+    SDL_GPUTextureTransferInfo *destination)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12_TEXTURE_COPY_LOCATION sourceLocation;
@@ -5634,9 +5634,9 @@ static void D3D12_DownloadFromTexture(
 }
 
 static void D3D12_DownloadFromBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferRegion *source,
-    SDL_GpuTransferBufferLocation *destination)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferRegion *source,
+    SDL_GPUTransferBufferLocation *destination)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12BufferContainer *sourceContainer = (D3D12BufferContainer *)source->buffer;
@@ -5668,24 +5668,24 @@ static void D3D12_DownloadFromBuffer(
 }
 
 static void D3D12_EndCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     // no-op
     (void)commandBuffer;
 }
 
 static void D3D12_GenerateMipmaps(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTexture *texture)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTexture *texture)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12Renderer *renderer = d3d12CommandBuffer->renderer;
     D3D12TextureContainer *container = (D3D12TextureContainer *)texture;
-    SDL_GpuGraphicsPipeline *blitPipeline;
-    SDL_GpuBlitRegion srcRegion, dstRegion;
+    SDL_GPUGraphicsPipeline *blitPipeline;
+    SDL_GPUBlitRegion srcRegion, dstRegion;
 
-    blitPipeline = SDL_Gpu_FetchBlitPipeline(
-        renderer->sdlGpuDevice,
+    blitPipeline = SDL_GPU_FetchBlitPipeline(
+        renderer->sdlGPUDevice,
         container->header.info.type,
         container->header.info.format,
         renderer->blitVertexShader,
@@ -5722,7 +5722,7 @@ static void D3D12_GenerateMipmaps(
             dstRegion.w = container->header.info.width >> levelIndex;
             dstRegion.h = container->header.info.height >> levelIndex;
 
-            SDL_BlitGpu(
+            SDL_BlitGPU(
                 commandBuffer,
                 &srcRegion,
                 &dstRegion,
@@ -5736,17 +5736,17 @@ static void D3D12_GenerateMipmaps(
 }
 
 static void D3D12_Blit(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBlitRegion *source,
-    SDL_GpuBlitRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBlitRegion *source,
+    SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GpuFilter filterMode,
+    SDL_GPUFilter filterMode,
     SDL_bool cycle)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12Renderer *renderer = (D3D12Renderer *)d3d12CommandBuffer->renderer;
 
-    SDL_Gpu_BlitCommon(
+    SDL_GPU_BlitCommon(
         commandBuffer,
         source,
         destination,
@@ -5775,9 +5775,9 @@ static D3D12WindowData *D3D12_INTERNAL_FetchWindowData(
 }
 
 static SDL_bool D3D12_SupportsSwapchainComposition(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition)
+    SDL_GPUSwapchainComposition swapchainComposition)
 {
 #if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
     // FIXME: HDR support would be nice to add, but it seems complicated...
@@ -5830,9 +5830,9 @@ static SDL_bool D3D12_SupportsSwapchainComposition(
 }
 
 static SDL_bool D3D12_SupportsPresentMode(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUPresentMode presentMode)
 {
     (void)driverData;
     (void)window;
@@ -5857,11 +5857,11 @@ static SDL_bool D3D12_SupportsPresentMode(
 static SDL_bool D3D12_INTERNAL_CreateSwapchain(
     D3D12Renderer *renderer,
     D3D12WindowData *windowData,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode)
 {
     int width, height;
-    SDL_GpuTextureCreateInfo createInfo;
+    SDL_GPUTextureCreateInfo createInfo;
     D3D12Texture *texture;
 
     // Get the swapchain size
@@ -5898,9 +5898,9 @@ static SDL_bool D3D12_INTERNAL_CreateSwapchain(
 
     // Precache blit pipelines for the swapchain format
     for (Uint32 i = 0; i < 4; i += 1) {
-        SDL_Gpu_FetchBlitPipeline(
-            renderer->sdlGpuDevice,
-            (SDL_GpuTextureType)i,
+        SDL_GPU_FetchBlitPipeline(
+            renderer->sdlGPUDevice,
+            (SDL_GPUTextureType)i,
             createInfo.format,
             renderer->blitVertexShader,
             renderer->blitFrom2DShader,
@@ -5936,7 +5936,7 @@ static SDL_bool D3D12_INTERNAL_ResizeSwapchainIfNeeded(
 
     if (w != windowData->swapchainWidth || h != windowData->swapchainHeight) {
         // Wait so we don't release in-flight views
-        D3D12_Wait((SDL_GpuRenderer *)renderer);
+        D3D12_Wait((SDL_GPURenderer *)renderer);
 
         // Present a black screen
         renderer->commandQueue->PresentX(0, NULL, NULL);
@@ -5962,7 +5962,7 @@ static SDL_bool D3D12_INTERNAL_ResizeSwapchainIfNeeded(
 static SDL_bool D3D12_INTERNAL_InitializeSwapchainTexture(
     D3D12Renderer *renderer,
     IDXGISwapChain3 *swapchain,
-    SDL_GpuSwapchainComposition composition,
+    SDL_GPUSwapchainComposition composition,
     Uint32 index,
     D3D12TextureContainer *pTextureContainer)
 {
@@ -6086,7 +6086,7 @@ static SDL_bool D3D12_INTERNAL_ResizeSwapchainIfNeeded(
 
     if (w != swapchainDesc.BufferDesc.Width || h != swapchainDesc.BufferDesc.Height) {
         // Wait so we don't release in-flight views
-        D3D12_Wait((SDL_GpuRenderer *)renderer);
+        D3D12_Wait((SDL_GPURenderer *)renderer);
 
         // Release views and clean up
         for (Uint32 i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) {
@@ -6155,8 +6155,8 @@ static void D3D12_INTERNAL_DestroySwapchain(
 static SDL_bool D3D12_INTERNAL_CreateSwapchain(
     D3D12Renderer *renderer,
     D3D12WindowData *windowData,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode)
 {
     HWND dxgiHandle;
     int width, height;
@@ -6280,9 +6280,9 @@ static SDL_bool D3D12_INTERNAL_CreateSwapchain(
 
     // Precache blit pipelines for the swapchain format
     for (Uint32 i = 0; i < 4; i += 1) {
-        SDL_Gpu_FetchBlitPipeline(
-            renderer->sdlGpuDevice,
-            (SDL_GpuTextureType)i,
+        SDL_GPU_FetchBlitPipeline(
+            renderer->sdlGPUDevice,
+            (SDL_GPUTextureType)i,
             SwapchainCompositionToSDLTextureFormat[swapchainComposition],
             renderer->blitVertexShader,
             renderer->blitFrom2DShader,
@@ -6314,7 +6314,7 @@ static SDL_bool D3D12_INTERNAL_CreateSwapchain(
 #endif
 
 static SDL_bool D3D12_ClaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
@@ -6356,7 +6356,7 @@ static SDL_bool D3D12_ClaimWindow(
 }
 
 static void D3D12_UnclaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
@@ -6373,7 +6373,7 @@ static void D3D12_UnclaimWindow(
         if (windowData->inFlightFences[i] != NULL) {
             D3D12_ReleaseFence(
                 driverData,
-                (SDL_GpuFence *)windowData->inFlightFences[i]);
+                (SDL_GPUFence *)windowData->inFlightFences[i]);
             windowData->inFlightFences[i] = NULL;
         }
     }
@@ -6395,10 +6395,10 @@ static void D3D12_UnclaimWindow(
 }
 
 static SDL_bool D3D12_SetSwapchainParameters(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window);
@@ -6438,8 +6438,8 @@ static SDL_bool D3D12_SetSwapchainParameters(
     return SDL_TRUE;
 }
 
-static SDL_GpuTextureFormat D3D12_GetSwapchainTextureFormat(
-    SDL_GpuRenderer *driverData,
+static SDL_GPUTextureFormat D3D12_GetSwapchainTextureFormat(
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     D3D12WindowData *windowData = D3D12_INTERNAL_FetchWindowData(window);
@@ -6628,8 +6628,8 @@ static D3D12CommandBuffer *D3D12_INTERNAL_AcquireCommandBufferFromPool(
     return commandBuffer;
 }
 
-static SDL_GpuCommandBuffer *D3D12_AcquireCommandBuffer(
-    SDL_GpuRenderer *driverData)
+static SDL_GPUCommandBuffer *D3D12_AcquireCommandBuffer(
+    SDL_GPURenderer *driverData)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12CommandBuffer *commandBuffer;
@@ -6703,11 +6703,11 @@ static SDL_GpuCommandBuffer *D3D12_AcquireCommandBuffer(
 
     commandBuffer->autoReleaseFence = SDL_TRUE;
 
-    return (SDL_GpuCommandBuffer *)commandBuffer;
+    return (SDL_GPUCommandBuffer *)commandBuffer;
 }
 
-static SDL_GpuTexture *D3D12_AcquireSwapchainTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
+static SDL_GPUTexture *D3D12_AcquireSwapchainTexture(
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
     Uint32 *pWidth,
     Uint32 *pHeight)
@@ -6732,14 +6732,14 @@ static SDL_GpuTexture *D3D12_AcquireSwapchainTexture(
         if (windowData->presentMode == SDL_GPU_PRESENTMODE_VSYNC) {
             // In VSYNC mode, block until the least recent presented frame is done
             D3D12_WaitForFences(
-                (SDL_GpuRenderer *)renderer,
+                (SDL_GPURenderer *)renderer,
                 SDL_TRUE,
-                (SDL_GpuFence **)&windowData->inFlightFences[windowData->frameCounter],
+                (SDL_GPUFence **)&windowData->inFlightFences[windowData->frameCounter],
                 1);
         } else {
             if (!D3D12_QueryFence(
-                    (SDL_GpuRenderer *)renderer,
-                    (SDL_GpuFence *)windowData->inFlightFences[windowData->frameCounter])) {
+                    (SDL_GPURenderer *)renderer,
+                    (SDL_GPUFence *)windowData->inFlightFences[windowData->frameCounter])) {
                 /*
                  * In MAILBOX or IMMEDIATE mode, if the least recent fence is not signaled,
                  * return NULL to indicate that rendering should be skipped
@@ -6749,8 +6749,8 @@ static SDL_GpuTexture *D3D12_AcquireSwapchainTexture(
         }
 
         D3D12_ReleaseFence(
-            (SDL_GpuRenderer *)renderer,
-            (SDL_GpuFence *)windowData->inFlightFences[windowData->frameCounter]);
+            (SDL_GPURenderer *)renderer,
+            (SDL_GPUFence *)windowData->inFlightFences[windowData->frameCounter]);
 
         windowData->inFlightFences[windowData->frameCounter] = NULL;
     }
@@ -6801,7 +6801,7 @@ static SDL_GpuTexture *D3D12_AcquireSwapchainTexture(
         1,
         &barrierDesc);
 
-    return (SDL_GpuTexture *)&windowData->textureContainers[swapchainIndex];
+    return (SDL_GPUTexture *)&windowData->textureContainers[swapchainIndex];
 }
 
 static void D3D12_INTERNAL_PerformPendingDestroys(D3D12Renderer *renderer)
@@ -6993,8 +6993,8 @@ static void D3D12_INTERNAL_CleanCommandBuffer(
     // The fence is now available (unless SubmitAndAcquireFence was called)
     if (commandBuffer->autoReleaseFence) {
         D3D12_ReleaseFence(
-            (SDL_GpuRenderer *)renderer,
-            (SDL_GpuFence *)commandBuffer->inFlightFence);
+            (SDL_GPURenderer *)renderer,
+            (SDL_GPUFence *)commandBuffer->inFlightFence);
 
         commandBuffer->inFlightFence = NULL;
     }
@@ -7024,7 +7024,7 @@ static void D3D12_INTERNAL_CleanCommandBuffer(
 }
 
 static void D3D12_Submit(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     D3D12Renderer *renderer = d3d12CommandBuffer->renderer;
@@ -7179,17 +7179,17 @@ static void D3D12_Submit(
     SDL_UnlockMutex(renderer->submitLock);
 }
 
-static SDL_GpuFence *D3D12_SubmitAndAcquireFence(
-    SDL_GpuCommandBuffer *commandBuffer)
+static SDL_GPUFence *D3D12_SubmitAndAcquireFence(
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
     d3d12CommandBuffer->autoReleaseFence = SDL_FALSE;
     D3D12_Submit(commandBuffer);
-    return (SDL_GpuFence *)d3d12CommandBuffer->inFlightFence;
+    return (SDL_GPUFence *)d3d12CommandBuffer->inFlightFence;
 }
 
 static void D3D12_Wait(
-    SDL_GpuRenderer *driverData)
+    SDL_GPURenderer *driverData)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12Fence *fence = D3D12_INTERNAL_AcquireFence(renderer);
@@ -7221,8 +7221,8 @@ static void D3D12_Wait(
     }
 
     D3D12_ReleaseFence(
-        (SDL_GpuRenderer *)renderer,
-        (SDL_GpuFence *)fence);
+        (SDL_GPURenderer *)renderer,
+        (SDL_GPUFence *)fence);
 
     // Clean up
     for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) {
@@ -7235,9 +7235,9 @@ static void D3D12_Wait(
 }
 
 static void D3D12_WaitForFences(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_bool waitAll,
-    SDL_GpuFence **pFences,
+    SDL_GPUFence **pFences,
     Uint32 fenceCount)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
@@ -7287,10 +7287,10 @@ static void D3D12_WaitForFences(
 // Feature Queries
 
 static SDL_bool D3D12_SupportsTextureFormat(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureFormat format,
-    SDL_GpuTextureType type,
-    SDL_GpuTextureUsageFlags usage)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureFormat format,
+    SDL_GPUTextureType type,
+    SDL_GPUTextureUsageFlags usage)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     DXGI_FORMAT dxgiFormat = SDLToD3D12_TextureFormat[format];
@@ -7342,9 +7342,9 @@ static SDL_bool D3D12_SupportsTextureFormat(
 }
 
 static SDL_bool D3D12_SupportsSampleCount(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureFormat format,
-    SDL_GpuSampleCount sampleCount)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureFormat format,
+    SDL_GPUSampleCount sampleCount)
 {
     D3D12Renderer *renderer = (D3D12Renderer *)driverData;
     D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS featureData;
@@ -7369,8 +7369,8 @@ static SDL_bool D3D12_SupportsSampleCount(
 static void D3D12_INTERNAL_InitBlitResources(
     D3D12Renderer *renderer)
 {
-    SDL_GpuShaderCreateInfo shaderCreateInfo;
-    SDL_GpuSamplerCreateInfo samplerCreateInfo;
+    SDL_GPUShaderCreateInfo shaderCreateInfo;
+    SDL_GPUSamplerCreateInfo samplerCreateInfo;
 
     renderer->blitPipelineCapacity = 2;
     renderer->blitPipelineCount = 0;
@@ -7386,7 +7386,7 @@ static void D3D12_INTERNAL_InitBlitResources(
     shaderCreateInfo.entryPointName = "main";
 
     renderer->blitVertexShader = D3D12_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (renderer->blitVertexShader == NULL) {
@@ -7401,7 +7401,7 @@ static void D3D12_INTERNAL_InitBlitResources(
     shaderCreateInfo.uniformBufferCount = 1;
 
     renderer->blitFrom2DShader = D3D12_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (renderer->blitFrom2DShader == NULL) {
@@ -7413,7 +7413,7 @@ static void D3D12_INTERNAL_InitBlitResources(
     shaderCreateInfo.codeSize = sizeof(D3D12_BlitFrom2DArray);
 
     renderer->blitFrom2DArrayShader = D3D12_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (renderer->blitFrom2DArrayShader == NULL) {
@@ -7425,7 +7425,7 @@ static void D3D12_INTERNAL_InitBlitResources(
     shaderCreateInfo.codeSize = sizeof(D3D12_BlitFrom3D);
 
     renderer->blitFrom3DShader = D3D12_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (renderer->blitFrom3DShader == NULL) {
@@ -7437,7 +7437,7 @@ static void D3D12_INTERNAL_InitBlitResources(
     shaderCreateInfo.codeSize = sizeof(D3D12_BlitFromCube);
 
     renderer->blitFromCubeShader = D3D12_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderCreateInfo);
 
     if (renderer->blitFromCubeShader == NULL) {
@@ -7460,7 +7460,7 @@ static void D3D12_INTERNAL_InitBlitResources(
     samplerCreateInfo.compareOp = SDL_GPU_COMPAREOP_ALWAYS;
 
     renderer->blitNearestSampler = D3D12_CreateSampler(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &samplerCreateInfo);
 
     if (renderer->blitNearestSampler == NULL) {
@@ -7472,7 +7472,7 @@ static void D3D12_INTERNAL_InitBlitResources(
     samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
 
     renderer->blitLinearSampler = D3D12_CreateSampler(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &samplerCreateInfo);
 
     if (renderer->blitLinearSampler == NULL) {
@@ -7698,9 +7698,9 @@ static void D3D12_INTERNAL_TryInitializeD3D12DebugInfoQueue(D3D12Renderer *rende
 }
 #endif
 
-static SDL_GpuDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props)
+static SDL_GPUDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props)
 {
-    SDL_GpuDevice *result;
+    SDL_GPUDevice *result;
     D3D12Renderer *renderer;
     HRESULT res;
 
@@ -7813,7 +7813,7 @@ static SDL_GpuDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
         ERROR_CHECK_RETURN("Could not get adapter description", NULL);
     }
 
-    SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "SDL_Gpu Driver: D3D12");
+    SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "SDL_GPU Driver: D3D12");
     SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "D3D12 Adapter: %S", adapterDesc.Description);
 #endif
 
@@ -7994,7 +7994,7 @@ static SDL_GpuDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
 
     indirectArgumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW;
     commandSignatureDesc.NodeMask = 0;
-    commandSignatureDesc.ByteStride = sizeof(SDL_GpuIndirectDrawCommand);
+    commandSignatureDesc.ByteStride = sizeof(SDL_GPUIndirectDrawCommand);
     commandSignatureDesc.NumArgumentDescs = 1;
     commandSignatureDesc.pArgumentDescs = &indirectArgumentDesc;
 
@@ -8010,7 +8010,7 @@ static SDL_GpuDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
     }
 
     indirectArgumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED;
-    commandSignatureDesc.ByteStride = sizeof(SDL_GpuIndexedIndirectDrawCommand);
+    commandSignatureDesc.ByteStride = sizeof(SDL_GPUIndexedIndirectDrawCommand);
     commandSignatureDesc.pArgumentDescs = &indirectArgumentDesc;
 
     res = ID3D12Device_CreateCommandSignature(
@@ -8025,7 +8025,7 @@ static SDL_GpuDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
     }
 
     indirectArgumentDesc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH;
-    commandSignatureDesc.ByteStride = sizeof(SDL_GpuIndirectDispatchCommand);
+    commandSignatureDesc.ByteStride = sizeof(SDL_GPUIndirectDispatchCommand);
     commandSignatureDesc.pArgumentDescs = &indirectArgumentDesc;
 
     res = ID3D12Device_CreateCommandSignature(
@@ -8166,8 +8166,8 @@ static SDL_GpuDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
     // Blit resources
     D3D12_INTERNAL_InitBlitResources(renderer);
 
-    // Create the SDL_Gpu Device
-    result = (SDL_GpuDevice *)SDL_calloc(1, sizeof(SDL_GpuDevice));
+    // Create the SDL_GPU Device
+    result = (SDL_GPUDevice *)SDL_calloc(1, sizeof(SDL_GPUDevice));
 
     if (!result) {
         D3D12_INTERNAL_DestroyRenderer(renderer);
@@ -8175,14 +8175,14 @@ static SDL_GpuDevice *D3D12_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
     }
 
     ASSIGN_DRIVER(D3D12)
-    result->driverData = (SDL_GpuRenderer *)renderer;
+    result->driverData = (SDL_GPURenderer *)renderer;
     result->debugMode = debugMode;
-    renderer->sdlGpuDevice = result;
+    renderer->sdlGPUDevice = result;
 
     return result;
 }
 
-SDL_GpuBootstrap D3D12Driver = {
+SDL_GPUBootstrap D3D12Driver = {
     "D3D12",
     SDL_GPU_DRIVER_D3D12,
     SDL_GPU_SHADERFORMAT_DXIL,
@@ -8196,7 +8196,7 @@ SDL_GpuBootstrap D3D12Driver = {
 
 #ifdef SDL_PLATFORM_GDK
 
-void SDL_GDKSuspendGpu(SDL_GpuDevice *device)
+void SDL_GDKSuspendGPU(SDL_GPUDevice *device)
 {
 #if defined(SDL_GPU_D3D12) && (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
     D3D12Renderer *renderer = (D3D12Renderer *)device->driverData;
@@ -8215,7 +8215,7 @@ void SDL_GDKSuspendGpu(SDL_GpuDevice *device)
 #endif
 }
 
-void SDL_GDKResumeGpu(SDL_GpuDevice *device)
+void SDL_GDKResumeGPU(SDL_GPUDevice *device)
 {
 #if defined(SDL_GPU_D3D12) && (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
     D3D12Renderer *renderer = (D3D12Renderer *)device->driverData;

+ 219 - 219
src/gpu/metal/SDL_gpu_metal.m

@@ -31,7 +31,7 @@
 // Defines
 
 #define METAL_MAX_BUFFER_COUNT      31
-#define WINDOW_PROPERTY_DATA        "SDL_GpuMetalWindowPropertyData"
+#define WINDOW_PROPERTY_DATA        "SDL_GPUMetalWindowPropertyData"
 #define SDL_GPU_SHADERSTAGE_COMPUTE 2
 
 #define TRACK_RESOURCE(resource, type, array, count, capacity) \
@@ -59,11 +59,11 @@
 
 // Forward Declarations
 
-static void METAL_Wait(SDL_GpuRenderer *driverData);
+static void METAL_Wait(SDL_GPURenderer *driverData);
 static void METAL_UnclaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window);
-static void METAL_INTERNAL_DestroyBlitResources(SDL_GpuRenderer *driverData);
+static void METAL_INTERNAL_DestroyBlitResources(SDL_GPURenderer *driverData);
 
 // Conversions
 
@@ -277,7 +277,7 @@ static MTLTextureType SDLToMetal_TextureType[] = {
     MTLTextureTypeCube     // SDL_GPU_TEXTURETYPE_CUBE
 };
 
-static SDL_GpuTextureFormat SwapchainCompositionToFormat[] = {
+static SDL_GPUTextureFormat SwapchainCompositionToFormat[] = {
     SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM,      // SDR
     SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, // SDR_LINEAR
     SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT,  // HDR_EXTENDED_LINEAR
@@ -287,7 +287,7 @@ static SDL_GpuTextureFormat SwapchainCompositionToFormat[] = {
 static CFStringRef SwapchainCompositionToColorSpace[4]; // initialized on device creation
 
 static MTLStoreAction SDLToMetal_StoreOp(
-    SDL_GpuStoreOp storeOp,
+    SDL_GPUStoreOp storeOp,
     Uint8 isMultisample)
 {
     if (isMultisample) {
@@ -306,7 +306,7 @@ static MTLStoreAction SDLToMetal_StoreOp(
 };
 
 static MTLColorWriteMask SDLToMetal_ColorWriteMask(
-    SDL_GpuColorComponentFlagBits mask)
+    SDL_GPUColorComponentFlagBits mask)
 {
     MTLColorWriteMask result = 0;
     if (mask & SDL_GPU_COLORCOMPONENT_R_BIT) {
@@ -380,8 +380,8 @@ typedef struct MetalGraphicsPipeline
     float blendConstants[4];
     Uint32 sampleMask;
 
-    SDL_GpuRasterizerState rasterizerState;
-    SDL_GpuPrimitiveType primitiveType;
+    SDL_GPURasterizerState rasterizerState;
+    SDL_GPUPrimitiveType primitiveType;
 
     id<MTLDepthStencilState> depthStencilState;
     Uint8 stencilReference;
@@ -457,7 +457,7 @@ typedef struct MetalCommandBuffer
     MetalGraphicsPipeline *graphicsPipeline;
     MetalBuffer *indexBuffer;
     Uint32 indexBufferOffset;
-    SDL_GpuIndexElementSize indexElementSize;
+    SDL_GPUIndexElementSize indexElementSize;
 
     // Copy Pass
     id<MTLBlitCommandEncoder> blitEncoder;
@@ -526,14 +526,14 @@ typedef struct MetalSampler
 
 typedef struct BlitPipeline
 {
-    SDL_GpuGraphicsPipeline *pipeline;
-    SDL_GpuTextureFormat format;
+    SDL_GPUGraphicsPipeline *pipeline;
+    SDL_GPUTextureFormat format;
 } BlitPipeline;
 
 struct MetalRenderer
 {
     // Reference to the parent device
-    SDL_GpuDevice *sdlGpuDevice;
+    SDL_GPUDevice *sdlGPUDevice;
 
     id<MTLDevice> device;
     id<MTLCommandQueue> queue;
@@ -569,14 +569,14 @@ struct MetalRenderer
     Uint32 textureContainersToDestroyCapacity;
 
     // Blit
-    SDL_GpuShader *blitVertexShader;
-    SDL_GpuShader *blitFrom2DShader;
-    SDL_GpuShader *blitFrom2DArrayShader;
-    SDL_GpuShader *blitFrom3DShader;
-    SDL_GpuShader *blitFromCubeShader;
+    SDL_GPUShader *blitVertexShader;
+    SDL_GPUShader *blitFrom2DShader;
+    SDL_GPUShader *blitFrom2DArrayShader;
+    SDL_GPUShader *blitFrom3DShader;
+    SDL_GPUShader *blitFromCubeShader;
 
-    SDL_GpuSampler *blitNearestSampler;
-    SDL_GpuSampler *blitLinearSampler;
+    SDL_GPUSampler *blitNearestSampler;
+    SDL_GPUSampler *blitLinearSampler;
 
     BlitPipelineCacheEntry *blitPipelines;
     Uint32 blitPipelineCount;
@@ -608,7 +608,7 @@ static inline Uint32 METAL_INTERNAL_NextHighestAlignment(
 
 // Quit
 
-static void METAL_DestroyDevice(SDL_GpuDevice *device)
+static void METAL_DestroyDevice(SDL_GPUDevice *device)
 {
     MetalRenderer *renderer = (MetalRenderer *)device->driverData;
 
@@ -728,7 +728,7 @@ typedef struct MetalLibraryFunction
 // This function assumes that it's called from within an autorelease pool
 static MetalLibraryFunction METAL_INTERNAL_CompileShader(
     MetalRenderer *renderer,
-    SDL_GpuShaderFormat format,
+    SDL_GPUShaderFormat format,
     const Uint8 *code,
     size_t codeSize,
     const char *entryPointName)
@@ -800,8 +800,8 @@ static void METAL_INTERNAL_DestroyTextureContainer(
 }
 
 static void METAL_ReleaseTexture(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTexture *texture)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTexture *texture)
 {
     MetalRenderer *renderer = (MetalRenderer *)driverData;
     MetalTextureContainer *container = (MetalTextureContainer *)texture;
@@ -822,8 +822,8 @@ static void METAL_ReleaseTexture(
 }
 
 static void METAL_ReleaseSampler(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuSampler *sampler)
+    SDL_GPURenderer *driverData,
+    SDL_GPUSampler *sampler)
 {
     @autoreleasepool {
         MetalSampler *metalSampler = (MetalSampler *)sampler;
@@ -847,8 +847,8 @@ static void METAL_INTERNAL_DestroyBufferContainer(
 }
 
 static void METAL_ReleaseBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBuffer *buffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUBuffer *buffer)
 {
     MetalRenderer *renderer = (MetalRenderer *)driverData;
     MetalBufferContainer *container = (MetalBufferContainer *)buffer;
@@ -869,17 +869,17 @@ static void METAL_ReleaseBuffer(
 }
 
 static void METAL_ReleaseTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
     METAL_ReleaseBuffer(
         driverData,
-        (SDL_GpuBuffer *)transferBuffer);
+        (SDL_GPUBuffer *)transferBuffer);
 }
 
 static void METAL_ReleaseShader(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuShader *shader)
+    SDL_GPURenderer *driverData,
+    SDL_GPUShader *shader)
 {
     @autoreleasepool {
         MetalShader *metalShader = (MetalShader *)shader;
@@ -890,8 +890,8 @@ static void METAL_ReleaseShader(
 }
 
 static void METAL_ReleaseComputePipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuComputePipeline *computePipeline)
+    SDL_GPURenderer *driverData,
+    SDL_GPUComputePipeline *computePipeline)
 {
     @autoreleasepool {
         MetalComputePipeline *metalComputePipeline = (MetalComputePipeline *)computePipeline;
@@ -901,8 +901,8 @@ static void METAL_ReleaseComputePipeline(
 }
 
 static void METAL_ReleaseGraphicsPipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+    SDL_GPURenderer *driverData,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     @autoreleasepool {
         MetalGraphicsPipeline *metalGraphicsPipeline = (MetalGraphicsPipeline *)graphicsPipeline;
@@ -914,9 +914,9 @@ static void METAL_ReleaseGraphicsPipeline(
 
 // Pipeline Creation
 
-static SDL_GpuComputePipeline *METAL_CreateComputePipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuComputePipelineCreateInfo *pipelineCreateInfo)
+static SDL_GPUComputePipeline *METAL_CreateComputePipeline(
+    SDL_GPURenderer *driverData,
+    SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -955,20 +955,20 @@ static SDL_GpuComputePipeline *METAL_CreateComputePipeline(
         pipeline->threadCountY = pipelineCreateInfo->threadCountY;
         pipeline->threadCountZ = pipelineCreateInfo->threadCountZ;
 
-        return (SDL_GpuComputePipeline *)pipeline;
+        return (SDL_GPUComputePipeline *)pipeline;
     }
 }
 
-static SDL_GpuGraphicsPipeline *METAL_CreateGraphicsPipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuGraphicsPipelineCreateInfo *pipelineCreateInfo)
+static SDL_GPUGraphicsPipeline *METAL_CreateGraphicsPipeline(
+    SDL_GPURenderer *driverData,
+    SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
         MetalShader *vertexShader = (MetalShader *)pipelineCreateInfo->vertexShader;
         MetalShader *fragmentShader = (MetalShader *)pipelineCreateInfo->fragmentShader;
         MTLRenderPipelineDescriptor *pipelineDescriptor;
-        SDL_GpuColorAttachmentBlendState *blendState;
+        SDL_GPUColorAttachmentBlendState *blendState;
         MTLVertexDescriptor *vertexDescriptor;
         Uint32 binding;
         MTLDepthStencilDescriptor *depthStencilDescriptor;
@@ -1091,15 +1091,15 @@ static SDL_GpuGraphicsPipeline *METAL_CreateGraphicsPipeline(
         result->fragmentUniformBufferCount = fragmentShader->uniformBufferCount;
         result->fragmentStorageBufferCount = fragmentShader->storageBufferCount;
         result->fragmentStorageTextureCount = fragmentShader->storageTextureCount;
-        return (SDL_GpuGraphicsPipeline *)result;
+        return (SDL_GPUGraphicsPipeline *)result;
     }
 }
 
 // Debug Naming
 
 static void METAL_SetBufferName(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBuffer *buffer,
+    SDL_GPURenderer *driverData,
+    SDL_GPUBuffer *buffer,
     const char *text)
 {
     @autoreleasepool {
@@ -1125,8 +1125,8 @@ static void METAL_SetBufferName(
 }
 
 static void METAL_SetTextureName(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTexture *texture,
+    SDL_GPURenderer *driverData,
+    SDL_GPUTexture *texture,
     const char *text)
 {
     @autoreleasepool {
@@ -1152,7 +1152,7 @@ static void METAL_SetTextureName(
 }
 
 static void METAL_InsertDebugLabel(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *text)
 {
     @autoreleasepool {
@@ -1174,7 +1174,7 @@ static void METAL_InsertDebugLabel(
 }
 
 static void METAL_PushDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *name)
 {
     @autoreleasepool {
@@ -1194,7 +1194,7 @@ static void METAL_PushDebugGroup(
 }
 
 static void METAL_PopDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -1213,9 +1213,9 @@ static void METAL_PopDebugGroup(
 
 // Resource Creation
 
-static SDL_GpuSampler *METAL_CreateSampler(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuSamplerCreateInfo *samplerCreateInfo)
+static SDL_GPUSampler *METAL_CreateSampler(
+    SDL_GPURenderer *driverData,
+    SDL_GPUSamplerCreateInfo *samplerCreateInfo)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -1243,13 +1243,13 @@ static SDL_GpuSampler *METAL_CreateSampler(
 
         metalSampler = (MetalSampler *)SDL_malloc(sizeof(MetalSampler));
         metalSampler->handle = sampler;
-        return (SDL_GpuSampler *)metalSampler;
+        return (SDL_GPUSampler *)metalSampler;
     }
 }
 
-static SDL_GpuShader *METAL_CreateShader(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuShaderCreateInfo *shaderCreateInfo)
+static SDL_GPUShader *METAL_CreateShader(
+    SDL_GPURenderer *driverData,
+    SDL_GPUShaderCreateInfo *shaderCreateInfo)
 {
     @autoreleasepool {
         MetalLibraryFunction libraryFunction;
@@ -1273,14 +1273,14 @@ static SDL_GpuShader *METAL_CreateShader(
         result->storageBufferCount = shaderCreateInfo->storageBufferCount;
         result->storageTextureCount = shaderCreateInfo->storageTextureCount;
         result->uniformBufferCount = shaderCreateInfo->uniformBufferCount;
-        return (SDL_GpuShader *)result;
+        return (SDL_GPUShader *)result;
     }
 }
 
 // This function assumes that it's called from within an autorelease pool
 static MetalTexture *METAL_INTERNAL_CreateTexture(
     MetalRenderer *renderer,
-    SDL_GpuTextureCreateInfo *textureCreateInfo)
+    SDL_GPUTextureCreateInfo *textureCreateInfo)
 {
     MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor new];
     id<MTLTexture> texture;
@@ -1347,9 +1347,9 @@ static MetalTexture *METAL_INTERNAL_CreateTexture(
 }
 
 static SDL_bool METAL_SupportsSampleCount(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureFormat format,
-    SDL_GpuSampleCount sampleCount)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureFormat format,
+    SDL_GPUSampleCount sampleCount)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -1358,9 +1358,9 @@ static SDL_bool METAL_SupportsSampleCount(
     }
 }
 
-static SDL_GpuTexture *METAL_CreateTexture(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureCreateInfo *textureCreateInfo)
+static SDL_GPUTexture *METAL_CreateTexture(
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureCreateInfo *textureCreateInfo)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -1387,7 +1387,7 @@ static SDL_GpuTexture *METAL_CreateTexture(
         container->textures[0] = texture;
         container->debugName = NULL;
 
-        return (SDL_GpuTexture *)container;
+        return (SDL_GPUTexture *)container;
     }
 }
 
@@ -1493,13 +1493,13 @@ static MetalBufferContainer *METAL_INTERNAL_CreateBufferContainer(
     return container;
 }
 
-static SDL_GpuBuffer *METAL_CreateBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBufferUsageFlags usageFlags,
+static SDL_GPUBuffer *METAL_CreateBuffer(
+    SDL_GPURenderer *driverData,
+    SDL_GPUBufferUsageFlags usageFlags,
     Uint32 sizeInBytes)
 {
     @autoreleasepool {
-        return (SDL_GpuBuffer *)METAL_INTERNAL_CreateBufferContainer(
+        return (SDL_GPUBuffer *)METAL_INTERNAL_CreateBufferContainer(
             (MetalRenderer *)driverData,
             sizeInBytes,
             SDL_TRUE,
@@ -1507,13 +1507,13 @@ static SDL_GpuBuffer *METAL_CreateBuffer(
     }
 }
 
-static SDL_GpuTransferBuffer *METAL_CreateTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBufferUsage usage,
+static SDL_GPUTransferBuffer *METAL_CreateTransferBuffer(
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBufferUsage usage,
     Uint32 sizeInBytes)
 {
     @autoreleasepool {
-        return (SDL_GpuTransferBuffer *)METAL_INTERNAL_CreateBufferContainer(
+        return (SDL_GPUTransferBuffer *)METAL_INTERNAL_CreateBufferContainer(
             (MetalRenderer *)driverData,
             sizeInBytes,
             SDL_FALSE,
@@ -1597,8 +1597,8 @@ static MetalBuffer *METAL_INTERNAL_PrepareBufferForWrite(
 // TransferBuffer Data
 
 static void *METAL_MapTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer,
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer,
     SDL_bool cycle)
 {
     @autoreleasepool {
@@ -1610,8 +1610,8 @@ static void *METAL_MapTransferBuffer(
 }
 
 static void METAL_UnmapTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
 #ifdef SDL_PLATFORM_MACOS
     @autoreleasepool {
@@ -1628,7 +1628,7 @@ static void METAL_UnmapTransferBuffer(
 // Copy Pass
 
 static void METAL_BeginCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -1637,9 +1637,9 @@ static void METAL_BeginCopyPass(
 }
 
 static void METAL_UploadToTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureTransferInfo *source,
-    SDL_GpuTextureRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureTransferInfo *source,
+    SDL_GPUTextureRegion *destination,
     SDL_bool cycle)
 {
     @autoreleasepool {
@@ -1667,9 +1667,9 @@ static void METAL_UploadToTexture(
 }
 
 static void METAL_UploadToBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTransferBufferLocation *source,
-    SDL_GpuBufferRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTransferBufferLocation *source,
+    SDL_GPUBufferRegion *destination,
     SDL_bool cycle)
 {
     @autoreleasepool {
@@ -1696,9 +1696,9 @@ static void METAL_UploadToBuffer(
 }
 
 static void METAL_CopyTextureToTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureLocation *source,
-    SDL_GpuTextureLocation *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureLocation *source,
+    SDL_GPUTextureLocation *destination,
     Uint32 w,
     Uint32 h,
     Uint32 d,
@@ -1733,9 +1733,9 @@ static void METAL_CopyTextureToTexture(
 }
 
 static void METAL_CopyBufferToBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferLocation *source,
-    SDL_GpuBufferLocation *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferLocation *source,
+    SDL_GPUBufferLocation *destination,
     Uint32 size,
     SDL_bool cycle)
 {
@@ -1764,9 +1764,9 @@ static void METAL_CopyBufferToBuffer(
 }
 
 static void METAL_DownloadFromTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureRegion *source,
-    SDL_GpuTextureTransferInfo *destination)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureRegion *source,
+    SDL_GPUTextureTransferInfo *destination)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -1818,24 +1818,24 @@ static void METAL_DownloadFromTexture(
 }
 
 static void METAL_DownloadFromBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferRegion *source,
-    SDL_GpuTransferBufferLocation *destination)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferRegion *source,
+    SDL_GPUTransferBufferLocation *destination)
 {
-    SDL_GpuBufferLocation sourceLocation;
+    SDL_GPUBufferLocation sourceLocation;
     sourceLocation.buffer = source->buffer;
     sourceLocation.offset = source->offset;
 
     METAL_CopyBufferToBuffer(
         commandBuffer,
         &sourceLocation,
-        (SDL_GpuBufferLocation *)destination,
+        (SDL_GPUBufferLocation *)destination,
         source->size,
         SDL_FALSE);
 }
 
 static void METAL_EndCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -1845,8 +1845,8 @@ static void METAL_EndCopyPass(
 }
 
 static void METAL_GenerateMipmaps(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTexture *texture)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTexture *texture)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -1973,8 +1973,8 @@ static Uint8 METAL_INTERNAL_AcquireFence(
     return 1;
 }
 
-static SDL_GpuCommandBuffer *METAL_AcquireCommandBuffer(
-    SDL_GpuRenderer *driverData)
+static SDL_GPUCommandBuffer *METAL_AcquireCommandBuffer(
+    SDL_GPURenderer *driverData)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -2011,7 +2011,7 @@ static SDL_GpuCommandBuffer *METAL_AcquireCommandBuffer(
 
         SDL_UnlockMutex(renderer->acquireCommandBufferLock);
 
-        return (SDL_GpuCommandBuffer *)commandBuffer;
+        return (SDL_GPUCommandBuffer *)commandBuffer;
     }
 }
 
@@ -2059,10 +2059,10 @@ static void METAL_INTERNAL_ReturnUniformBufferToPool(
 }
 
 static void METAL_BeginRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
     Uint32 colorAttachmentCount,
-    SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2190,13 +2190,13 @@ static void METAL_BeginRenderPass(
 }
 
 static void METAL_BindGraphicsPipeline(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         MetalGraphicsPipeline *metalGraphicsPipeline = (MetalGraphicsPipeline *)graphicsPipeline;
-        SDL_GpuRasterizerState *rast = &metalGraphicsPipeline->rasterizerState;
+        SDL_GPURasterizerState *rast = &metalGraphicsPipeline->rasterizerState;
 
         metalCommandBuffer->graphicsPipeline = metalGraphicsPipeline;
 
@@ -2246,8 +2246,8 @@ static void METAL_BindGraphicsPipeline(
 }
 
 static void METAL_SetViewport(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuViewport *viewport)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUViewport *viewport)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2265,7 +2265,7 @@ static void METAL_SetViewport(
 }
 
 static void METAL_SetScissor(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Rect *scissor)
 {
     @autoreleasepool {
@@ -2282,9 +2282,9 @@ static void METAL_SetScissor(
 }
 
 static void METAL_BindVertexBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstBinding,
-    SDL_GpuBufferBinding *pBindings,
+    SDL_GPUBufferBinding *pBindings,
     Uint32 bindingCount)
 {
     @autoreleasepool {
@@ -2310,9 +2310,9 @@ static void METAL_BindVertexBuffers(
 }
 
 static void METAL_BindIndexBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferBinding *pBinding,
-    SDL_GpuIndexElementSize indexElementSize)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferBinding *pBinding,
+    SDL_GPUIndexElementSize indexElementSize)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     metalCommandBuffer->indexBuffer = ((MetalBufferContainer *)pBinding->buffer)->activeBuffer;
@@ -2323,9 +2323,9 @@ static void METAL_BindIndexBuffer(
 }
 
 static void METAL_BindVertexSamplers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2349,9 +2349,9 @@ static void METAL_BindVertexSamplers(
 }
 
 static void METAL_BindVertexStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2372,9 +2372,9 @@ static void METAL_BindVertexStorageTextures(
 }
 
 static void METAL_BindVertexStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2395,9 +2395,9 @@ static void METAL_BindVertexStorageBuffers(
 }
 
 static void METAL_BindFragmentSamplers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2421,9 +2421,9 @@ static void METAL_BindFragmentSamplers(
 }
 
 static void METAL_BindFragmentStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2444,9 +2444,9 @@ static void METAL_BindFragmentStorageTextures(
 }
 
 static void METAL_BindFragmentStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2612,7 +2612,7 @@ static void METAL_INTERNAL_BindComputeResources(
 }
 
 static void METAL_DrawIndexedPrimitives(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 indexCount,
     Uint32 instanceCount,
     Uint32 firstIndex,
@@ -2621,7 +2621,7 @@ static void METAL_DrawIndexedPrimitives(
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
-        SDL_GpuPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
+        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
         Uint32 indexSize = IndexSize(metalCommandBuffer->indexElementSize);
 
         METAL_INTERNAL_BindGraphicsResources(metalCommandBuffer);
@@ -2639,7 +2639,7 @@ static void METAL_DrawIndexedPrimitives(
 }
 
 static void METAL_DrawPrimitives(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 vertexCount,
     Uint32 instanceCount,
     Uint32 firstVertex,
@@ -2647,7 +2647,7 @@ static void METAL_DrawPrimitives(
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
-        SDL_GpuPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
+        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
 
         METAL_INTERNAL_BindGraphicsResources(metalCommandBuffer);
 
@@ -2661,8 +2661,8 @@ static void METAL_DrawPrimitives(
 }
 
 static void METAL_DrawPrimitivesIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -2670,7 +2670,7 @@ static void METAL_DrawPrimitivesIndirect(
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         MetalBuffer *metalBuffer = ((MetalBufferContainer *)buffer)->activeBuffer;
-        SDL_GpuPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
+        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
 
         METAL_INTERNAL_BindGraphicsResources(metalCommandBuffer);
 
@@ -2689,8 +2689,8 @@ static void METAL_DrawPrimitivesIndirect(
 }
 
 static void METAL_DrawIndexedPrimitivesIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -2698,7 +2698,7 @@ static void METAL_DrawIndexedPrimitivesIndirect(
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
         MetalBuffer *metalBuffer = ((MetalBufferContainer *)buffer)->activeBuffer;
-        SDL_GpuPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
+        SDL_GPUPrimitiveType primitiveType = metalCommandBuffer->graphicsPipeline->primitiveType;
 
         METAL_INTERNAL_BindGraphicsResources(metalCommandBuffer);
 
@@ -2717,7 +2717,7 @@ static void METAL_DrawIndexedPrimitivesIndirect(
 }
 
 static void METAL_EndRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2744,7 +2744,7 @@ static void METAL_EndRenderPass(
 // This function assumes that it's called from within an autorelease pool
 static void METAL_INTERNAL_PushUniformData(
     MetalCommandBuffer *metalCommandBuffer,
-    SDL_GpuShaderStage shaderStage,
+    SDL_GPUShaderStage shaderStage,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -2819,7 +2819,7 @@ static void METAL_INTERNAL_PushUniformData(
 }
 
 static void METAL_PushVertexUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -2835,7 +2835,7 @@ static void METAL_PushVertexUniformData(
 }
 
 static void METAL_PushFragmentUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -2853,17 +2853,17 @@ static void METAL_PushFragmentUniformData(
 // Blit
 
 static void METAL_Blit(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBlitRegion *source,
-    SDL_GpuBlitRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBlitRegion *source,
+    SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GpuFilter filterMode,
+    SDL_GPUFilter filterMode,
     SDL_bool cycle)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalRenderer *renderer = (MetalRenderer *)metalCommandBuffer->renderer;
 
-    SDL_Gpu_BlitCommon(
+    SDL_GPU_BlitCommon(
         commandBuffer,
         source,
         destination,
@@ -2885,10 +2885,10 @@ static void METAL_Blit(
 // Compute State
 
 static void METAL_BeginComputePass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuStorageTextureWriteOnlyBinding *storageTextureBindings,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
     Uint32 storageTextureBindingCount,
-    SDL_GpuStorageBufferWriteOnlyBinding *storageBufferBindings,
+    SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
     Uint32 storageBufferBindingCount)
 {
     @autoreleasepool {
@@ -2939,8 +2939,8 @@ static void METAL_BeginComputePass(
 }
 
 static void METAL_BindComputePipeline(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuComputePipeline *computePipeline)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUComputePipeline *computePipeline)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2962,9 +2962,9 @@ static void METAL_BindComputePipeline(
 }
 
 static void METAL_BindComputeStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -2985,9 +2985,9 @@ static void METAL_BindComputeStorageTextures(
 }
 
 static void METAL_BindComputeStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -3008,7 +3008,7 @@ static void METAL_BindComputeStorageBuffers(
 }
 
 static void METAL_PushComputeUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -3024,7 +3024,7 @@ static void METAL_PushComputeUniformData(
 }
 
 static void METAL_DispatchCompute(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 groupCountX,
     Uint32 groupCountY,
     Uint32 groupCountZ)
@@ -3046,8 +3046,8 @@ static void METAL_DispatchCompute(
 }
 
 static void METAL_DispatchComputeIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes)
 {
     @autoreleasepool {
@@ -3070,7 +3070,7 @@ static void METAL_DispatchComputeIndirect(
 }
 
 static void METAL_EndComputePass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -3114,8 +3114,8 @@ static void METAL_INTERNAL_ReleaseFenceToPool(
 }
 
 static void METAL_ReleaseFence(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuFence *fence)
+    SDL_GPURenderer *driverData,
+    SDL_GPUFence *fence)
 {
     METAL_INTERNAL_ReleaseFenceToPool(
         (MetalRenderer *)driverData,
@@ -3185,8 +3185,8 @@ static void METAL_INTERNAL_CleanCommandBuffer(
     // The fence is now available (unless SubmitAndAcquireFence was called)
     if (commandBuffer->autoReleaseFence) {
         METAL_ReleaseFence(
-            (SDL_GpuRenderer *)renderer,
-            (SDL_GpuFence *)commandBuffer->fence);
+            (SDL_GPURenderer *)renderer,
+            (SDL_GPUFence *)commandBuffer->fence);
     }
 
     // Return command buffer to pool
@@ -3253,9 +3253,9 @@ static void METAL_INTERNAL_PerformPendingDestroys(
 // Fences
 
 static void METAL_WaitForFences(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_bool waitAll,
-    SDL_GpuFence **pFences,
+    SDL_GPUFence **pFences,
     Uint32 fenceCount)
 {
     @autoreleasepool {
@@ -3285,8 +3285,8 @@ static void METAL_WaitForFences(
 }
 
 static SDL_bool METAL_QueryFence(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuFence *fence)
+    SDL_GPURenderer *driverData,
+    SDL_GPUFence *fence)
 {
     MetalFence *metalFence = (MetalFence *)fence;
     return SDL_AtomicGet(&metalFence->complete) == 1;
@@ -3301,9 +3301,9 @@ static MetalWindowData *METAL_INTERNAL_FetchWindowData(SDL_Window *window)
 }
 
 static SDL_bool METAL_SupportsSwapchainComposition(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition)
+    SDL_GPUSwapchainComposition swapchainComposition)
 {
 #ifndef SDL_PLATFORM_MACOS
     if (swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2048) {
@@ -3322,8 +3322,8 @@ static SDL_bool METAL_SupportsSwapchainComposition(
 static Uint8 METAL_INTERNAL_CreateSwapchain(
     MetalRenderer *renderer,
     MetalWindowData *windowData,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode)
 {
     CGColorSpaceRef colorspace;
     CGSize drawableSize;
@@ -3349,9 +3349,9 @@ static Uint8 METAL_INTERNAL_CreateSwapchain(
 
     // Precache blit pipelines for the swapchain format
     for (Uint32 i = 0; i < 4; i += 1) {
-        SDL_Gpu_FetchBlitPipeline(
-            renderer->sdlGpuDevice,
-            (SDL_GpuTextureType)i,
+        SDL_GPU_FetchBlitPipeline(
+            renderer->sdlGPUDevice,
+            (SDL_GPUTextureType)i,
             SwapchainCompositionToFormat[swapchainComposition],
             renderer->blitVertexShader,
             renderer->blitFrom2DShader,
@@ -3383,9 +3383,9 @@ static Uint8 METAL_INTERNAL_CreateSwapchain(
 }
 
 static SDL_bool METAL_SupportsPresentMode(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUPresentMode presentMode)
 {
     switch (presentMode) {
 #ifdef SDL_PLATFORM_MACOS
@@ -3399,7 +3399,7 @@ static SDL_bool METAL_SupportsPresentMode(
 }
 
 static SDL_bool METAL_ClaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     @autoreleasepool {
@@ -3440,7 +3440,7 @@ static SDL_bool METAL_ClaimWindow(
 }
 
 static void METAL_UnclaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     @autoreleasepool {
@@ -3470,8 +3470,8 @@ static void METAL_UnclaimWindow(
     }
 }
 
-static SDL_GpuTexture *METAL_AcquireSwapchainTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
+static SDL_GPUTexture *METAL_AcquireSwapchainTexture(
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
     Uint32 *pWidth,
     Uint32 *pHeight)
@@ -3510,12 +3510,12 @@ static SDL_GpuTexture *METAL_AcquireSwapchainTexture(
         metalCommandBuffer->windowDataCount += 1;
 
         // Return the swapchain texture
-        return (SDL_GpuTexture *)&windowData->textureContainer;
+        return (SDL_GPUTexture *)&windowData->textureContainer;
     }
 }
 
-static SDL_GpuTextureFormat METAL_GetSwapchainTextureFormat(
-    SDL_GpuRenderer *driverData,
+static SDL_GPUTextureFormat METAL_GetSwapchainTextureFormat(
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     MetalWindowData *windowData = METAL_INTERNAL_FetchWindowData(window);
@@ -3529,10 +3529,10 @@ static SDL_GpuTextureFormat METAL_GetSwapchainTextureFormat(
 }
 
 static SDL_bool METAL_SetSwapchainParameters(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode)
 {
     @autoreleasepool {
         MetalWindowData *windowData = METAL_INTERNAL_FetchWindowData(window);
@@ -3576,7 +3576,7 @@ static SDL_bool METAL_SetSwapchainParameters(
 // Submission
 
 static void METAL_Submit(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -3625,8 +3625,8 @@ static void METAL_Submit(
     }
 }
 
-static SDL_GpuFence *METAL_SubmitAndAcquireFence(
-    SDL_GpuCommandBuffer *commandBuffer)
+static SDL_GPUFence *METAL_SubmitAndAcquireFence(
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalFence *fence = metalCommandBuffer->fence;
@@ -3634,11 +3634,11 @@ static SDL_GpuFence *METAL_SubmitAndAcquireFence(
     metalCommandBuffer->autoReleaseFence = 0;
     METAL_Submit(commandBuffer);
 
-    return (SDL_GpuFence *)fence;
+    return (SDL_GPUFence *)fence;
 }
 
 static void METAL_Wait(
-    SDL_GpuRenderer *driverData)
+    SDL_GPURenderer *driverData)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -3670,10 +3670,10 @@ static void METAL_Wait(
 // Format Info
 
 static SDL_bool METAL_SupportsTextureFormat(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureFormat format,
-    SDL_GpuTextureType type,
-    SDL_GpuTextureUsageFlags usage)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureFormat format,
+    SDL_GPUTextureType type,
+    SDL_GPUTextureUsageFlags usage)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -3738,8 +3738,8 @@ static SDL_bool METAL_PrepareDriver(SDL_VideoDevice *_this)
 static void METAL_INTERNAL_InitBlitResources(
     MetalRenderer *renderer)
 {
-    SDL_GpuShaderCreateInfo shaderModuleCreateInfo;
-    SDL_GpuSamplerCreateInfo samplerCreateInfo;
+    SDL_GPUShaderCreateInfo shaderModuleCreateInfo;
+    SDL_GPUSamplerCreateInfo samplerCreateInfo;
 
     // Allocate the dynamic blit pipeline list
     renderer->blitPipelineCapacity = 2;
@@ -3756,7 +3756,7 @@ static void METAL_INTERNAL_InitBlitResources(
     shaderModuleCreateInfo.entryPointName = "FullscreenVert";
 
     renderer->blitVertexShader = METAL_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderModuleCreateInfo);
 
     if (renderer->blitVertexShader == NULL) {
@@ -3772,7 +3772,7 @@ static void METAL_INTERNAL_InitBlitResources(
     shaderModuleCreateInfo.uniformBufferCount = 1;
 
     renderer->blitFrom2DShader = METAL_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderModuleCreateInfo);
 
     if (renderer->blitFrom2DShader == NULL) {
@@ -3785,7 +3785,7 @@ static void METAL_INTERNAL_InitBlitResources(
     shaderModuleCreateInfo.entryPointName = "BlitFrom2DArray";
 
     renderer->blitFrom2DArrayShader = METAL_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderModuleCreateInfo);
 
     if (renderer->blitFrom2DArrayShader == NULL) {
@@ -3798,7 +3798,7 @@ static void METAL_INTERNAL_InitBlitResources(
     shaderModuleCreateInfo.entryPointName = "BlitFrom3D";
 
     renderer->blitFrom3DShader = METAL_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderModuleCreateInfo);
 
     if (renderer->blitFrom3DShader == NULL) {
@@ -3811,7 +3811,7 @@ static void METAL_INTERNAL_InitBlitResources(
     shaderModuleCreateInfo.entryPointName = "BlitFromCube";
 
     renderer->blitFromCubeShader = METAL_CreateShader(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &shaderModuleCreateInfo);
 
     if (renderer->blitFromCubeShader == NULL) {
@@ -3834,7 +3834,7 @@ static void METAL_INTERNAL_InitBlitResources(
     samplerCreateInfo.compareOp = SDL_GPU_COMPAREOP_ALWAYS;
 
     renderer->blitNearestSampler = METAL_CreateSampler(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &samplerCreateInfo);
 
     if (renderer->blitNearestSampler == NULL) {
@@ -3846,7 +3846,7 @@ static void METAL_INTERNAL_InitBlitResources(
     samplerCreateInfo.mipmapMode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR;
 
     renderer->blitLinearSampler = METAL_CreateSampler(
-        (SDL_GpuRenderer *)renderer,
+        (SDL_GPURenderer *)renderer,
         &samplerCreateInfo);
 
     if (renderer->blitLinearSampler == NULL) {
@@ -3855,7 +3855,7 @@ static void METAL_INTERNAL_InitBlitResources(
 }
 
 static void METAL_INTERNAL_DestroyBlitResources(
-    SDL_GpuRenderer *driverData)
+    SDL_GPURenderer *driverData)
 {
     MetalRenderer *renderer = (MetalRenderer *)driverData;
     METAL_ReleaseSampler(driverData, renderer->blitLinearSampler);
@@ -3872,7 +3872,7 @@ static void METAL_INTERNAL_DestroyBlitResources(
     SDL_free(renderer->blitPipelines);
 }
 
-static SDL_GpuDevice *METAL_CreateDevice(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props)
+static SDL_GPUDevice *METAL_CreateDevice(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props)
 {
     @autoreleasepool {
         MetalRenderer *renderer;
@@ -3898,7 +3898,7 @@ static SDL_GpuDevice *METAL_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
         renderer->queue = [renderer->device newCommandQueue];
 
         // Print driver info
-        SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "SDL_Gpu Driver: Metal");
+        SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "SDL_GPU Driver: Metal");
         SDL_LogInfo(
             SDL_LOG_CATEGORY_GPU,
             "Metal Device: %s",
@@ -3964,16 +3964,16 @@ static SDL_GpuDevice *METAL_CreateDevice(SDL_bool debugMode, SDL_bool preferLowP
         // Initialize blit resources
         METAL_INTERNAL_InitBlitResources(renderer);
 
-        SDL_GpuDevice *result = SDL_malloc(sizeof(SDL_GpuDevice));
+        SDL_GPUDevice *result = SDL_malloc(sizeof(SDL_GPUDevice));
         ASSIGN_DRIVER(METAL)
-        result->driverData = (SDL_GpuRenderer *)renderer;
-        renderer->sdlGpuDevice = result;
+        result->driverData = (SDL_GPURenderer *)renderer;
+        renderer->sdlGPUDevice = result;
 
         return result;
     }
 }
 
-SDL_GpuBootstrap MetalDriver = {
+SDL_GPUBootstrap MetalDriver = {
     "Metal",
     SDL_GPU_DRIVER_METAL,
     SDL_GPU_SHADERFORMAT_MSL | SDL_GPU_SHADERFORMAT_METALLIB,

+ 227 - 227
src/gpu/vulkan/SDL_gpu_vulkan.c

@@ -70,7 +70,7 @@ typedef struct VulkanExtensions
 #define LARGE_ALLOCATION_INCREMENT    67108864 // 64  MiB
 #define MAX_UBO_SECTION_SIZE          4096     // 4   KiB
 #define DESCRIPTOR_POOL_STARTING_SIZE 128
-#define WINDOW_PROPERTY_DATA          "SDL_GpuVulkanWindowPropertyData"
+#define WINDOW_PROPERTY_DATA          "SDL_GPUVulkanWindowPropertyData"
 
 #define IDENTITY_SWIZZLE               \
     {                                  \
@@ -82,7 +82,7 @@ typedef struct VulkanExtensions
 
 #define NULL_DESC_LAYOUT     (VkDescriptorSetLayout)0
 #define NULL_PIPELINE_LAYOUT (VkPipelineLayout)0
-#define NULL_RENDER_PASS     (SDL_GpuRenderPass *)0
+#define NULL_RENDER_PASS     (SDL_GPURenderPass *)0
 
 #define EXPAND_ELEMENTS_IF_NEEDED(arr, initialValue, type) \
     if (arr->count == arr->capacity) {                     \
@@ -254,8 +254,8 @@ static VkFormat SwapchainCompositionToFallbackFormat[] = {
     VK_FORMAT_UNDEFINED  // no fallback
 };
 
-static SDL_GpuTextureFormat SwapchainCompositionToSDLFormat(
-    SDL_GpuSwapchainComposition composition,
+static SDL_GPUTextureFormat SwapchainCompositionToSDLFormat(
+    SDL_GPUSwapchainComposition composition,
     SDL_bool usingFallback)
 {
     switch (composition) {
@@ -536,7 +536,7 @@ struct VulkanBuffer
     VulkanMemoryUsedRegion *usedRegion;
 
     VulkanBufferType type;
-    SDL_GpuBufferUsageFlags usageFlags;
+    SDL_GPUBufferUsageFlags usageFlags;
 
     SDL_AtomicInt referenceCount; // Tracks command buffer usage
 
@@ -549,7 +549,7 @@ struct VulkanBuffer
 /* Buffer resources consist of multiple backing buffer handles so that data transfers
  * can occur without blocking or the client having to manage extra resources.
  *
- * Cast from SDL_GpuBuffer or SDL_GpuTransferBuffer.
+ * Cast from SDL_GPUBuffer or SDL_GPUTransferBuffer.
  */
 struct VulkanBufferContainer
 {
@@ -626,7 +626,7 @@ struct VulkanTexture
     VkImageView fullView; // used for samplers and storage reads
     VkExtent2D dimensions;
 
-    SDL_GpuTextureType type;
+    SDL_GPUTextureType type;
     Uint8 isMSAAColorTarget;
 
     Uint32 depth;
@@ -635,7 +635,7 @@ struct VulkanTexture
     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;
-    SDL_GpuTextureUsageFlags usageFlags;
+    SDL_GPUTextureUsageFlags usageFlags;
     VkImageAspectFlags aspectFlags;
 
     Uint32 subresourceCount;
@@ -650,7 +650,7 @@ struct VulkanTexture
 /* Texture resources consist of multiple backing texture handles so that data transfers
  * can occur without blocking or the client having to manage extra resources.
  *
- * Cast from SDL_GpuTexture.
+ * Cast from SDL_GPUTexture.
  */
 struct VulkanTextureContainer
 {
@@ -739,8 +739,8 @@ typedef struct VulkanSwapchainData
 typedef struct WindowData
 {
     SDL_Window *window;
-    SDL_GpuSwapchainComposition swapchainComposition;
-    SDL_GpuPresentMode presentMode;
+    SDL_GPUSwapchainComposition swapchainComposition;
+    SDL_GPUPresentMode presentMode;
     VulkanSwapchainData *swapchainData;
     SDL_bool needsSwapchainRecreate;
 } WindowData;
@@ -820,7 +820,7 @@ typedef struct VulkanGraphicsPipelineResourceLayout
 typedef struct VulkanGraphicsPipeline
 {
     VkPipeline pipeline;
-    SDL_GpuPrimitiveType primitiveType;
+    SDL_GPUPrimitiveType primitiveType;
 
     VulkanGraphicsPipelineResourceLayout resourceLayout;
 
@@ -860,17 +860,17 @@ typedef struct VulkanComputePipeline
 typedef struct RenderPassColorTargetDescription
 {
     VkFormat format;
-    SDL_GpuLoadOp loadOp;
-    SDL_GpuStoreOp storeOp;
+    SDL_GPULoadOp loadOp;
+    SDL_GPUStoreOp storeOp;
 } RenderPassColorTargetDescription;
 
 typedef struct RenderPassDepthStencilTargetDescription
 {
     VkFormat format;
-    SDL_GpuLoadOp loadOp;
-    SDL_GpuStoreOp storeOp;
-    SDL_GpuLoadOp stencilLoadOp;
-    SDL_GpuStoreOp stencilStoreOp;
+    SDL_GPULoadOp loadOp;
+    SDL_GPUStoreOp storeOp;
+    SDL_GPULoadOp stencilLoadOp;
+    SDL_GPUStoreOp stencilStoreOp;
 } RenderPassDepthStencilTargetDescription;
 
 typedef struct CommandPoolHashTableKey
@@ -1160,23 +1160,23 @@ struct VulkanRenderer
 
 static Uint8 VULKAN_INTERNAL_DefragmentMemory(VulkanRenderer *renderer);
 static void VULKAN_INTERNAL_BeginCommandBuffer(VulkanRenderer *renderer, VulkanCommandBuffer *commandBuffer);
-static void VULKAN_UnclaimWindow(SDL_GpuRenderer *driverData, SDL_Window *window);
-static void VULKAN_Wait(SDL_GpuRenderer *driverData);
-static void VULKAN_WaitForFences(SDL_GpuRenderer *driverData, SDL_bool waitAll, SDL_GpuFence **pFences, Uint32 fenceCount);
-static void VULKAN_Submit(SDL_GpuCommandBuffer *commandBuffer);
+static void VULKAN_UnclaimWindow(SDL_GPURenderer *driverData, SDL_Window *window);
+static void VULKAN_Wait(SDL_GPURenderer *driverData);
+static void VULKAN_WaitForFences(SDL_GPURenderer *driverData, SDL_bool waitAll, SDL_GPUFence **pFences, Uint32 fenceCount);
+static void VULKAN_Submit(SDL_GPUCommandBuffer *commandBuffer);
 static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     VulkanRenderer *renderer,
     Uint32 width,
     Uint32 height,
     Uint32 depth,
-    SDL_GpuTextureType type,
+    SDL_GPUTextureType type,
     Uint32 layerCount,
     Uint32 levelCount,
     VkSampleCountFlagBits sampleCount,
     VkFormat format,
     VkComponentMapping swizzle,
     VkImageAspectFlags aspectMask,
-    SDL_GpuTextureUsageFlags textureUsageFlags,
+    SDL_GPUTextureUsageFlags textureUsageFlags,
     SDL_bool isMSAAColorTarget);
 
 // Error Handling
@@ -1260,7 +1260,7 @@ static inline VkSampleCountFlagBits VULKAN_INTERNAL_GetMaxMultiSampleCount(
 
 static inline VkPolygonMode SDLToVK_PolygonMode(
     VulkanRenderer *renderer,
-    SDL_GpuFillMode mode)
+    SDL_GPUFillMode mode)
 {
     if (mode == SDL_GPU_FILLMODE_FILL) {
         return VK_POLYGON_MODE_FILL; // always available!
@@ -3802,7 +3802,7 @@ static SDL_bool VULKAN_INTERNAL_InitializeGraphicsPipelineResourceLayout(
 
 static SDL_bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
     VulkanRenderer *renderer,
-    SDL_GpuComputePipelineCreateInfo *pipelineCreateInfo,
+    SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo,
     VulkanComputePipelineResourceLayout *pipelineResourceLayout)
 {
     VkDescriptorSetLayoutBinding descriptorSetLayoutBindings[MAX_UNIFORM_BUFFERS_PER_STAGE];
@@ -4007,7 +4007,7 @@ static SDL_bool VULKAN_INTERNAL_InitializeComputePipelineResourceLayout(
 static VulkanBuffer *VULKAN_INTERNAL_CreateBuffer(
     VulkanRenderer *renderer,
     VkDeviceSize size,
-    SDL_GpuBufferUsageFlags usageFlags,
+    SDL_GPUBufferUsageFlags usageFlags,
     VulkanBufferType type)
 {
     VulkanBuffer *buffer;
@@ -4096,7 +4096,7 @@ static VulkanBuffer *VULKAN_INTERNAL_CreateBuffer(
 static VulkanBufferHandle *VULKAN_INTERNAL_CreateBufferHandle(
     VulkanRenderer *renderer,
     VkDeviceSize sizeInBytes,
-    SDL_GpuBufferUsageFlags usageFlags,
+    SDL_GPUBufferUsageFlags usageFlags,
     VulkanBufferType type)
 {
     VulkanBufferHandle *bufferHandle;
@@ -4125,7 +4125,7 @@ static VulkanBufferHandle *VULKAN_INTERNAL_CreateBufferHandle(
 static VulkanBufferContainer *VULKAN_INTERNAL_CreateBufferContainer(
     VulkanRenderer *renderer,
     VkDeviceSize sizeInBytes,
-    SDL_GpuBufferUsageFlags usageFlags,
+    SDL_GPUBufferUsageFlags usageFlags,
     VulkanBufferType type)
 {
     VulkanBufferContainer *bufferContainer;
@@ -4780,7 +4780,7 @@ static void VULKAN_INTERNAL_EndCommandBuffer(
 }
 
 static void VULKAN_DestroyDevice(
-    SDL_GpuDevice *device)
+    SDL_GPUDevice *device)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)device->driverData;
     VulkanMemorySubAllocator *allocator;
@@ -5299,7 +5299,7 @@ static void VULKAN_INTERNAL_BindGraphicsDescriptorSets(
 }
 
 static void VULKAN_DrawIndexedPrimitives(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 indexCount,
     Uint32 instanceCount,
     Uint32 firstIndex,
@@ -5321,7 +5321,7 @@ static void VULKAN_DrawIndexedPrimitives(
 }
 
 static void VULKAN_DrawPrimitives(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 vertexCount,
     Uint32 instanceCount,
     Uint32 firstVertex,
@@ -5341,8 +5341,8 @@ static void VULKAN_DrawPrimitives(
 }
 
 static void VULKAN_DrawPrimitivesIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -5378,8 +5378,8 @@ static void VULKAN_DrawPrimitivesIndirect(
 }
 
 static void VULKAN_DrawIndexedPrimitivesIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes,
     Uint32 drawCount,
     Uint32 stride)
@@ -5437,8 +5437,8 @@ static void VULKAN_INTERNAL_SetBufferName(
 }
 
 static void VULKAN_SetBufferName(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBuffer *buffer,
+    SDL_GPURenderer *driverData,
+    SDL_GPUBuffer *buffer,
     const char *text)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
@@ -5485,8 +5485,8 @@ static void VULKAN_INTERNAL_SetTextureName(
 }
 
 static void VULKAN_SetTextureName(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTexture *texture,
+    SDL_GPURenderer *driverData,
+    SDL_GPUTexture *texture,
     const char *text)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
@@ -5513,7 +5513,7 @@ static void VULKAN_SetTextureName(
 }
 
 static void VULKAN_InsertDebugLabel(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *text)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -5532,7 +5532,7 @@ static void VULKAN_InsertDebugLabel(
 }
 
 static void VULKAN_PushDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     const char *name)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -5551,7 +5551,7 @@ static void VULKAN_PushDebugGroup(
 }
 
 static void VULKAN_PopDebugGroup(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -5566,14 +5566,14 @@ static VulkanTextureHandle *VULKAN_INTERNAL_CreateTextureHandle(
     Uint32 width,
     Uint32 height,
     Uint32 depth,
-    SDL_GpuTextureType type,
+    SDL_GPUTextureType type,
     Uint32 layerCount,
     Uint32 levelCount,
     VkSampleCountFlagBits sampleCount,
     VkFormat format,
     VkComponentMapping swizzle,
     VkImageAspectFlags aspectMask,
-    SDL_GpuTextureUsageFlags textureUsageFlags,
+    SDL_GPUTextureUsageFlags textureUsageFlags,
     SDL_bool isMSAAColorTarget)
 {
     VulkanTextureHandle *textureHandle;
@@ -5613,14 +5613,14 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     Uint32 width,
     Uint32 height,
     Uint32 depth,
-    SDL_GpuTextureType type,
+    SDL_GPUTextureType type,
     Uint32 layerCount,
     Uint32 levelCount,
     VkSampleCountFlagBits sampleCount,
     VkFormat format,
     VkComponentMapping swizzle,
     VkImageAspectFlags aspectMask,
-    SDL_GpuTextureUsageFlags textureUsageFlags,
+    SDL_GPUTextureUsageFlags textureUsageFlags,
     SDL_bool isMSAAColorTarget)
 {
     VkResult vulkanResult;
@@ -6015,9 +6015,9 @@ static VulkanTextureSubresource *VULKAN_INTERNAL_PrepareTextureSubresourceForWri
 static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
     VulkanRenderer *renderer,
     VulkanCommandBuffer *commandBuffer,
-    SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+    SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
     Uint32 colorAttachmentCount,
-    SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
 {
     VkResult vulkanResult;
     VkAttachmentDescription attachmentDescriptions[2 * MAX_COLOR_TARGET_BINDINGS + 1];
@@ -6182,14 +6182,14 @@ static VkRenderPass VULKAN_INTERNAL_CreateRenderPass(
 
 static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
     VulkanRenderer *renderer,
-    SDL_GpuGraphicsPipelineAttachmentInfo attachmentInfo,
+    SDL_GPUGraphicsPipelineAttachmentInfo 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_GPUColorAttachmentDescription attachmentDescription;
     VkSubpassDescription subpass;
     VkRenderPassCreateInfo renderPassCreateInfo;
     VkRenderPass renderPass;
@@ -6337,9 +6337,9 @@ static VkRenderPass VULKAN_INTERNAL_CreateTransientRenderPass(
     return renderPass;
 }
 
-static SDL_GpuGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuGraphicsPipelineCreateInfo *pipelineCreateInfo)
+static SDL_GPUGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
+    SDL_GPURenderer *driverData,
+    SDL_GPUGraphicsPipelineCreateInfo *pipelineCreateInfo)
 {
     VkResult vulkanResult;
     Uint32 i;
@@ -6574,7 +6574,7 @@ static SDL_GpuGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
     // Color Blend
 
     for (i = 0; i < pipelineCreateInfo->attachmentInfo.colorAttachmentCount; i += 1) {
-        SDL_GpuColorAttachmentBlendState blendState = pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].blendState;
+        SDL_GPUColorAttachmentBlendState blendState = pipelineCreateInfo->attachmentInfo.colorAttachmentDescriptions[i].blendState;
 
         colorBlendAttachmentStates[i].blendEnable =
             blendState.blendEnable;
@@ -6674,12 +6674,12 @@ static SDL_GpuGraphicsPipeline *VULKAN_CreateGraphicsPipeline(
 
     SDL_AtomicSet(&graphicsPipeline->referenceCount, 0);
 
-    return (SDL_GpuGraphicsPipeline *)graphicsPipeline;
+    return (SDL_GPUGraphicsPipeline *)graphicsPipeline;
 }
 
-static SDL_GpuComputePipeline *VULKAN_CreateComputePipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuComputePipelineCreateInfo *pipelineCreateInfo)
+static SDL_GPUComputePipeline *VULKAN_CreateComputePipeline(
+    SDL_GPURenderer *driverData,
+    SDL_GPUComputePipelineCreateInfo *pipelineCreateInfo)
 {
     VkShaderModuleCreateInfo shaderModuleCreateInfo;
     VkComputePipelineCreateInfo computePipelineCreateInfo;
@@ -6775,12 +6775,12 @@ static SDL_GpuComputePipeline *VULKAN_CreateComputePipeline(
 
     SDL_AtomicSet(&vulkanComputePipeline->referenceCount, 0);
 
-    return (SDL_GpuComputePipeline *)vulkanComputePipeline;
+    return (SDL_GPUComputePipeline *)vulkanComputePipeline;
 }
 
-static SDL_GpuSampler *VULKAN_CreateSampler(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuSamplerCreateInfo *samplerCreateInfo)
+static SDL_GPUSampler *VULKAN_CreateSampler(
+    SDL_GPURenderer *driverData,
+    SDL_GPUSamplerCreateInfo *samplerCreateInfo)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanSampler *vulkanSampler = SDL_malloc(sizeof(VulkanSampler));
@@ -6820,12 +6820,12 @@ static SDL_GpuSampler *VULKAN_CreateSampler(
 
     SDL_AtomicSet(&vulkanSampler->referenceCount, 0);
 
-    return (SDL_GpuSampler *)vulkanSampler;
+    return (SDL_GPUSampler *)vulkanSampler;
 }
 
-static SDL_GpuShader *VULKAN_CreateShader(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuShaderCreateInfo *shaderCreateInfo)
+static SDL_GPUShader *VULKAN_CreateShader(
+    SDL_GPURenderer *driverData,
+    SDL_GPUShaderCreateInfo *shaderCreateInfo)
 {
     VulkanShader *vulkanShader;
     VkResult vulkanResult;
@@ -6864,13 +6864,13 @@ static SDL_GpuShader *VULKAN_CreateShader(
 
     SDL_AtomicSet(&vulkanShader->referenceCount, 0);
 
-    return (SDL_GpuShader *)vulkanShader;
+    return (SDL_GPUShader *)vulkanShader;
 }
 
 static SDL_bool VULKAN_SupportsSampleCount(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureFormat format,
-    SDL_GpuSampleCount sampleCount)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureFormat format,
+    SDL_GPUSampleCount sampleCount)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VkSampleCountFlags bits = IsDepthFormat(format) ? renderer->physicalDeviceProperties.properties.limits.framebufferDepthSampleCounts : renderer->physicalDeviceProperties.properties.limits.framebufferColorSampleCounts;
@@ -6878,9 +6878,9 @@ static SDL_bool VULKAN_SupportsSampleCount(
     return !!(bits & vkSampleCount);
 }
 
-static SDL_GpuTexture *VULKAN_CreateTexture(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureCreateInfo *textureCreateInfo)
+static SDL_GPUTexture *VULKAN_CreateTexture(
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureCreateInfo *textureCreateInfo)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VkImageAspectFlags imageAspectFlags;
@@ -6936,15 +6936,15 @@ static SDL_GpuTexture *VULKAN_CreateTexture(
 
     textureHandle->container = container;
 
-    return (SDL_GpuTexture *)container;
+    return (SDL_GPUTexture *)container;
 }
 
-static SDL_GpuBuffer *VULKAN_CreateBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBufferUsageFlags usageFlags,
+static SDL_GPUBuffer *VULKAN_CreateBuffer(
+    SDL_GPURenderer *driverData,
+    SDL_GPUBufferUsageFlags usageFlags,
     Uint32 sizeInBytes)
 {
-    return (SDL_GpuBuffer *)VULKAN_INTERNAL_CreateBufferContainer(
+    return (SDL_GPUBuffer *)VULKAN_INTERNAL_CreateBufferContainer(
         (VulkanRenderer *)driverData,
         (VkDeviceSize)sizeInBytes,
         usageFlags,
@@ -6969,12 +6969,12 @@ static VulkanUniformBuffer *VULKAN_INTERNAL_CreateUniformBuffer(
     return uniformBuffer;
 }
 
-static SDL_GpuTransferBuffer *VULKAN_CreateTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBufferUsage usage, // ignored on Vulkan
+static SDL_GPUTransferBuffer *VULKAN_CreateTransferBuffer(
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBufferUsage usage, // ignored on Vulkan
     Uint32 sizeInBytes)
 {
-    return (SDL_GpuTransferBuffer *)VULKAN_INTERNAL_CreateBufferContainer(
+    return (SDL_GPUTransferBuffer *)VULKAN_INTERNAL_CreateBufferContainer(
         (VulkanRenderer *)driverData,
         (VkDeviceSize)sizeInBytes,
         0,
@@ -7007,8 +7007,8 @@ static void VULKAN_INTERNAL_ReleaseTexture(
 }
 
 static void VULKAN_ReleaseTexture(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTexture *texture)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTexture *texture)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanTextureContainer *vulkanTextureContainer = (VulkanTextureContainer *)texture;
@@ -7032,8 +7032,8 @@ static void VULKAN_ReleaseTexture(
 }
 
 static void VULKAN_ReleaseSampler(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuSampler *sampler)
+    SDL_GPURenderer *driverData,
+    SDL_GPUSampler *sampler)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanSampler *vulkanSampler = (VulkanSampler *)sampler;
@@ -7102,8 +7102,8 @@ static void VULKAN_INTERNAL_ReleaseBufferContainer(
 }
 
 static void VULKAN_ReleaseBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuBuffer *buffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUBuffer *buffer)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanBufferContainer *vulkanBufferContainer = (VulkanBufferContainer *)buffer;
@@ -7114,8 +7114,8 @@ static void VULKAN_ReleaseBuffer(
 }
 
 static void VULKAN_ReleaseTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanBufferContainer *transferBufferContainer = (VulkanBufferContainer *)transferBuffer;
@@ -7126,8 +7126,8 @@ static void VULKAN_ReleaseTransferBuffer(
 }
 
 static void VULKAN_ReleaseShader(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuShader *shader)
+    SDL_GPURenderer *driverData,
+    SDL_GPUShader *shader)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanShader *vulkanShader = (VulkanShader *)shader;
@@ -7148,8 +7148,8 @@ static void VULKAN_ReleaseShader(
 }
 
 static void VULKAN_ReleaseComputePipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuComputePipeline *computePipeline)
+    SDL_GPURenderer *driverData,
+    SDL_GPUComputePipeline *computePipeline)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanComputePipeline *vulkanComputePipeline = (VulkanComputePipeline *)computePipeline;
@@ -7170,8 +7170,8 @@ static void VULKAN_ReleaseComputePipeline(
 }
 
 static void VULKAN_ReleaseGraphicsPipeline(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+    SDL_GPURenderer *driverData,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanGraphicsPipeline *vulkanGraphicsPipeline = (VulkanGraphicsPipeline *)graphicsPipeline;
@@ -7196,9 +7196,9 @@ static void VULKAN_ReleaseGraphicsPipeline(
 static VkRenderPass VULKAN_INTERNAL_FetchRenderPass(
     VulkanRenderer *renderer,
     VulkanCommandBuffer *commandBuffer,
-    SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+    SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
     Uint32 colorAttachmentCount,
-    SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
 {
     VulkanRenderPassHashTableValue *renderPassWrapper = NULL;
     VkRenderPass renderPassHandle;
@@ -7278,9 +7278,9 @@ static VkRenderPass VULKAN_INTERNAL_FetchRenderPass(
 static VulkanFramebuffer *VULKAN_INTERNAL_FetchFramebuffer(
     VulkanRenderer *renderer,
     VkRenderPass renderPass,
-    SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+    SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
     Uint32 colorAttachmentCount,
-    SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo,
+    SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo,
     Uint32 width,
     Uint32 height)
 {
@@ -7420,7 +7420,7 @@ static VulkanFramebuffer *VULKAN_INTERNAL_FetchFramebuffer(
 
 static void VULKAN_INTERNAL_SetCurrentViewport(
     VulkanCommandBuffer *commandBuffer,
-    SDL_GpuViewport *viewport)
+    SDL_GPUViewport *viewport)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
 
@@ -7436,8 +7436,8 @@ static void VULKAN_INTERNAL_SetCurrentViewport(
 }
 
 static void VULKAN_SetViewport(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuViewport *viewport)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUViewport *viewport)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -7464,7 +7464,7 @@ static void VULKAN_INTERNAL_SetCurrentScissor(
 }
 
 static void VULKAN_SetScissor(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Rect *scissor)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -7482,9 +7482,9 @@ static void VULKAN_SetScissor(
 }
 
 static void VULKAN_BindVertexSamplers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -7507,9 +7507,9 @@ static void VULKAN_BindVertexSamplers(
 }
 
 static void VULKAN_BindVertexStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -7528,9 +7528,9 @@ static void VULKAN_BindVertexStorageTextures(
 }
 
 static void VULKAN_BindVertexStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -7551,9 +7551,9 @@ static void VULKAN_BindVertexStorageBuffers(
 }
 
 static void VULKAN_BindFragmentSamplers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTextureSamplerBinding *textureSamplerBindings,
+    SDL_GPUTextureSamplerBinding *textureSamplerBindings,
     Uint32 bindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -7576,9 +7576,9 @@ static void VULKAN_BindFragmentSamplers(
 }
 
 static void VULKAN_BindFragmentStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -7598,9 +7598,9 @@ static void VULKAN_BindFragmentStorageTextures(
 }
 
 static void VULKAN_BindFragmentStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -7748,10 +7748,10 @@ static void VULKAN_INTERNAL_PushUniformData(
 }
 
 static void VULKAN_BeginRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuColorAttachmentInfo *colorAttachmentInfos,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUColorAttachmentInfo *colorAttachmentInfos,
     Uint32 colorAttachmentCount,
-    SDL_GpuDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
+    SDL_GPUDepthStencilAttachmentInfo *depthStencilAttachmentInfo)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -7764,7 +7764,7 @@ static void VULKAN_BeginRenderPass(
     Uint32 multisampleAttachmentCount = 0;
     Uint32 totalColorAttachmentCount = 0;
     Uint32 i;
-    SDL_GpuViewport defaultViewport;
+    SDL_GPUViewport defaultViewport;
     SDL_Rect defaultScissor;
     Uint32 framebufferWidth = UINT32_MAX;
     Uint32 framebufferHeight = UINT32_MAX;
@@ -7961,8 +7961,8 @@ static void VULKAN_BeginRenderPass(
 }
 
 static void VULKAN_BindGraphicsPipeline(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuGraphicsPipeline *graphicsPipeline)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUGraphicsPipeline *graphicsPipeline)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -8014,9 +8014,9 @@ static void VULKAN_BindGraphicsPipeline(
 }
 
 static void VULKAN_BindVertexBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstBinding,
-    SDL_GpuBufferBinding *pBindings,
+    SDL_GPUBufferBinding *pBindings,
     Uint32 bindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -8045,9 +8045,9 @@ static void VULKAN_BindVertexBuffers(
 }
 
 static void VULKAN_BindIndexBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferBinding *pBinding,
-    SDL_GpuIndexElementSize indexElementSize)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferBinding *pBinding,
+    SDL_GPUIndexElementSize indexElementSize)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -8063,7 +8063,7 @@ static void VULKAN_BindIndexBuffer(
 }
 
 static void VULKAN_PushVertexUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -8079,7 +8079,7 @@ static void VULKAN_PushVertexUniformData(
 }
 
 static void VULKAN_PushFragmentUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -8095,7 +8095,7 @@ static void VULKAN_PushFragmentUniformData(
 }
 
 static void VULKAN_EndRenderPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -8145,10 +8145,10 @@ static void VULKAN_EndRenderPass(
 }
 
 static void VULKAN_BeginComputePass(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuStorageTextureWriteOnlyBinding *storageTextureBindings,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUStorageTextureWriteOnlyBinding *storageTextureBindings,
     Uint32 storageTextureBindingCount,
-    SDL_GpuStorageBufferWriteOnlyBinding *storageBufferBindings,
+    SDL_GPUStorageBufferWriteOnlyBinding *storageBufferBindings,
     Uint32 storageBufferBindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -8199,8 +8199,8 @@ static void VULKAN_BeginComputePass(
 }
 
 static void VULKAN_BindComputePipeline(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuComputePipeline *computePipeline)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUComputePipeline *computePipeline)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -8231,9 +8231,9 @@ static void VULKAN_BindComputePipeline(
 }
 
 static void VULKAN_BindComputeStorageTextures(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuTexture **storageTextures,
+    SDL_GPUTexture **storageTextures,
     Uint32 bindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -8268,9 +8268,9 @@ static void VULKAN_BindComputeStorageTextures(
 }
 
 static void VULKAN_BindComputeStorageBuffers(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 firstSlot,
-    SDL_GpuBuffer **storageBuffers,
+    SDL_GPUBuffer **storageBuffers,
     Uint32 bindingCount)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -8306,7 +8306,7 @@ static void VULKAN_BindComputeStorageBuffers(
 }
 
 static void VULKAN_PushComputeUniformData(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 slotIndex,
     const void *data,
     Uint32 dataLengthInBytes)
@@ -8568,7 +8568,7 @@ static void VULKAN_INTERNAL_BindComputeDescriptorSets(
 }
 
 static void VULKAN_DispatchCompute(
-    SDL_GpuCommandBuffer *commandBuffer,
+    SDL_GPUCommandBuffer *commandBuffer,
     Uint32 groupCountX,
     Uint32 groupCountY,
     Uint32 groupCountZ)
@@ -8586,8 +8586,8 @@ static void VULKAN_DispatchCompute(
 }
 
 static void VULKAN_DispatchComputeIndirect(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBuffer *buffer,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBuffer *buffer,
     Uint32 offsetInBytes)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -8605,7 +8605,7 @@ static void VULKAN_DispatchComputeIndirect(
 }
 
 static void VULKAN_EndComputePass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     Uint32 i;
@@ -8664,8 +8664,8 @@ static void VULKAN_EndComputePass(
 }
 
 static void *VULKAN_MapTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer,
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer,
     SDL_bool cycle)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
@@ -8687,8 +8687,8 @@ static void *VULKAN_MapTransferBuffer(
 }
 
 static void VULKAN_UnmapTransferBuffer(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTransferBuffer *transferBuffer)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTransferBuffer *transferBuffer)
 {
     // no-op because transfer buffers are persistently mapped
     (void)driverData;
@@ -8696,16 +8696,16 @@ static void VULKAN_UnmapTransferBuffer(
 }
 
 static void VULKAN_BeginCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     // no-op
     (void)commandBuffer;
 }
 
 static void VULKAN_UploadToTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureTransferInfo *source,
-    SDL_GpuTextureRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureTransferInfo *source,
+    SDL_GPUTextureRegion *destination,
     SDL_bool cycle)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -8759,9 +8759,9 @@ static void VULKAN_UploadToTexture(
 }
 
 static void VULKAN_UploadToBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTransferBufferLocation *source,
-    SDL_GpuBufferRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTransferBufferLocation *source,
+    SDL_GPUBufferRegion *destination,
     SDL_bool cycle)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -8803,9 +8803,9 @@ static void VULKAN_UploadToBuffer(
 // Readback
 
 static void VULKAN_DownloadFromTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureRegion *source,
-    SDL_GpuTextureTransferInfo *destination)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureRegion *source,
+    SDL_GPUTextureTransferInfo *destination)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = vulkanCommandBuffer->renderer;
@@ -8859,9 +8859,9 @@ static void VULKAN_DownloadFromTexture(
 }
 
 static void VULKAN_DownloadFromBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferRegion *source,
-    SDL_GpuTransferBufferLocation *destination)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferRegion *source,
+    SDL_GPUTransferBufferLocation *destination)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = vulkanCommandBuffer->renderer;
@@ -8899,9 +8899,9 @@ static void VULKAN_DownloadFromBuffer(
 }
 
 static void VULKAN_CopyTextureToTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTextureLocation *source,
-    SDL_GpuTextureLocation *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTextureLocation *source,
+    SDL_GPUTextureLocation *destination,
     Uint32 w,
     Uint32 h,
     Uint32 d,
@@ -8977,9 +8977,9 @@ static void VULKAN_CopyTextureToTexture(
 }
 
 static void VULKAN_CopyBufferToBuffer(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBufferLocation *source,
-    SDL_GpuBufferLocation *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBufferLocation *source,
+    SDL_GPUBufferLocation *destination,
     Uint32 size,
     SDL_bool cycle)
 {
@@ -9030,8 +9030,8 @@ static void VULKAN_CopyBufferToBuffer(
 }
 
 static void VULKAN_GenerateMipmaps(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuTexture *texture)
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUTexture *texture)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -9124,18 +9124,18 @@ static void VULKAN_GenerateMipmaps(
 }
 
 static void VULKAN_EndCopyPass(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     // no-op
     (void)commandBuffer;
 }
 
 static void VULKAN_Blit(
-    SDL_GpuCommandBuffer *commandBuffer,
-    SDL_GpuBlitRegion *source,
-    SDL_GpuBlitRegion *destination,
+    SDL_GPUCommandBuffer *commandBuffer,
+    SDL_GPUBlitRegion *source,
+    SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
-    SDL_GpuFilter filterMode,
+    SDL_GPUFilter filterMode,
     SDL_bool cycle)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
@@ -9453,8 +9453,8 @@ static VulkanCommandBuffer *VULKAN_INTERNAL_GetInactiveCommandBufferFromPool(
     return commandBuffer;
 }
 
-static SDL_GpuCommandBuffer *VULKAN_AcquireCommandBuffer(
-    SDL_GpuRenderer *driverData)
+static SDL_GPUCommandBuffer *VULKAN_AcquireCommandBuffer(
+    SDL_GPURenderer *driverData)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VkResult result;
@@ -9544,12 +9544,12 @@ static SDL_GpuCommandBuffer *VULKAN_AcquireCommandBuffer(
 
     VULKAN_INTERNAL_BeginCommandBuffer(renderer, commandBuffer);
 
-    return (SDL_GpuCommandBuffer *)commandBuffer;
+    return (SDL_GPUCommandBuffer *)commandBuffer;
 }
 
 static SDL_bool VULKAN_QueryFence(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuFence *fence)
+    SDL_GPURenderer *driverData,
+    SDL_GPUFence *fence)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VkResult result;
@@ -9588,8 +9588,8 @@ static void VULKAN_INTERNAL_ReturnFenceToPool(
 }
 
 static void VULKAN_ReleaseFence(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuFence *fence)
+    SDL_GPURenderer *driverData,
+    SDL_GPUFence *fence)
 {
     VulkanFenceHandle *handle = (VulkanFenceHandle *)fence;
 
@@ -9618,9 +9618,9 @@ static SDL_bool VULKAN_INTERNAL_OnWindowResize(void *userdata, SDL_Event *e)
 }
 
 static SDL_bool VULKAN_SupportsSwapchainComposition(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition)
+    SDL_GPUSwapchainComposition swapchainComposition)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     WindowData *windowData = VULKAN_INTERNAL_FetchWindowData(window);
@@ -9664,9 +9664,9 @@ static SDL_bool VULKAN_SupportsSwapchainComposition(
 }
 
 static SDL_bool VULKAN_SupportsPresentMode(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUPresentMode presentMode)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     WindowData *windowData = VULKAN_INTERNAL_FetchWindowData(window);
@@ -9700,7 +9700,7 @@ static SDL_bool VULKAN_SupportsPresentMode(
 }
 
 static SDL_bool VULKAN_ClaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
@@ -9740,7 +9740,7 @@ static SDL_bool VULKAN_ClaimWindow(
 }
 
 static void VULKAN_UnclaimWindow(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
@@ -9758,7 +9758,7 @@ static void VULKAN_UnclaimWindow(
             if (windowData->swapchainData->inFlightFences[i] != NULL) {
                 VULKAN_ReleaseFence(
                     driverData,
-                    (SDL_GpuFence *)windowData->swapchainData->inFlightFences[i]);
+                    (SDL_GPUFence *)windowData->swapchainData->inFlightFences[i]);
             }
         }
 
@@ -9788,13 +9788,13 @@ static SDL_bool VULKAN_INTERNAL_RecreateSwapchain(
     Uint32 i;
 
     if (windowData->swapchainData != NULL) {
-        VULKAN_Wait((SDL_GpuRenderer *)renderer);
+        VULKAN_Wait((SDL_GPURenderer *)renderer);
 
         for (i = 0; i < MAX_FRAMES_IN_FLIGHT; i += 1) {
             if (windowData->swapchainData->inFlightFences[i] != NULL) {
                 VULKAN_ReleaseFence(
-                    (SDL_GpuRenderer *)renderer,
-                    (SDL_GpuFence *)windowData->swapchainData->inFlightFences[i]);
+                    (SDL_GPURenderer *)renderer,
+                    (SDL_GPUFence *)windowData->swapchainData->inFlightFences[i]);
             }
         }
     }
@@ -9803,8 +9803,8 @@ static SDL_bool VULKAN_INTERNAL_RecreateSwapchain(
     return VULKAN_INTERNAL_CreateSwapchain(renderer, windowData);
 }
 
-static SDL_GpuTexture *VULKAN_AcquireSwapchainTexture(
-    SDL_GpuCommandBuffer *commandBuffer,
+static SDL_GPUTexture *VULKAN_AcquireSwapchainTexture(
+    SDL_GPUCommandBuffer *commandBuffer,
     SDL_Window *window,
     Uint32 *pWidth,
     Uint32 *pHeight)
@@ -9846,14 +9846,14 @@ static SDL_GpuTexture *VULKAN_AcquireSwapchainTexture(
         if (swapchainData->presentMode == VK_PRESENT_MODE_FIFO_KHR) {
             // In VSYNC mode, block until the least recent presented frame is done
             VULKAN_WaitForFences(
-                (SDL_GpuRenderer *)renderer,
+                (SDL_GPURenderer *)renderer,
                 SDL_TRUE,
-                (SDL_GpuFence **)&swapchainData->inFlightFences[swapchainData->frameCounter],
+                (SDL_GPUFence **)&swapchainData->inFlightFences[swapchainData->frameCounter],
                 1);
         } else {
             if (!VULKAN_QueryFence(
-                    (SDL_GpuRenderer *)renderer,
-                    (SDL_GpuFence *)swapchainData->inFlightFences[swapchainData->frameCounter])) {
+                    (SDL_GPURenderer *)renderer,
+                    (SDL_GPUFence *)swapchainData->inFlightFences[swapchainData->frameCounter])) {
                 /*
                  * In MAILBOX or IMMEDIATE mode, if the least recent fence is not signaled,
                  * return NULL to indicate that rendering should be skipped
@@ -9863,8 +9863,8 @@ static SDL_GpuTexture *VULKAN_AcquireSwapchainTexture(
         }
 
         VULKAN_ReleaseFence(
-            (SDL_GpuRenderer *)renderer,
-            (SDL_GpuFence *)swapchainData->inFlightFences[swapchainData->frameCounter]);
+            (SDL_GPURenderer *)renderer,
+            (SDL_GPUFence *)swapchainData->inFlightFences[swapchainData->frameCounter]);
 
         swapchainData->inFlightFences[swapchainData->frameCounter] = NULL;
     }
@@ -9987,11 +9987,11 @@ static SDL_GpuTexture *VULKAN_AcquireSwapchainTexture(
     *pWidth = swapchainData->textureContainers[swapchainData->frameCounter].header.info.width;
     *pHeight = swapchainData->textureContainers[swapchainData->frameCounter].header.info.height;
 
-    return (SDL_GpuTexture *)swapchainTextureContainer;
+    return (SDL_GPUTexture *)swapchainTextureContainer;
 }
 
-static SDL_GpuTextureFormat VULKAN_GetSwapchainTextureFormat(
-    SDL_GpuRenderer *driverData,
+static SDL_GPUTextureFormat VULKAN_GetSwapchainTextureFormat(
+    SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
     WindowData *windowData = VULKAN_INTERNAL_FetchWindowData(window);
@@ -10012,10 +10012,10 @@ static SDL_GpuTextureFormat VULKAN_GetSwapchainTextureFormat(
 }
 
 static SDL_bool VULKAN_SetSwapchainParameters(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_Window *window,
-    SDL_GpuSwapchainComposition swapchainComposition,
-    SDL_GpuPresentMode presentMode)
+    SDL_GPUSwapchainComposition swapchainComposition,
+    SDL_GPUPresentMode presentMode)
 {
     WindowData *windowData = VULKAN_INTERNAL_FetchWindowData(window);
 
@@ -10188,8 +10188,8 @@ static void VULKAN_INTERNAL_CleanCommandBuffer(
 
     if (commandBuffer->autoReleaseFence) {
         VULKAN_ReleaseFence(
-            (SDL_GpuRenderer *)renderer,
-            (SDL_GpuFence *)commandBuffer->inFlightFence);
+            (SDL_GPURenderer *)renderer,
+            (SDL_GPUFence *)commandBuffer->inFlightFence);
 
         commandBuffer->inFlightFence = NULL;
     }
@@ -10299,9 +10299,9 @@ static void VULKAN_INTERNAL_CleanCommandBuffer(
 }
 
 static void VULKAN_WaitForFences(
-    SDL_GpuRenderer *driverData,
+    SDL_GPURenderer *driverData,
     SDL_bool waitAll,
-    SDL_GpuFence **pFences,
+    SDL_GPUFence **pFences,
     Uint32 fenceCount)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
@@ -10345,7 +10345,7 @@ static void VULKAN_WaitForFences(
 }
 
 static void VULKAN_Wait(
-    SDL_GpuRenderer *driverData)
+    SDL_GPURenderer *driverData)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VulkanCommandBuffer *commandBuffer;
@@ -10371,8 +10371,8 @@ static void VULKAN_Wait(
     SDL_UnlockMutex(renderer->submitLock);
 }
 
-static SDL_GpuFence *VULKAN_SubmitAndAcquireFence(
-    SDL_GpuCommandBuffer *commandBuffer)
+static SDL_GPUFence *VULKAN_SubmitAndAcquireFence(
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     VulkanCommandBuffer *vulkanCommandBuffer;
 
@@ -10381,11 +10381,11 @@ static SDL_GpuFence *VULKAN_SubmitAndAcquireFence(
 
     VULKAN_Submit(commandBuffer);
 
-    return (SDL_GpuFence *)vulkanCommandBuffer->inFlightFence;
+    return (SDL_GPUFence *)vulkanCommandBuffer->inFlightFence;
 }
 
 static void VULKAN_Submit(
-    SDL_GpuCommandBuffer *commandBuffer)
+    SDL_GPUCommandBuffer *commandBuffer)
 {
     VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer *)commandBuffer;
     VulkanRenderer *renderer = (VulkanRenderer *)vulkanCommandBuffer->renderer;
@@ -10565,7 +10565,7 @@ static Uint8 VULKAN_INTERNAL_DefragmentMemory(
 
     renderer->defragInProgress = 1;
 
-    commandBuffer = (VulkanCommandBuffer *)VULKAN_AcquireCommandBuffer((SDL_GpuRenderer *)renderer);
+    commandBuffer = (VulkanCommandBuffer *)VULKAN_AcquireCommandBuffer((SDL_GPURenderer *)renderer);
     if (commandBuffer == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create defrag command buffer!");
         return 0;
@@ -10754,7 +10754,7 @@ static Uint8 VULKAN_INTERNAL_DefragmentMemory(
     SDL_UnlockMutex(renderer->allocatorLock);
 
     VULKAN_Submit(
-        (SDL_GpuCommandBuffer *)commandBuffer);
+        (SDL_GPUCommandBuffer *)commandBuffer);
 
     return 1;
 }
@@ -10762,10 +10762,10 @@ static Uint8 VULKAN_INTERNAL_DefragmentMemory(
 // Format Info
 
 static SDL_bool VULKAN_SupportsTextureFormat(
-    SDL_GpuRenderer *driverData,
-    SDL_GpuTextureFormat format,
-    SDL_GpuTextureType type,
-    SDL_GpuTextureUsageFlags usage)
+    SDL_GPURenderer *driverData,
+    SDL_GPUTextureFormat format,
+    SDL_GPUTextureType type,
+    SDL_GPUTextureUsageFlags usage)
 {
     VulkanRenderer *renderer = (VulkanRenderer *)driverData;
     VkFormat vulkanFormat = SDLToVK_SurfaceFormat[format];
@@ -11535,11 +11535,11 @@ static SDL_bool VULKAN_PrepareDriver(SDL_VideoDevice *_this)
     return result;
 }
 
-static SDL_GpuDevice *VULKAN_CreateDevice(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props)
+static SDL_GPUDevice *VULKAN_CreateDevice(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props)
 {
     VulkanRenderer *renderer;
 
-    SDL_GpuDevice *result;
+    SDL_GPUDevice *result;
     VkResult vulkanResult;
     Uint32 i;
 
@@ -11563,7 +11563,7 @@ static SDL_GpuDevice *VULKAN_CreateDevice(SDL_bool debugMode, SDL_bool preferLow
         return NULL;
     }
 
-    SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "SDL_Gpu Driver: Vulkan");
+    SDL_LogInfo(SDL_LOG_CATEGORY_GPU, "SDL_GPU Driver: Vulkan");
     SDL_LogInfo(
         SDL_LOG_CATEGORY_GPU,
         "Vulkan Device: %s",
@@ -11593,10 +11593,10 @@ static SDL_GpuDevice *VULKAN_CreateDevice(SDL_bool debugMode, SDL_bool preferLow
     }
 
     // FIXME: just move this into this function
-    result = (SDL_GpuDevice *)SDL_malloc(sizeof(SDL_GpuDevice));
+    result = (SDL_GPUDevice *)SDL_malloc(sizeof(SDL_GPUDevice));
     ASSIGN_DRIVER(VULKAN)
 
-    result->driverData = (SDL_GpuRenderer *)renderer;
+    result->driverData = (SDL_GPURenderer *)renderer;
 
     /*
      * Create initial swapchain array
@@ -11786,7 +11786,7 @@ static SDL_GpuDevice *VULKAN_CreateDevice(SDL_bool debugMode, SDL_bool preferLow
     return result;
 }
 
-SDL_GpuBootstrap VulkanDriver = {
+SDL_GPUBootstrap VulkanDriver = {
     "Vulkan",
     SDL_GPU_DRIVER_VULKAN,
     SDL_GPU_SHADERFORMAT_SPIRV,

+ 1 - 1
src/render/direct3d12/SDL_render_d3d12.c

@@ -891,7 +891,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
                       D3D_GUID(SDL_IID_IDXGIAdapter4),
                       (void **)&data->dxgiAdapter);
     if (FAILED(result)) {
-        WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory6::EnumAdapterByGpuPreference"), result);
+        WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGIFactory6::EnumAdapterByGPUPreference"), result);
         goto done;
     }
 

+ 4 - 4
src/render/sdlgpu/SDL_gpu_util.h

@@ -22,10 +22,10 @@
 #ifndef SDL_gpu_util_h_
 #define SDL_gpu_util_h_
 
-#define SDL_GPU_BLENDOP_INVALID     ((SDL_GpuBlendOp)0x7fffffff)
-#define SDL_GPU_BLENDFACTOR_INVALID ((SDL_GpuBlendFactor)0x7fffffff)
+#define SDL_GPU_BLENDOP_INVALID     ((SDL_GPUBlendOp)0x7fffffff)
+#define SDL_GPU_BLENDFACTOR_INVALID ((SDL_GPUBlendFactor)0x7fffffff)
 
-static SDL_INLINE SDL_GpuBlendFactor GPU_ConvertBlendFactor(SDL_BlendFactor factor)
+static SDL_INLINE SDL_GPUBlendFactor GPU_ConvertBlendFactor(SDL_BlendFactor factor)
 {
     switch (factor) {
     case SDL_BLENDFACTOR_ZERO:
@@ -53,7 +53,7 @@ static SDL_INLINE SDL_GpuBlendFactor GPU_ConvertBlendFactor(SDL_BlendFactor fact
     }
 }
 
-static SDL_INLINE SDL_GpuBlendOp GPU_ConvertBlendOperation(SDL_BlendOperation operation)
+static SDL_INLINE SDL_GPUBlendOp GPU_ConvertBlendOperation(SDL_BlendOperation operation)
 {
     switch (operation) {
     case SDL_BLENDOPERATION_ADD:

+ 12 - 12
src/render/sdlgpu/SDL_pipeline_gpu.c

@@ -47,7 +47,7 @@ SDL_COMPILE_TIME_ASSERT(GPU_PipelineCacheKey_Size, sizeof(GPU_PipelineCacheKey)
 typedef struct GPU_PipelineCacheEntry
 {
     GPU_PipelineCacheKey key;
-    SDL_GpuGraphicsPipeline *pipeline;
+    SDL_GPUGraphicsPipeline *pipeline;
 } GPU_PipelineCacheEntry;
 
 static Uint32 HashPipelineCacheKey(const GPU_PipelineCacheKey *key)
@@ -74,13 +74,13 @@ static bool MatchPipelineCacheKey(const void *a, const void *b, void *data)
 static void NukePipelineCacheEntry(const void *key, const void *value, void *data)
 {
     GPU_PipelineCacheEntry *entry = (GPU_PipelineCacheEntry *)value;
-    SDL_GpuDevice *device = data;
+    SDL_GPUDevice *device = data;
 
-    SDL_ReleaseGpuGraphicsPipeline(device, entry->pipeline);
+    SDL_ReleaseGPUGraphicsPipeline(device, entry->pipeline);
     SDL_free(entry);
 }
 
-bool GPU_InitPipelineCache(GPU_PipelineCache *cache, SDL_GpuDevice *device)
+bool GPU_InitPipelineCache(GPU_PipelineCache *cache, SDL_GPUDevice *device)
 {
     // FIXME how many buckets do we need?
     cache->table = SDL_CreateHashTable(device, 32, HashPassthrough, MatchPipelineCacheKey, NukePipelineCacheEntry, true);
@@ -93,9 +93,9 @@ void GPU_DestroyPipelineCache(GPU_PipelineCache *cache)
     SDL_DestroyHashTable(cache->table);
 }
 
-static SDL_GpuGraphicsPipeline *MakePipeline(SDL_GpuDevice *device, GPU_Shaders *shaders, const GPU_PipelineParameters *params)
+static SDL_GPUGraphicsPipeline *MakePipeline(SDL_GPUDevice *device, GPU_Shaders *shaders, const GPU_PipelineParameters *params)
 {
-    SDL_GpuColorAttachmentDescription ad;
+    SDL_GPUColorAttachmentDescription ad;
     SDL_zero(ad);
     ad.format = params->attachment_format;
 
@@ -109,7 +109,7 @@ static SDL_GpuGraphicsPipeline *MakePipeline(SDL_GpuDevice *device, GPU_Shaders
     ad.blendState.dstColorBlendFactor = GPU_ConvertBlendFactor(SDL_GetBlendModeDstColorFactor(blend));
     ad.blendState.srcColorBlendFactor = GPU_ConvertBlendFactor(SDL_GetBlendModeSrcColorFactor(blend));
 
-    SDL_GpuGraphicsPipelineCreateInfo pci;
+    SDL_GPUGraphicsPipelineCreateInfo pci;
     SDL_zero(pci);
     pci.attachmentInfo.hasDepthStencilAttachment = false;
     pci.attachmentInfo.colorAttachmentCount = 1;
@@ -124,11 +124,11 @@ static SDL_GpuGraphicsPipeline *MakePipeline(SDL_GpuDevice *device, GPU_Shaders
     pci.rasterizerState.fillMode = SDL_GPU_FILLMODE_FILL;
     pci.rasterizerState.frontFace = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE;
 
-    SDL_GpuVertexBinding bind;
+    SDL_GPUVertexBinding bind;
     SDL_zero(bind);
 
     Uint32 num_attribs = 0;
-    SDL_GpuVertexAttribute attribs[4];
+    SDL_GPUVertexAttribute attribs[4];
     SDL_zero(attribs);
 
     bool have_attr_color = false;
@@ -175,7 +175,7 @@ static SDL_GpuGraphicsPipeline *MakePipeline(SDL_GpuDevice *device, GPU_Shaders
     pci.vertexInputState.vertexBindingCount = 1;
     pci.vertexInputState.vertexBindings = &bind;
 
-    return SDL_CreateGpuGraphicsPipeline(device, &pci);
+    return SDL_CreateGPUGraphicsPipeline(device, &pci);
 }
 
 static GPU_PipelineCacheKey MakePipelineCacheKey(const GPU_PipelineParameters *params)
@@ -190,11 +190,11 @@ static GPU_PipelineCacheKey MakePipelineCacheKey(const GPU_PipelineParameters *p
     return key;
 }
 
-SDL_GpuGraphicsPipeline *GPU_GetPipeline(GPU_PipelineCache *cache, GPU_Shaders *shaders, SDL_GpuDevice *device, const GPU_PipelineParameters *params)
+SDL_GPUGraphicsPipeline *GPU_GetPipeline(GPU_PipelineCache *cache, GPU_Shaders *shaders, SDL_GPUDevice *device, const GPU_PipelineParameters *params)
 {
     GPU_PipelineCacheKey key = MakePipelineCacheKey(params);
     void *keyval = (void *)(uintptr_t)HashPipelineCacheKey(&key);
-    SDL_GpuGraphicsPipeline *pipeline = NULL;
+    SDL_GPUGraphicsPipeline *pipeline = NULL;
 
     void *iter = NULL;
     GPU_PipelineCacheEntry *entry = NULL;

+ 4 - 4
src/render/sdlgpu/SDL_pipeline_gpu.h

@@ -33,8 +33,8 @@ typedef struct GPU_PipelineParameters
     SDL_BlendMode blend_mode;
     GPU_FragmentShaderID frag_shader;
     GPU_VertexShaderID vert_shader;
-    SDL_GpuTextureFormat attachment_format;
-    SDL_GpuPrimitiveType primitive_type;
+    SDL_GPUTextureFormat attachment_format;
+    SDL_GPUPrimitiveType primitive_type;
 } GPU_PipelineParameters;
 
 typedef struct GPU_PipelineCache
@@ -42,8 +42,8 @@ typedef struct GPU_PipelineCache
     SDL_HashTable *table;
 } GPU_PipelineCache;
 
-extern bool GPU_InitPipelineCache(GPU_PipelineCache *cache, SDL_GpuDevice *device);
+extern bool GPU_InitPipelineCache(GPU_PipelineCache *cache, SDL_GPUDevice *device);
 extern void GPU_DestroyPipelineCache(GPU_PipelineCache *cache);
-extern SDL_GpuGraphicsPipeline *GPU_GetPipeline(GPU_PipelineCache *cache, GPU_Shaders *shaders, SDL_GpuDevice *device, const GPU_PipelineParameters *params);
+extern SDL_GPUGraphicsPipeline *GPU_GetPipeline(GPU_PipelineCache *cache, GPU_Shaders *shaders, SDL_GPUDevice *device, const GPU_PipelineParameters *params);
 
 #endif // SDL_pipeline_gpu_h_

+ 125 - 125
src/render/sdlgpu/SDL_render_gpu.c

@@ -37,39 +37,39 @@ typedef struct GPU_ShaderUniformData
 
 typedef struct GPU_RenderData
 {
-    SDL_GpuDevice *device;
+    SDL_GPUDevice *device;
     GPU_Shaders shaders;
     GPU_PipelineCache pipeline_cache;
-    SDL_GpuFence *present_fence;
+    SDL_GPUFence *present_fence;
 
     struct
     {
-        SDL_GpuTexture *texture;
-        SDL_GpuTextureFormat format;
+        SDL_GPUTexture *texture;
+        SDL_GPUTextureFormat format;
         Uint32 width;
         Uint32 height;
     } backbuffer;
 
     struct
     {
-        SDL_GpuSwapchainComposition composition;
-        SDL_GpuPresentMode present_mode;
+        SDL_GPUSwapchainComposition composition;
+        SDL_GPUPresentMode present_mode;
     } swapchain;
 
     struct
     {
-        SDL_GpuTransferBuffer *transfer_buf;
-        SDL_GpuBuffer *buffer;
+        SDL_GPUTransferBuffer *transfer_buf;
+        SDL_GPUBuffer *buffer;
         Uint32 buffer_size;
     } vertices;
 
     struct
     {
-        SDL_GpuRenderPass *render_pass;
+        SDL_GPURenderPass *render_pass;
         SDL_Texture *render_target;
-        SDL_GpuCommandBuffer *command_buffer;
-        SDL_GpuColorAttachmentInfo color_attachment;
-        SDL_GpuViewport viewport;
+        SDL_GPUCommandBuffer *command_buffer;
+        SDL_GPUColorAttachmentInfo color_attachment;
+        SDL_GPUViewport viewport;
         SDL_Rect scissor;
         SDL_FColor draw_color;
         bool scissor_enabled;
@@ -77,13 +77,13 @@ typedef struct GPU_RenderData
         GPU_ShaderUniformData shader_data;
     } state;
 
-    SDL_GpuSampler *samplers[3][2];
+    SDL_GPUSampler *samplers[3][2];
 } GPU_RenderData;
 
 typedef struct GPU_TextureData
 {
-    SDL_GpuTexture *texture;
-    SDL_GpuTextureFormat format;
+    SDL_GPUTexture *texture;
+    SDL_GPUTextureFormat format;
     GPU_FragmentShaderID shader;
     void *pixels;
     int pitch;
@@ -111,7 +111,7 @@ static bool GPU_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMod
     return true;
 }
 
-static SDL_GpuTextureFormat PixFormatToTexFormat(SDL_PixelFormat pixel_format)
+static SDL_GPUTextureFormat PixFormatToTexFormat(SDL_PixelFormat pixel_format)
 {
     switch (pixel_format) {
     case SDL_PIXELFORMAT_BGRA32:
@@ -132,7 +132,7 @@ static SDL_GpuTextureFormat PixFormatToTexFormat(SDL_PixelFormat pixel_format)
     }
 }
 
-static SDL_PixelFormat TexFormatToPixFormat(SDL_GpuTextureFormat tex_format)
+static SDL_PixelFormat TexFormatToPixFormat(SDL_GPUTextureFormat tex_format)
 {
     switch (tex_format) {
     case SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM:
@@ -172,13 +172,13 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
 {
     GPU_RenderData *renderdata = (GPU_RenderData *)renderer->internal;
     GPU_TextureData *data;
-    SDL_GpuTextureFormat format;
-    SDL_GpuTextureUsageFlags usage = SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT;
+    SDL_GPUTextureFormat format;
+    SDL_GPUTextureUsageFlags usage = SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT;
 
     format = PixFormatToTexFormat(texture->format);
 
     if (format == SDL_GPU_TEXTUREFORMAT_INVALID) {
-        return SDL_SetError("Texture format %s not supported by SDL_Gpu",
+        return SDL_SetError("Texture format %s not supported by SDL_GPU",
                             SDL_GetPixelFormatName(texture->format));
     }
 
@@ -215,7 +215,7 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
     }
 
     texture->internal = data;
-    SDL_GpuTextureCreateInfo tci;
+    SDL_GPUTextureCreateInfo tci;
     SDL_zero(tci);
     tci.format = format;
     tci.layerCountOrDepth = 1;
@@ -226,7 +226,7 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
     tci.sampleCount = SDL_GPU_SAMPLECOUNT_1;
 
     data->format = format;
-    data->texture = SDL_CreateGpuTexture(renderdata->device, &tci);
+    data->texture = SDL_CreateGPUTexture(renderdata->device, &tci);
 
     if (!data->texture) {
         return false;
@@ -251,24 +251,24 @@ static bool GPU_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
     Uint32 row_size = texturebpp * rect->w;
     Uint32 data_size = row_size * rect->h;
 
-    SDL_GpuTransferBufferCreateInfo tbci;
+    SDL_GPUTransferBufferCreateInfo tbci;
     SDL_zero(tbci);
     tbci.sizeInBytes = data_size;
     tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
 
-    SDL_GpuTransferBuffer *tbuf = SDL_CreateGpuTransferBuffer(renderdata->device, &tbci);
+    SDL_GPUTransferBuffer *tbuf = SDL_CreateGPUTransferBuffer(renderdata->device, &tbci);
 
     if (tbuf == NULL) {
         return false;
     }
 
-    Uint8 *output = SDL_MapGpuTransferBuffer(renderdata->device, tbuf, false);
+    Uint8 *output = SDL_MapGPUTransferBuffer(renderdata->device, tbuf, false);
 
     if (pitch == row_size) {
         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::imagePitch instead of this
         const Uint8 *input = pixels;
 
         for (int i = 0; i < rect->h; ++i) {
@@ -278,18 +278,18 @@ static bool GPU_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
         }
     }
 
-    SDL_UnmapGpuTransferBuffer(renderdata->device, tbuf);
+    SDL_UnmapGPUTransferBuffer(renderdata->device, tbuf);
 
-    SDL_GpuCommandBuffer *cbuf = renderdata->state.command_buffer;
-    SDL_GpuCopyPass *cpass = SDL_BeginGpuCopyPass(cbuf);
+    SDL_GPUCommandBuffer *cbuf = renderdata->state.command_buffer;
+    SDL_GPUCopyPass *cpass = SDL_BeginGPUCopyPass(cbuf);
 
-    SDL_GpuTextureTransferInfo tex_src;
+    SDL_GPUTextureTransferInfo tex_src;
     SDL_zero(tex_src);
     tex_src.transferBuffer = tbuf;
     tex_src.imageHeight = rect->h;
     tex_src.imagePitch = rect->w;
 
-    SDL_GpuTextureRegion tex_dst;
+    SDL_GPUTextureRegion tex_dst;
     SDL_zero(tex_dst);
     tex_dst.texture = data->texture;
     tex_dst.x = rect->x;
@@ -298,9 +298,9 @@ static bool GPU_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
     tex_dst.h = rect->h;
     tex_dst.d = 1;
 
-    SDL_UploadToGpuTexture(cpass, &tex_src, &tex_dst, true);
-    SDL_EndGpuCopyPass(cpass);
-    SDL_ReleaseGpuTransferBuffer(renderdata->device, tbuf);
+    SDL_UploadToGPUTexture(cpass, &tex_src, &tex_dst, true);
+    SDL_EndGPUCopyPass(cpass);
+    SDL_ReleaseGPUTransferBuffer(renderdata->device, tbuf);
 
     return true;
 }
@@ -449,13 +449,13 @@ static void GPU_InvalidateCachedState(SDL_Renderer *renderer)
     data->state.scissor_enabled = false;
 }
 
-static SDL_GpuRenderPass *RestartRenderPass(GPU_RenderData *data)
+static SDL_GPURenderPass *RestartRenderPass(GPU_RenderData *data)
 {
     if (data->state.render_pass) {
-        SDL_EndGpuRenderPass(data->state.render_pass);
+        SDL_EndGPURenderPass(data->state.render_pass);
     }
 
-    data->state.render_pass = SDL_BeginGpuRenderPass(
+    data->state.render_pass = SDL_BeginGPURenderPass(
         data->state.command_buffer, &data->state.color_attachment, 1, NULL);
 
     // *** FIXME ***
@@ -486,10 +486,10 @@ static void PushUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd)
         uniforms.texture_size[1] = cmd->data.draw.texture->h;
     }
 
-    SDL_PushGpuVertexUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms));
+    SDL_PushGPUVertexUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms));
 }
 
-static SDL_GpuSampler **SamplerPointer(
+static SDL_GPUSampler **SamplerPointer(
     GPU_RenderData *data, SDL_TextureAddressMode address_mode, SDL_ScaleMode scale_mode)
 {
     return &data->samplers[scale_mode][address_mode - 1];
@@ -497,10 +497,10 @@ static SDL_GpuSampler **SamplerPointer(
 
 static void SetViewportAndScissor(GPU_RenderData *data)
 {
-    SDL_SetGpuViewport(data->state.render_pass, &data->state.viewport);
+    SDL_SetGPUViewport(data->state.render_pass, &data->state.viewport);
 
     if (data->state.scissor_enabled) {
-        SDL_SetGpuScissor(data->state.render_pass, &data->state.scissor);
+        SDL_SetGPUScissor(data->state.render_pass, &data->state.scissor);
         data->state.scissor_was_enabled = true;
     } else if (data->state.scissor_was_enabled) {
         SDL_Rect r;
@@ -508,7 +508,7 @@ static void SetViewportAndScissor(GPU_RenderData *data)
         r.y = (int)data->state.viewport.y;
         r.w = (int)data->state.viewport.w;
         r.h = (int)data->state.viewport.h;
-        SDL_SetGpuScissor(data->state.render_pass, &r);
+        SDL_SetGPUScissor(data->state.render_pass, &r);
         data->state.scissor_was_enabled = false;
     }
 }
@@ -517,7 +517,7 @@ static void Draw(
     GPU_RenderData *data, SDL_RenderCommand *cmd,
     Uint32 num_verts,
     Uint32 offset,
-    SDL_GpuPrimitiveType prim)
+    SDL_GPUPrimitiveType prim)
 {
     if (!data->state.render_pass || data->state.color_attachment.loadOp == SDL_GPU_LOADOP_CLEAR) {
         RestartRenderPass(data);
@@ -525,7 +525,7 @@ static void Draw(
 
     GPU_VertexShaderID v_shader;
     GPU_FragmentShaderID f_shader;
-    SDL_GpuRenderPass *pass = data->state.render_pass;
+    SDL_GPURenderPass *pass = data->state.render_pass;
     GPU_TextureData *tdata = NULL;
 
     if (cmd->data.draw.texture) {
@@ -558,41 +558,41 @@ static void Draw(
         pipe_params.attachment_format = data->backbuffer.format;
     }
 
-    SDL_GpuGraphicsPipeline *pipe = GPU_GetPipeline(&data->pipeline_cache, &data->shaders, data->device, &pipe_params);
+    SDL_GPUGraphicsPipeline *pipe = GPU_GetPipeline(&data->pipeline_cache, &data->shaders, data->device, &pipe_params);
 
     if (!pipe) {
         return;
     }
 
     SetViewportAndScissor(data);
-    SDL_BindGpuGraphicsPipeline(data->state.render_pass, pipe);
+    SDL_BindGPUGraphicsPipeline(data->state.render_pass, pipe);
 
     if (tdata) {
-        SDL_GpuTextureSamplerBinding sampler_bind;
+        SDL_GPUTextureSamplerBinding sampler_bind;
         SDL_zero(sampler_bind);
         sampler_bind.sampler = *SamplerPointer(data, cmd->data.draw.texture_address_mode, cmd->data.draw.texture->scaleMode);
         sampler_bind.texture = tdata->texture;
-        SDL_BindGpuFragmentSamplers(pass, 0, &sampler_bind, 1);
+        SDL_BindGPUFragmentSamplers(pass, 0, &sampler_bind, 1);
     }
 
-    SDL_GpuBufferBinding buffer_bind;
+    SDL_GPUBufferBinding buffer_bind;
     SDL_zero(buffer_bind);
     buffer_bind.buffer = data->vertices.buffer;
     buffer_bind.offset = offset;
 
-    SDL_BindGpuVertexBuffers(pass, 0, &buffer_bind, 1);
+    SDL_BindGPUVertexBuffers(pass, 0, &buffer_bind, 1);
     PushUniforms(data, cmd);
-    SDL_DrawGpuPrimitives(data->state.render_pass, num_verts, 1, 0, 0);
+    SDL_DrawGPUPrimitives(data->state.render_pass, num_verts, 1, 0, 0);
 }
 
 static void ReleaseVertexBuffer(GPU_RenderData *data)
 {
     if (data->vertices.buffer) {
-        SDL_ReleaseGpuBuffer(data->device, data->vertices.buffer);
+        SDL_ReleaseGPUBuffer(data->device, data->vertices.buffer);
     }
 
     if (data->vertices.transfer_buf) {
-        SDL_ReleaseGpuTransferBuffer(data->device, data->vertices.transfer_buf);
+        SDL_ReleaseGPUTransferBuffer(data->device, data->vertices.transfer_buf);
     }
 
     data->vertices.buffer_size = 0;
@@ -600,23 +600,23 @@ static void ReleaseVertexBuffer(GPU_RenderData *data)
 
 static bool InitVertexBuffer(GPU_RenderData *data, Uint32 size)
 {
-    SDL_GpuBufferCreateInfo bci;
+    SDL_GPUBufferCreateInfo bci;
     SDL_zero(bci);
     bci.sizeInBytes = size;
     bci.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX_BIT;
 
-    data->vertices.buffer = SDL_CreateGpuBuffer(data->device, &bci);
+    data->vertices.buffer = SDL_CreateGPUBuffer(data->device, &bci);
 
     if (!data->vertices.buffer) {
         return -1;
     }
 
-    SDL_GpuTransferBufferCreateInfo tbci;
+    SDL_GPUTransferBufferCreateInfo tbci;
     SDL_zero(tbci);
     tbci.sizeInBytes = size;
     tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
 
-    data->vertices.transfer_buf = SDL_CreateGpuTransferBuffer(data->device, &tbci);
+    data->vertices.transfer_buf = SDL_CreateGPUTransferBuffer(data->device, &tbci);
     return (bool)data->vertices.transfer_buf;
 }
 
@@ -633,27 +633,27 @@ static bool UploadVertices(GPU_RenderData *data, void *vertices, size_t vertsize
         }
     }
 
-    void *staging_buf = SDL_MapGpuTransferBuffer(data->device, data->vertices.transfer_buf, true);
+    void *staging_buf = SDL_MapGPUTransferBuffer(data->device, data->vertices.transfer_buf, true);
     memcpy(staging_buf, vertices, vertsize);
-    SDL_UnmapGpuTransferBuffer(data->device, data->vertices.transfer_buf);
+    SDL_UnmapGPUTransferBuffer(data->device, data->vertices.transfer_buf);
 
-    SDL_GpuCopyPass *pass = SDL_BeginGpuCopyPass(data->state.command_buffer);
+    SDL_GPUCopyPass *pass = SDL_BeginGPUCopyPass(data->state.command_buffer);
 
     if (!pass) {
         return false;
     }
 
-    SDL_GpuTransferBufferLocation src;
+    SDL_GPUTransferBufferLocation src;
     SDL_zero(src);
     src.transferBuffer = data->vertices.transfer_buf;
 
-    SDL_GpuBufferRegion dst;
+    SDL_GPUBufferRegion dst;
     SDL_zero(dst);
     dst.buffer = data->vertices.buffer;
     dst.size = (Uint32)vertsize;
 
-    SDL_UploadToGpuBuffer(pass, &src, &dst, true);
-    SDL_EndGpuCopyPass(pass);
+    SDL_UploadToGPUBuffer(pass, &src, &dst, true);
+    SDL_EndGPUCopyPass(pass);
 
     return true;
 }
@@ -795,7 +795,7 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
                 nextcmd = nextcmd->next;
             }
 
-            SDL_GpuPrimitiveType prim = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; // SDL_RENDERCMD_GEOMETRY
+            SDL_GPUPrimitiveType prim = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; // SDL_RENDERCMD_GEOMETRY
             if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
                 prim = SDL_GPU_PRIMITIVETYPE_POINTLIST;
             }
@@ -818,7 +818,7 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
     }
 
     if (data->state.render_pass) {
-        SDL_EndGpuRenderPass(data->state.render_pass);
+        SDL_EndGPURenderPass(data->state.render_pass);
         data->state.render_pass = NULL;
     }
 
@@ -828,7 +828,7 @@ static bool GPU_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
 static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
 {
     GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
-    SDL_GpuTexture *gpu_tex;
+    SDL_GPUTexture *gpu_tex;
     SDL_PixelFormat pixfmt;
 
     if (data->state.render_target) {
@@ -856,20 +856,20 @@ static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect
         return NULL;
     }
 
-    SDL_GpuTransferBufferCreateInfo tbci;
+    SDL_GPUTransferBufferCreateInfo tbci;
     SDL_zero(tbci);
     tbci.sizeInBytes = image_size;
     tbci.usage = SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD;
 
-    SDL_GpuTransferBuffer *tbuf = SDL_CreateGpuTransferBuffer(data->device, &tbci);
+    SDL_GPUTransferBuffer *tbuf = SDL_CreateGPUTransferBuffer(data->device, &tbci);
 
     if (!tbuf) {
         return NULL;
     }
 
-    SDL_GpuCopyPass *pass = SDL_BeginGpuCopyPass(data->state.command_buffer);
+    SDL_GPUCopyPass *pass = SDL_BeginGPUCopyPass(data->state.command_buffer);
 
-    SDL_GpuTextureRegion src;
+    SDL_GPUTextureRegion src;
     SDL_zero(src);
     src.texture = gpu_tex;
     src.x = rect->x;
@@ -878,21 +878,21 @@ static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect
     src.h = rect->h;
     src.d = 1;
 
-    SDL_GpuTextureTransferInfo dst;
+    SDL_GPUTextureTransferInfo dst;
     SDL_zero(dst);
     dst.transferBuffer = tbuf;
     dst.imageHeight = rect->h;
     dst.imagePitch = rect->w;
 
-    SDL_DownloadFromGpuTexture(pass, &src, &dst);
-    SDL_EndGpuCopyPass(pass);
+    SDL_DownloadFromGPUTexture(pass, &src, &dst);
+    SDL_EndGPUCopyPass(pass);
 
-    SDL_GpuFence *fence = SDL_SubmitGpuAndAcquireFence(data->state.command_buffer);
-    SDL_WaitGpuForFences(data->device, true, &fence, 1);
-    SDL_ReleaseGpuFence(data->device, fence);
-    data->state.command_buffer = SDL_AcquireGpuCommandBuffer(data->device);
+    SDL_GPUFence *fence = SDL_SubmitGPUAndAcquireFence(data->state.command_buffer);
+    SDL_WaitGPUForFences(data->device, true, &fence, 1);
+    SDL_ReleaseGPUFence(data->device, fence);
+    data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
 
-    void *mapped_tbuf = SDL_MapGpuTransferBuffer(data->device, tbuf, false);
+    void *mapped_tbuf = SDL_MapGPUTransferBuffer(data->device, tbuf, false);
 
     if (surface->pitch == row_size) {
         memcpy(surface->pixels, mapped_tbuf, image_size);
@@ -907,15 +907,15 @@ static SDL_Surface *GPU_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect
         }
     }
 
-    SDL_UnmapGpuTransferBuffer(data->device, tbuf);
-    SDL_ReleaseGpuTransferBuffer(data->device, tbuf);
+    SDL_UnmapGPUTransferBuffer(data->device, tbuf);
+    SDL_ReleaseGPUTransferBuffer(data->device, tbuf);
 
     return surface;
 }
 
-static bool CreateBackbuffer(GPU_RenderData *data, Uint32 w, Uint32 h, SDL_GpuTextureFormat fmt)
+static bool CreateBackbuffer(GPU_RenderData *data, Uint32 w, Uint32 h, SDL_GPUTextureFormat fmt)
 {
-    SDL_GpuTextureCreateInfo tci;
+    SDL_GPUTextureCreateInfo tci;
     SDL_zero(tci);
     tci.width = w;
     tci.height = h;
@@ -925,7 +925,7 @@ static bool CreateBackbuffer(GPU_RenderData *data, Uint32 w, Uint32 h, SDL_GpuTe
     tci.sampleCount = SDL_GPU_SAMPLECOUNT_1;
     tci.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT;
 
-    data->backbuffer.texture = SDL_CreateGpuTexture(data->device, &tci);
+    data->backbuffer.texture = SDL_CreateGPUTexture(data->device, &tci);
     data->backbuffer.width = w;
     data->backbuffer.height = h;
     data->backbuffer.format = fmt;
@@ -939,42 +939,42 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
 
     Uint32 swapchain_w, swapchain_h;
 
-    SDL_GpuTexture *swapchain = SDL_AcquireGpuSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain_w, &swapchain_h);
+    SDL_GPUTexture *swapchain = SDL_AcquireGPUSwapchainTexture(data->state.command_buffer, renderer->window, &swapchain_w, &swapchain_h);
 
     if (swapchain == NULL) {
         goto submit;
     }
 
-    SDL_GpuTextureFormat swapchain_fmt = SDL_GetGpuSwapchainTextureFormat(data->device, renderer->window);
+    SDL_GPUTextureFormat swapchain_fmt = SDL_GetGPUSwapchainTextureFormat(data->device, renderer->window);
 
     if (swapchain_w != data->backbuffer.width || swapchain_h != data->backbuffer.height || swapchain_fmt != data->backbuffer.format) {
-        SDL_GpuBlitRegion src;
+        SDL_GPUBlitRegion src;
         SDL_zero(src);
         src.texture = data->backbuffer.texture;
         src.w = data->backbuffer.width;
         src.h = data->backbuffer.height;
 
-        SDL_GpuBlitRegion dst;
+        SDL_GPUBlitRegion dst;
         SDL_zero(dst);
         dst.texture = swapchain;
         dst.w = swapchain_w;
         dst.h = swapchain_h;
 
-        SDL_BlitGpu(data->state.command_buffer, &src, &dst, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, true);
-        SDL_ReleaseGpuTexture(data->device, data->backbuffer.texture);
+        SDL_BlitGPU(data->state.command_buffer, &src, &dst, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, true);
+        SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
         CreateBackbuffer(data, swapchain_w, swapchain_h, swapchain_fmt);
     } else {
-        SDL_GpuTextureLocation src;
+        SDL_GPUTextureLocation src;
         SDL_zero(src);
         src.texture = data->backbuffer.texture;
 
-        SDL_GpuTextureLocation dst;
+        SDL_GPUTextureLocation dst;
         SDL_zero(dst);
         dst.texture = swapchain;
 
-        SDL_GpuCopyPass *pass = SDL_BeginGpuCopyPass(data->state.command_buffer);
-        SDL_CopyGpuTextureToTexture(pass, &src, &dst, swapchain_w, swapchain_h, 1, true);
-        SDL_EndGpuCopyPass(pass);
+        SDL_GPUCopyPass *pass = SDL_BeginGPUCopyPass(data->state.command_buffer);
+        SDL_CopyGPUTextureToTexture(pass, &src, &dst, swapchain_w, swapchain_h, 1, true);
+        SDL_EndGPUCopyPass(pass);
     }
 
 // *** FIXME ***
@@ -986,16 +986,16 @@ static bool GPU_RenderPresent(SDL_Renderer *renderer)
 submit:
 #if 1
     if (data->present_fence) {
-        SDL_WaitGpuForFences(data->device, true, &data->present_fence, 1);
-        SDL_ReleaseGpuFence(data->device, data->present_fence);
+        SDL_WaitGPUForFences(data->device, true, &data->present_fence, 1);
+        SDL_ReleaseGPUFence(data->device, data->present_fence);
     }
 
-    data->present_fence = SDL_SubmitGpuAndAcquireFence(data->state.command_buffer);
+    data->present_fence = SDL_SubmitGPUAndAcquireFence(data->state.command_buffer);
 #else
-    SDL_SubmitGpu(data->state.command_buffer);
+    SDL_SubmitGPU(data->state.command_buffer);
 #endif
 
-    data->state.command_buffer = SDL_AcquireGpuCommandBuffer(data->device);
+    data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
 
     return true;
 }
@@ -1013,7 +1013,7 @@ static void GPU_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
         return;
     }
 
-    SDL_ReleaseGpuTexture(renderdata->device, data->texture);
+    SDL_ReleaseGPUTexture(renderdata->device, data->texture);
     SDL_free(data->pixels);
     SDL_free(data);
     texture->internal = NULL;
@@ -1028,47 +1028,47 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
     }
 
     if (data->present_fence) {
-        SDL_WaitGpuForFences(data->device, true, &data->present_fence, 1);
-        SDL_ReleaseGpuFence(data->device, data->present_fence);
+        SDL_WaitGPUForFences(data->device, true, &data->present_fence, 1);
+        SDL_ReleaseGPUFence(data->device, data->present_fence);
     }
 
     if (data->state.command_buffer) {
-        SDL_SubmitGpu(data->state.command_buffer);
+        SDL_SubmitGPU(data->state.command_buffer);
         data->state.command_buffer = NULL;
     }
 
-    for (Uint32 i = 0; i < sizeof(data->samplers) / sizeof(SDL_GpuSampler *); ++i) {
-        SDL_ReleaseGpuSampler(data->device, ((SDL_GpuSampler **)data->samplers)[i]);
+    for (Uint32 i = 0; i < sizeof(data->samplers) / sizeof(SDL_GPUSampler *); ++i) {
+        SDL_ReleaseGPUSampler(data->device, ((SDL_GPUSampler **)data->samplers)[i]);
     }
 
     if (data->backbuffer.texture) {
-        SDL_ReleaseGpuTexture(data->device, data->backbuffer.texture);
+        SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
     }
 
     if (renderer->window) {
-        SDL_UnclaimGpuWindow(data->device, renderer->window);
+        SDL_UnclaimGPUWindow(data->device, renderer->window);
     }
 
     ReleaseVertexBuffer(data);
     GPU_DestroyPipelineCache(&data->pipeline_cache);
     GPU_ReleaseShaders(&data->shaders, data->device);
-    SDL_DestroyGpuDevice(data->device);
+    SDL_DestroyGPUDevice(data->device);
 
     SDL_free(data);
 }
 
-static bool ChoosePresentMode(SDL_GpuDevice *device, SDL_Window *window, const int vsync, SDL_GpuPresentMode *out_mode)
+static bool ChoosePresentMode(SDL_GPUDevice *device, SDL_Window *window, const int vsync, SDL_GPUPresentMode *out_mode)
 {
-    SDL_GpuPresentMode mode;
+    SDL_GPUPresentMode mode;
 
     switch (vsync) {
     case 0:
         mode = SDL_GPU_PRESENTMODE_MAILBOX;
 
-        if (!SDL_SupportsGpuPresentMode(device, window, mode)) {
+        if (!SDL_SupportsGPUPresentMode(device, window, mode)) {
             mode = SDL_GPU_PRESENTMODE_IMMEDIATE;
 
-            if (!SDL_SupportsGpuPresentMode(device, window, mode)) {
+            if (!SDL_SupportsGPUPresentMode(device, window, mode)) {
                 mode = SDL_GPU_PRESENTMODE_VSYNC;
             }
         }
@@ -1091,7 +1091,7 @@ static bool ChoosePresentMode(SDL_GpuDevice *device, SDL_Window *window, const i
 static bool GPU_SetVSync(SDL_Renderer *renderer, const int vsync)
 {
     GPU_RenderData *data = (GPU_RenderData *)renderer->internal;
-    SDL_GpuPresentMode mode = SDL_GPU_PRESENTMODE_VSYNC;
+    SDL_GPUPresentMode mode = SDL_GPU_PRESENTMODE_VSYNC;
 
     if (!ChoosePresentMode(data->device, renderer->window, vsync, &mode)) {
         return false;
@@ -1099,7 +1099,7 @@ static bool GPU_SetVSync(SDL_Renderer *renderer, const int vsync)
 
     if (mode != data->swapchain.present_mode) {
         // XXX returns bool instead of SDL-style error code
-        if (SDL_SetGpuSwapchainParameters(data->device, renderer->window, data->swapchain.composition, mode)) {
+        if (SDL_SetGPUSwapchainParameters(data->device, renderer->window, data->swapchain.composition, mode)) {
             data->swapchain.present_mode = mode;
             return true;
         } else {
@@ -1121,9 +1121,9 @@ static bool InitSamplers(GPU_RenderData *data)
         } sdl;
         struct
         {
-            SDL_GpuSamplerAddressMode address_mode;
-            SDL_GpuFilter filter;
-            SDL_GpuSamplerMipmapMode mipmap_mode;
+            SDL_GPUSamplerAddressMode address_mode;
+            SDL_GPUFilter filter;
+            SDL_GPUSamplerMipmapMode mipmap_mode;
             Uint32 anisotropy;
         } gpu;
     } configs[] = {
@@ -1154,7 +1154,7 @@ static bool InitSamplers(GPU_RenderData *data)
     };
 
     for (Uint32 i = 0; i < SDL_arraysize(configs); ++i) {
-        SDL_GpuSamplerCreateInfo sci;
+        SDL_GPUSamplerCreateInfo sci;
         SDL_zero(sci);
         sci.maxAnisotropy = configs[i].gpu.anisotropy;
         sci.anisotropyEnable = configs[i].gpu.anisotropy > 0;
@@ -1162,7 +1162,7 @@ static bool InitSamplers(GPU_RenderData *data)
         sci.minFilter = sci.magFilter = configs[i].gpu.filter;
         sci.mipmapMode = configs[i].gpu.mipmap_mode;
 
-        SDL_GpuSampler *sampler = SDL_CreateGpuSampler(data->device, &sci);
+        SDL_GPUSampler *sampler = SDL_CreateGPUSampler(data->device, &sci);
 
         if (sampler == NULL) {
             return false;
@@ -1204,7 +1204,7 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
     SDL_SetBooleanProperty(create_props, SDL_PROP_GPU_CREATEDEVICE_PREFERLOWPOWER_BOOL, lowpower);
 
     GPU_FillSupportedShaderFormats(create_props);
-    data->device = SDL_CreateGpuDeviceWithProperties(create_props);
+    data->device = SDL_CreateGPUDeviceWithProperties(create_props);
 
     if (!data->device) {
         goto error;
@@ -1250,7 +1250,7 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
     renderer->window = window;
     renderer->name = GPU_RenderDriver.name;
 
-    if (!SDL_ClaimGpuWindow(data->device, window)) {
+    if (!SDL_ClaimGPUWindow(data->device, window)) {
         goto error;
     }
 
@@ -1260,7 +1260,7 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
     int vsync = (int)SDL_GetNumberProperty(create_props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER, 0);
     ChoosePresentMode(data->device, window, vsync, &data->swapchain.present_mode);
 
-    SDL_SetGpuSwapchainParameters(data->device, window, data->swapchain.composition, data->swapchain.present_mode);
+    SDL_SetGPUSwapchainParameters(data->device, window, data->swapchain.composition, data->swapchain.present_mode);
 
     SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
     SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
@@ -1280,12 +1280,12 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
     data->state.draw_color.a = 1.0f;
     data->state.viewport.minDepth = 0;
     data->state.viewport.maxDepth = 1;
-    data->state.command_buffer = SDL_AcquireGpuCommandBuffer(data->device);
+    data->state.command_buffer = SDL_AcquireGPUCommandBuffer(data->device);
 
     int w, h;
     SDL_GetWindowSizeInPixels(window, &w, &h);
 
-    if (!CreateBackbuffer(data, w, h, SDL_GetGpuSwapchainTextureFormat(data->device, window))) {
+    if (!CreateBackbuffer(data, w, h, SDL_GetGPUSwapchainTextureFormat(data->device, window))) {
         goto error;
     }
 

+ 14 - 14
src/render/sdlgpu/SDL_shaders_gpu.c

@@ -24,13 +24,13 @@
 
 #include "SDL_shaders_gpu.h"
 
-// SDL_Gpu shader implementation
+// SDL_GPU shader implementation
 
 typedef struct GPU_ShaderModuleSource
 {
     const unsigned char *code;
     unsigned int code_len;
-    SDL_GpuShaderFormat format;
+    SDL_GPUShaderFormat format;
 } GPU_ShaderModuleSource;
 
 #ifdef SDL_GPU_VULKAN
@@ -147,10 +147,10 @@ static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = {
 };
 // clang-format on
 
-static SDL_GpuShader *CompileShader(const GPU_ShaderSources *sources, SDL_GpuDevice *device, SDL_GpuShaderStage stage)
+static SDL_GPUShader *CompileShader(const GPU_ShaderSources *sources, SDL_GPUDevice *device, SDL_GPUShaderStage stage)
 {
     const GPU_ShaderModuleSource *sms = NULL;
-    SDL_GpuDriver driver = SDL_GetGpuDriver(device);
+    SDL_GPUDriver driver = SDL_GetGPUDriver(device);
 
     switch (driver) {
         // clang-format off
@@ -165,7 +165,7 @@ static SDL_GpuShader *CompileShader(const GPU_ShaderSources *sources, SDL_GpuDev
         return NULL;
     }
 
-    SDL_GpuShaderCreateInfo sci = { 0 };
+    SDL_GPUShaderCreateInfo sci = { 0 };
     sci.code = sms->code;
     sci.codeSize = sms->code_len;
     sci.format = sms->format;
@@ -175,10 +175,10 @@ static SDL_GpuShader *CompileShader(const GPU_ShaderSources *sources, SDL_GpuDev
     sci.uniformBufferCount = sources->num_uniform_buffers;
     sci.stage = stage;
 
-    return SDL_CreateGpuShader(device, &sci);
+    return SDL_CreateGPUShader(device, &sci);
 }
 
-bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GpuDevice *device)
+bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device)
 {
     for (int i = 0; i < SDL_arraysize(vert_shader_sources); ++i) {
         shaders->vert_shaders[i] = CompileShader(
@@ -201,31 +201,31 @@ bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GpuDevice *device)
     return true;
 }
 
-void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GpuDevice *device)
+void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device)
 {
     for (int i = 0; i < SDL_arraysize(shaders->vert_shaders); ++i) {
-        SDL_ReleaseGpuShader(device, shaders->vert_shaders[i]);
+        SDL_ReleaseGPUShader(device, shaders->vert_shaders[i]);
         shaders->vert_shaders[i] = NULL;
     }
 
     for (int i = 0; i < SDL_arraysize(shaders->frag_shaders); ++i) {
-        SDL_ReleaseGpuShader(device, shaders->frag_shaders[i]);
+        SDL_ReleaseGPUShader(device, shaders->frag_shaders[i]);
         shaders->frag_shaders[i] = NULL;
     }
 }
 
-SDL_GpuShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id)
+SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id)
 {
     SDL_assert((unsigned int)id < SDL_arraysize(shaders->vert_shaders));
-    SDL_GpuShader *shader = shaders->vert_shaders[id];
+    SDL_GPUShader *shader = shaders->vert_shaders[id];
     SDL_assert(shader != NULL);
     return shader;
 }
 
-SDL_GpuShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id)
+SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id)
 {
     SDL_assert((unsigned int)id < SDL_arraysize(shaders->frag_shaders));
-    SDL_GpuShader *shader = shaders->frag_shaders[id];
+    SDL_GPUShader *shader = shaders->frag_shaders[id];
     SDL_assert(shader != NULL);
     return shader;
 }

+ 7 - 7
src/render/sdlgpu/SDL_shaders_gpu.h

@@ -24,7 +24,7 @@
 
 #include "SDL_internal.h"
 
-// SDL_Gpu shader implementation
+// SDL_GPU shader implementation
 
 typedef enum
 {
@@ -48,16 +48,16 @@ typedef enum
 
 struct GPU_Shaders
 {
-    SDL_GpuShader *vert_shaders[NUM_VERT_SHADERS];
-    SDL_GpuShader *frag_shaders[NUM_FRAG_SHADERS];
+    SDL_GPUShader *vert_shaders[NUM_VERT_SHADERS];
+    SDL_GPUShader *frag_shaders[NUM_FRAG_SHADERS];
 };
 
 typedef struct GPU_Shaders GPU_Shaders;
 
 void GPU_FillSupportedShaderFormats(SDL_PropertiesID props);
-extern bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GpuDevice *device);
-extern void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GpuDevice *device);
-extern SDL_GpuShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id);
-extern SDL_GpuShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id);
+extern bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device);
+extern void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device);
+extern SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id);
+extern SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id);
 
 #endif // SDL_shaders_gpu_h_

+ 2 - 2
src/video/directx/SDL_d3d12_xbox_cmacros.h

@@ -691,8 +691,8 @@
     ( (This)->Wait(pFence,Value) ) 
 #define ID3D12CommandQueue_GetTimestampFrequency(This,pFrequency)	\
     ( (This)->GetTimestampFrequency(pFrequency) ) 
-#define ID3D12CommandQueue_GetClockCalibration(This,pGpuTimestamp,pCpuTimestamp)	\
-    ( (This)->GetClockCalibration(pGpuTimestamp,pCpuTimestamp) ) 
+#define ID3D12CommandQueue_GetClockCalibration(This,pGPUTimestamp,pCpuTimestamp)	\
+    ( (This)->GetClockCalibration(pGPUTimestamp,pCpuTimestamp) ) 
 #define ID3D12Device_QueryInterface(This,riid,ppvObject)	\
     ( (This)->QueryInterface(riid,ppvObject) ) 
 #define ID3D12Device_AddRef(This)	\

+ 5 - 5
src/video/directx/d3d12.h

@@ -8670,7 +8670,7 @@ EXTERN_C const IID IID_ID3D12CommandQueue;
             _Out_  UINT64 *pFrequency) = 0;
         
         virtual HRESULT STDMETHODCALLTYPE GetClockCalibration( 
-            _Out_  UINT64 *pGpuTimestamp,
+            _Out_  UINT64 *pGPUTimestamp,
             _Out_  UINT64 *pCpuTimestamp) = 0;
         
 #if defined(_MSC_VER) || !defined(_WIN32)
@@ -8802,7 +8802,7 @@ EXTERN_C const IID IID_ID3D12CommandQueue;
         DECLSPEC_XFGVIRT(ID3D12CommandQueue, GetClockCalibration)
         HRESULT ( STDMETHODCALLTYPE *GetClockCalibration )( 
             ID3D12CommandQueue * This,
-            _Out_  UINT64 *pGpuTimestamp,
+            _Out_  UINT64 *pGPUTimestamp,
             _Out_  UINT64 *pCpuTimestamp);
         
         DECLSPEC_XFGVIRT(ID3D12CommandQueue, GetDesc)
@@ -8885,8 +8885,8 @@ EXTERN_C const IID IID_ID3D12CommandQueue;
 #define ID3D12CommandQueue_GetTimestampFrequency(This,pFrequency)	\
     ( (This)->lpVtbl -> GetTimestampFrequency(This,pFrequency) ) 
 
-#define ID3D12CommandQueue_GetClockCalibration(This,pGpuTimestamp,pCpuTimestamp)	\
-    ( (This)->lpVtbl -> GetClockCalibration(This,pGpuTimestamp,pCpuTimestamp) ) 
+#define ID3D12CommandQueue_GetClockCalibration(This,pGPUTimestamp,pCpuTimestamp)	\
+    ( (This)->lpVtbl -> GetClockCalibration(This,pGPUTimestamp,pCpuTimestamp) ) 
 #if !defined(_WIN32)
 
 #define ID3D12CommandQueue_GetDesc(This)	\
@@ -29176,7 +29176,7 @@ DEFINE_ENUM_FLAG_OPERATORS( D3D12_DEVICE_FLAGS )
 typedef struct D3D12_DEVICE_CONFIGURATION_DESC
     {
     D3D12_DEVICE_FLAGS Flags;
-    UINT GpuBasedValidationFlags;
+    UINT GPUBasedValidationFlags;
     UINT SDKVersion;
     UINT NumEnabledExperimentalFeatures;
     } 	D3D12_DEVICE_CONFIGURATION_DESC;

+ 80 - 80
test/testgpu_spinning_cube.c

@@ -34,40 +34,40 @@ static Uint32 frames = 0;
 
 typedef struct RenderState
 {
-    SDL_GpuBuffer *buf_vertex;
-    SDL_GpuGraphicsPipeline *pipeline;
-    SDL_GpuSampleCount sample_count;
+    SDL_GPUBuffer *buf_vertex;
+    SDL_GPUGraphicsPipeline *pipeline;
+    SDL_GPUSampleCount sample_count;
 } RenderState;
 
 typedef struct WindowState
 {
     int angle_x, angle_y, angle_z;
-    SDL_GpuTexture *tex_depth, *tex_msaa;
+    SDL_GPUTexture *tex_depth, *tex_msaa;
     Uint32 prev_drawablew, prev_drawableh;
 } WindowState;
 
-static SDL_GpuDevice *gpu_device = NULL;
+static SDL_GPUDevice *gpu_device = NULL;
 static RenderState render_state;
 static SDLTest_CommonState *state = NULL;
 static WindowState *window_states = NULL;
 
-static void shutdownGpu(void)
+static void shutdownGPU(void)
 {
     if (window_states) {
         int i;
         for (i = 0; i < state->num_windows; i++) {
             WindowState *winstate = &window_states[i];
-            SDL_ReleaseGpuTexture(gpu_device, winstate->tex_depth);
-            SDL_ReleaseGpuTexture(gpu_device, winstate->tex_msaa);
-            SDL_UnclaimGpuWindow(gpu_device, state->windows[i]);
+            SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
+            SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
+            SDL_UnclaimGPUWindow(gpu_device, state->windows[i]);
         }
         SDL_free(window_states);
         window_states = NULL;
     }
 
-    SDL_ReleaseGpuBuffer(gpu_device, render_state.buf_vertex);
-    SDL_ReleaseGpuGraphicsPipeline(gpu_device, render_state.pipeline);
-    SDL_DestroyGpuDevice(gpu_device);
+    SDL_ReleaseGPUBuffer(gpu_device, render_state.buf_vertex);
+    SDL_ReleaseGPUGraphicsPipeline(gpu_device, render_state.pipeline);
+    SDL_DestroyGPUDevice(gpu_device);
 
     SDL_zero(render_state);
     gpu_device = NULL;
@@ -78,7 +78,7 @@ static void shutdownGpu(void)
 static void
 quit(int rc)
 {
-    shutdownGpu();
+    shutdownGPU();
     SDLTest_CommonQuit(state);
     exit(rc);
 }
@@ -246,11 +246,11 @@ static const VertexData vertex_data[] = {
     {  0.5, -0.5,  0.5, 1.0, 0.0, 1.0 } /* magenta */
 };
 
-static SDL_GpuTexture*
+static SDL_GPUTexture*
 CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
 {
-    SDL_GpuTextureCreateInfo depthtex_createinfo;
-    SDL_GpuTexture *result;
+    SDL_GPUTextureCreateInfo depthtex_createinfo;
+    SDL_GPUTexture *result;
 
     depthtex_createinfo.type = SDL_GPU_TEXTURETYPE_2D;
     depthtex_createinfo.format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
@@ -262,24 +262,24 @@ CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
     depthtex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT;
     depthtex_createinfo.props = 0;
 
-    result = SDL_CreateGpuTexture(gpu_device, &depthtex_createinfo);
+    result = SDL_CreateGPUTexture(gpu_device, &depthtex_createinfo);
     CHECK_CREATE(result, "Depth Texture")
 
     return result;
 }
 
-static SDL_GpuTexture*
+static SDL_GPUTexture*
 CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
 {
-    SDL_GpuTextureCreateInfo msaatex_createinfo;
-    SDL_GpuTexture *result;
+    SDL_GPUTextureCreateInfo msaatex_createinfo;
+    SDL_GPUTexture *result;
 
     if (render_state.sample_count == SDL_GPU_SAMPLECOUNT_1) {
         return NULL;
     }
 
     msaatex_createinfo.type = SDL_GPU_TEXTURETYPE_2D;
-    msaatex_createinfo.format = SDL_GetGpuSwapchainTextureFormat(gpu_device, state->windows[0]);
+    msaatex_createinfo.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
     msaatex_createinfo.width = drawablew;
     msaatex_createinfo.height = drawableh;
     msaatex_createinfo.layerCountOrDepth = 1;
@@ -288,7 +288,7 @@ CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
     msaatex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT;
     msaatex_createinfo.props = 0;
 
-    result = SDL_CreateGpuTexture(gpu_device, &msaatex_createinfo);
+    result = SDL_CreateGPUTexture(gpu_device, &msaatex_createinfo);
     CHECK_CREATE(result, "MSAA Texture")
 
     return result;
@@ -298,25 +298,25 @@ static void
 Render(SDL_Window *window, const int windownum)
 {
     WindowState *winstate = &window_states[windownum];
-    SDL_GpuTexture *swapchain;
-    SDL_GpuColorAttachmentInfo color_attachment;
-    SDL_GpuDepthStencilAttachmentInfo depth_attachment;
+    SDL_GPUTexture *swapchain;
+    SDL_GPUColorAttachmentInfo color_attachment;
+    SDL_GPUDepthStencilAttachmentInfo depth_attachment;
     float matrix_rotate[16], matrix_modelview[16], matrix_perspective[16], matrix_final[16];
     Uint32 drawablew, drawableh;
-    SDL_GpuCommandBuffer *cmd;
-    SDL_GpuRenderPass *pass;
-    SDL_GpuBufferBinding vertex_binding;
-    SDL_GpuBlitRegion src_region;
-    SDL_GpuBlitRegion dst_region;
+    SDL_GPUCommandBuffer *cmd;
+    SDL_GPURenderPass *pass;
+    SDL_GPUBufferBinding vertex_binding;
+    SDL_GPUBlitRegion src_region;
+    SDL_GPUBlitRegion dst_region;
 
     /* Acquire the swapchain texture */
 
-    cmd = SDL_AcquireGpuCommandBuffer(gpu_device);
-    swapchain = SDL_AcquireGpuSwapchainTexture(cmd, state->windows[windownum], &drawablew, &drawableh);
+    cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
+    swapchain = SDL_AcquireGPUSwapchainTexture(cmd, state->windows[windownum], &drawablew, &drawableh);
 
     if (!swapchain) {
         /* No swapchain was acquired, probably too many frames in flight */
-        SDL_SubmitGpu(cmd);
+        SDL_SubmitGPU(cmd);
         return;
     }
 
@@ -353,8 +353,8 @@ Render(SDL_Window *window, const int windownum)
     /* Resize the depth buffer if the window size changed */
 
     if (winstate->prev_drawablew != drawablew || winstate->prev_drawableh != drawableh) {
-        SDL_ReleaseGpuTexture(gpu_device, winstate->tex_depth);
-        SDL_ReleaseGpuTexture(gpu_device, winstate->tex_msaa);
+        SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
+        SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
         winstate->tex_depth = CreateDepthTexture(drawablew, drawableh);
         winstate->tex_msaa = CreateMSAATexture(drawablew, drawableh);
     }
@@ -383,13 +383,13 @@ Render(SDL_Window *window, const int windownum)
 
     /* Draw the cube! */
 
-    SDL_PushGpuVertexUniformData(cmd, 0, matrix_final, sizeof(matrix_final));
+    SDL_PushGPUVertexUniformData(cmd, 0, matrix_final, sizeof(matrix_final));
 
-    pass = SDL_BeginGpuRenderPass(cmd, &color_attachment, 1, &depth_attachment);
-    SDL_BindGpuGraphicsPipeline(pass, render_state.pipeline);
-    SDL_BindGpuVertexBuffers(pass, 0, &vertex_binding, 1);
-    SDL_DrawGpuPrimitives(pass, 36, 1, 0, 0);
-    SDL_EndGpuRenderPass(pass);
+    pass = SDL_BeginGPURenderPass(cmd, &color_attachment, 1, &depth_attachment);
+    SDL_BindGPUGraphicsPipeline(pass, render_state.pipeline);
+    SDL_BindGPUVertexBuffers(pass, 0, &vertex_binding, 1);
+    SDL_DrawGPUPrimitives(pass, 36, 1, 0, 0);
+    SDL_EndGPURenderPass(pass);
 
     /* Blit MSAA to swapchain, if needed */
     if (render_state.sample_count > SDL_GPU_SAMPLECOUNT_1) {
@@ -401,26 +401,26 @@ Render(SDL_Window *window, const int windownum)
         dst_region = src_region;
         dst_region.texture = swapchain;
 
-        SDL_BlitGpu(cmd, &src_region, &dst_region, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, SDL_FALSE);
+        SDL_BlitGPU(cmd, &src_region, &dst_region, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, SDL_FALSE);
     }
 
     /* Submit the command buffer! */
-    SDL_SubmitGpu(cmd);
+    SDL_SubmitGPU(cmd);
 
     ++frames;
 }
 
-static SDL_GpuShader*
+static SDL_GPUShader*
 load_shader(SDL_bool is_vertex)
 {
-    SDL_GpuShaderCreateInfo createinfo;
+    SDL_GPUShaderCreateInfo createinfo;
     createinfo.samplerCount = 0;
     createinfo.storageBufferCount = 0;
     createinfo.storageTextureCount = 0;
     createinfo.uniformBufferCount = is_vertex ? 1 : 0;
     createinfo.props = 0;
 
-    SDL_GpuDriver backend = SDL_GetGpuDriver(gpu_device);
+    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;
@@ -444,30 +444,30 @@ load_shader(SDL_bool is_vertex)
     }
 
     createinfo.stage = is_vertex ? SDL_GPU_SHADERSTAGE_VERTEX : SDL_GPU_SHADERSTAGE_FRAGMENT;
-    return SDL_CreateGpuShader(gpu_device, &createinfo);
+    return SDL_CreateGPUShader(gpu_device, &createinfo);
 }
 
 static void
 init_render_state(int msaa)
 {
-    SDL_GpuCommandBuffer *cmd;
-    SDL_GpuTransferBuffer *buf_transfer;
+    SDL_GPUCommandBuffer *cmd;
+    SDL_GPUTransferBuffer *buf_transfer;
     void *map;
-    SDL_GpuTransferBufferLocation buf_location;
-    SDL_GpuBufferRegion dst_region;
-    SDL_GpuCopyPass *copy_pass;
-    SDL_GpuBufferCreateInfo buffer_desc;
-    SDL_GpuTransferBufferCreateInfo transfer_buffer_desc;
-    SDL_GpuGraphicsPipelineCreateInfo pipelinedesc;
-    SDL_GpuColorAttachmentDescription color_attachment_desc;
+    SDL_GPUTransferBufferLocation buf_location;
+    SDL_GPUBufferRegion dst_region;
+    SDL_GPUCopyPass *copy_pass;
+    SDL_GPUBufferCreateInfo buffer_desc;
+    SDL_GPUTransferBufferCreateInfo transfer_buffer_desc;
+    SDL_GPUGraphicsPipelineCreateInfo pipelinedesc;
+    SDL_GPUColorAttachmentDescription color_attachment_desc;
     Uint32 drawablew, drawableh;
-    SDL_GpuVertexAttribute vertex_attributes[2];
-    SDL_GpuVertexBinding vertex_binding;
-    SDL_GpuShader *vertex_shader;
-    SDL_GpuShader *fragment_shader;
+    SDL_GPUVertexAttribute vertex_attributes[2];
+    SDL_GPUVertexBinding vertex_binding;
+    SDL_GPUShader *vertex_shader;
+    SDL_GPUShader *fragment_shader;
     int i;
 
-    gpu_device = SDL_CreateGpuDevice(
+    gpu_device = SDL_CreateGPUDevice(
         TESTGPU_SUPPORTED_FORMATS,
         1,
         0,
@@ -478,7 +478,7 @@ init_render_state(int msaa)
     /* Claim the windows */
 
     for (i = 0; i < state->num_windows; i++) {
-        SDL_ClaimGpuWindow(
+        SDL_ClaimGPUWindow(
             gpu_device,
             state->windows[i]
         );
@@ -496,46 +496,46 @@ init_render_state(int msaa)
     buffer_desc.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX_BIT;
     buffer_desc.sizeInBytes = sizeof(vertex_data);
     buffer_desc.props = 0;
-    render_state.buf_vertex = SDL_CreateGpuBuffer(
+    render_state.buf_vertex = SDL_CreateGPUBuffer(
         gpu_device,
         &buffer_desc
     );
     CHECK_CREATE(render_state.buf_vertex, "Static vertex buffer")
 
-    SDL_SetGpuBufferName(gpu_device, render_state.buf_vertex, "космонавт");
+    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.props = 0;
-    buf_transfer = SDL_CreateGpuTransferBuffer(
+    buf_transfer = SDL_CreateGPUTransferBuffer(
         gpu_device,
         &transfer_buffer_desc
     );
     CHECK_CREATE(buf_transfer, "Vertex transfer buffer")
 
     /* We just need to upload the static data once. */
-    map = SDL_MapGpuTransferBuffer(gpu_device, buf_transfer, SDL_FALSE);
+    map = SDL_MapGPUTransferBuffer(gpu_device, buf_transfer, SDL_FALSE);
     SDL_memcpy(map, vertex_data, sizeof(vertex_data));
-    SDL_UnmapGpuTransferBuffer(gpu_device, buf_transfer);
+    SDL_UnmapGPUTransferBuffer(gpu_device, buf_transfer);
 
-    cmd = SDL_AcquireGpuCommandBuffer(gpu_device);
-    copy_pass = SDL_BeginGpuCopyPass(cmd);
+    cmd = SDL_AcquireGPUCommandBuffer(gpu_device);
+    copy_pass = SDL_BeginGPUCopyPass(cmd);
     buf_location.transferBuffer = buf_transfer;
     buf_location.offset = 0;
     dst_region.buffer = render_state.buf_vertex;
     dst_region.offset = 0;
     dst_region.size = sizeof(vertex_data);
-    SDL_UploadToGpuBuffer(copy_pass, &buf_location, &dst_region, SDL_FALSE);
-    SDL_EndGpuCopyPass(copy_pass);
-    SDL_SubmitGpu(cmd);
+    SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, SDL_FALSE);
+    SDL_EndGPUCopyPass(copy_pass);
+    SDL_SubmitGPU(cmd);
 
-    SDL_ReleaseGpuTransferBuffer(gpu_device, buf_transfer);
+    SDL_ReleaseGPUTransferBuffer(gpu_device, buf_transfer);
 
     /* Determine which sample count to use */
     render_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
-    if (msaa && SDL_SupportsGpuSampleCount(
+    if (msaa && SDL_SupportsGPUSampleCount(
         gpu_device,
-        SDL_GetGpuSwapchainTextureFormat(gpu_device, state->windows[0]),
+        SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]),
         SDL_GPU_SAMPLECOUNT_4)) {
         render_state.sample_count = SDL_GPU_SAMPLECOUNT_4;
     }
@@ -544,7 +544,7 @@ init_render_state(int msaa)
 
     SDL_zero(pipelinedesc);
 
-    color_attachment_desc.format = SDL_GetGpuSwapchainTextureFormat(gpu_device, state->windows[0]);
+    color_attachment_desc.format = SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]);
 
     color_attachment_desc.blendState.blendEnable = 0;
     color_attachment_desc.blendState.alphaBlendOp = SDL_GPU_BLENDOP_ADD;
@@ -590,16 +590,16 @@ init_render_state(int msaa)
     pipelinedesc.vertexInputState.vertexBindingCount = 1;
     pipelinedesc.vertexInputState.vertexBindings = &vertex_binding;
     pipelinedesc.vertexInputState.vertexAttributeCount = 2;
-    pipelinedesc.vertexInputState.vertexAttributes = (SDL_GpuVertexAttribute*) &vertex_attributes;
+    pipelinedesc.vertexInputState.vertexAttributes = (SDL_GPUVertexAttribute*) &vertex_attributes;
 
     pipelinedesc.props = 0;
 
-    render_state.pipeline = SDL_CreateGpuGraphicsPipeline(gpu_device, &pipelinedesc);
+    render_state.pipeline = SDL_CreateGPUGraphicsPipeline(gpu_device, &pipelinedesc);
     CHECK_CREATE(render_state.pipeline, "Render Pipeline")
 
     /* These are reference-counted; once the pipeline is created, you don't need to keep these. */
-    SDL_ReleaseGpuShader(gpu_device, vertex_shader);
-    SDL_ReleaseGpuShader(gpu_device, fragment_shader);
+    SDL_ReleaseGPUShader(gpu_device, vertex_shader);
+    SDL_ReleaseGPUShader(gpu_device, fragment_shader);
 
     /* Set up per-window state */