Browse Source

Change GPU flag enums to defines (#10681)

Caleb Cornett 7 months ago
parent
commit
f405def691

+ 34 - 47
include/SDL3/SDL_gpu.h

@@ -198,18 +198,15 @@ typedef enum SDL_GPUTextureFormat
     SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT
 } SDL_GPUTextureFormat;
 
-typedef enum SDL_GPUTextureUsageFlagBits
-{
-    SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT = 0x00000001,
-    SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000002,
-    SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT = 0x00000004,
-    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;
-
 typedef Uint32 SDL_GPUTextureUsageFlags;
 
+#define SDL_GPU_TEXTUREUSAGE_SAMPLER               (1u << 0) /**< & if the texture supports sampling */
+#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET          (1u << 1) /**< & if the texture is a color render target */
+#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET  (1u << 2) /**< & if the texture is a depth stencil target */
+#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the texture supports storage reads in graphics stages */
+#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ  (1u << 4) /**< & if the texture supports storage reads in the compute stage */
+#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the texture supports storage writes in the compute stage */
+
 typedef enum SDL_GPUTextureType
 {
     SDL_GPU_TEXTURETYPE_2D,
@@ -236,18 +233,15 @@ typedef enum SDL_GPUCubeMapFace
     SDL_GPU_CUBEMAPFACE_NEGATIVEZ
 } SDL_GPUCubeMapFace;
 
-typedef enum SDL_GPUBufferUsageFlagBits
-{
-    SDL_GPU_BUFFERUSAGE_VERTEX_BIT = 0x00000001,
-    SDL_GPU_BUFFERUSAGE_INDEX_BIT = 0x00000002,
-    SDL_GPU_BUFFERUSAGE_INDIRECT_BIT = 0x00000004,
-    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;
-
 typedef Uint32 SDL_GPUBufferUsageFlags;
 
+#define SDL_GPU_BUFFERUSAGE_VERTEX                (1u << 0) /**< & if the buffer is a vertex buffer */
+#define SDL_GPU_BUFFERUSAGE_INDEX                 (1u << 1) /**< & if the buffer is an index buffer */
+#define SDL_GPU_BUFFERUSAGE_INDIRECT              (1u << 2) /**< & if the buffer is an indirect buffer */
+#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< & if the buffer supports storage reads in graphics stages */
+#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ  (1u << 4) /**< & if the buffer supports storage reads in the compute stage */
+#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< & if the buffer supports storage writes in the compute stage */
+
 typedef enum SDL_GPUTransferBufferUsage
 {
     SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD,
@@ -260,19 +254,15 @@ typedef enum SDL_GPUShaderStage
     SDL_GPU_SHADERSTAGE_FRAGMENT
 } SDL_GPUShaderStage;
 
-typedef enum SDL_GPUShaderFormatFlagBits
-{
-    SDL_GPU_SHADERFORMAT_INVALID = 0x00000000,
-    SDL_GPU_SHADERFORMAT_SECRET = 0x00000001,   /* NDA'd platforms */
-    SDL_GPU_SHADERFORMAT_SPIRV = 0x00000002,    /* Vulkan */
-    SDL_GPU_SHADERFORMAT_DXBC = 0x00000004,     /* D3D11 (Shader Model 5_0) */
-    SDL_GPU_SHADERFORMAT_DXIL = 0x00000008,     /* D3D12 */
-    SDL_GPU_SHADERFORMAT_MSL = 0x00000010,      /* Metal */
-    SDL_GPU_SHADERFORMAT_METALLIB = 0x00000020  /* Metal */
-} SDL_GPUShaderFormatFlagBits;
-
 typedef Uint32 SDL_GPUShaderFormat;
 
+#define SDL_GPU_SHADERFORMAT_SECRET   (1u << 0) /**< & if you are providing shaders for NDA'd platforms */
+#define SDL_GPU_SHADERFORMAT_SPIRV    (1u << 1) /**< & if you are providing SPIR-V shaders for Vulkan */
+#define SDL_GPU_SHADERFORMAT_DXBC     (1u << 2) /**< & if you are providing DXBC SM5_0 shaders for D3D11 */
+#define SDL_GPU_SHADERFORMAT_DXIL     (1u << 3) /**< & if you are providing DXIL shaders for D3D12 */
+#define SDL_GPU_SHADERFORMAT_MSL      (1u << 4) /**< & if you are providing MSL shaders for Metal */
+#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< & if you are providing precompiled metallib shaders for Metal */
+
 typedef enum SDL_GPUVertexElementFormat
 {
     /* 32-bit Signed Integers */
@@ -405,16 +395,13 @@ typedef enum SDL_GPUBlendFactor
     SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE
 } SDL_GPUBlendFactor;
 
-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;
-
 typedef Uint8 SDL_GPUColorComponentFlags;
 
+#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< & for the Red component */
+#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< & for the Green component */
+#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< & for the Blue component */
+#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< & for the Alpha component */
+
 typedef enum SDL_GPUFilter
 {
     SDL_GPU_FILTER_NEAREST,
@@ -1670,7 +1657,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer(
 /**
  * Binds texture-sampler pairs for use on the vertex shader.
  *
- * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT.
+ * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
  *
  * \param renderPass a render pass handle.
  * \param firstSlot the vertex sampler slot to begin binding from.
@@ -1690,7 +1677,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers(
  * Binds storage textures for use on the vertex shader.
  *
  * These textures must have been created with
- * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT.
+ * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
  *
  * \param renderPass a render pass handle.
  * \param firstSlot the vertex storage texture slot to begin binding from.
@@ -1709,7 +1696,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures(
  * Binds storage buffers for use on the vertex shader.
  *
  * These buffers must have been created with
- * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT.
+ * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
  *
  * \param renderPass a render pass handle.
  * \param firstSlot the vertex storage buffer slot to begin binding from.
@@ -1727,7 +1714,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers(
 /**
  * Binds texture-sampler pairs for use on the fragment shader.
  *
- * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT.
+ * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER.
  *
  * \param renderPass a render pass handle.
  * \param firstSlot the fragment sampler slot to begin binding from.
@@ -1747,7 +1734,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers(
  * Binds storage textures for use on the fragment shader.
  *
  * These textures must have been created with
- * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT.
+ * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.
  *
  * \param renderPass a render pass handle.
  * \param firstSlot the fragment storage texture slot to begin binding from.
@@ -1766,7 +1753,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures(
  * Binds storage buffers for use on the fragment shader.
  *
  * These buffers must have been created with
- * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT.
+ * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ.
  *
  * \param renderPass a render pass handle.
  * \param firstSlot the fragment storage buffer slot to begin binding from.
@@ -1953,7 +1940,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline(
  * Binds storage textures as readonly for use on the compute pipeline.
  *
  * These textures must have been created with
- * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT.
+ * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ.
  *
  * \param computePass a compute pass handle.
  * \param firstSlot the compute storage texture slot to begin binding from.
@@ -1972,7 +1959,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures(
  * Binds storage buffers as readonly for use on the compute pipeline.
  *
  * These buffers must have been created with
- * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT.
+ * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ.
  *
  * \param computePass a compute pass handle.
  * \param firstSlot the compute storage buffer slot to begin binding from.

+ 16 - 16
src/gpu/SDL_gpu.c

@@ -718,16 +718,16 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
             SDL_assert_release(!"For any texture: levelCount must be >= 1");
             failed = true;
         }
-        if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT)) {
-            SDL_assert_release(!"For any texture: usageFlags cannot contain both GRAPHICS_STORAGE_READ_BIT and SAMPLER_BIT");
+        if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
+            SDL_assert_release(!"For any texture: usageFlags cannot contain both GRAPHICS_STORAGE_READ and SAMPLER");
             failed = true;
         }
-        if (IsDepthFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & ~(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT))) {
-            SDL_assert_release(!"For depth textures: usageFlags cannot contain any flags except for DEPTH_STENCIL_TARGET_BIT and SAMPLER_BIT");
+        if (IsDepthFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & ~(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER))) {
+            SDL_assert_release(!"For depth textures: usageFlags cannot contain any flags except for DEPTH_STENCIL_TARGET and SAMPLER");
             failed = true;
         }
-        if (IsIntegerFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT)) {
-            SDL_assert_release(!"For any texture: usageFlags cannot contain SAMPLER_BIT for textures with an integer format");
+        if (IsIntegerFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER)) {
+            SDL_assert_release(!"For any texture: usageFlags cannot contain SAMPLER for textures with an integer format");
             failed = true;
         }
 
@@ -759,8 +759,8 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
                 SDL_assert_release(!"For 3D textures: width, height, and layerCountOrDepth must be <= 2048");
                 failed = true;
             }
-            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
-                SDL_assert_release(!"For 3D textures: usageFlags must not contain DEPTH_STENCIL_TARGET_BIT");
+            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
+                SDL_assert_release(!"For 3D textures: usageFlags must not contain DEPTH_STENCIL_TARGET");
                 failed = true;
             }
             if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
@@ -774,8 +774,8 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
         } else {
             if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
                 // Array Texture Validation
-                if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
-                    SDL_assert_release(!"For array textures: usageFlags must not contain DEPTH_STENCIL_TARGET_BIT");
+                if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
+                    SDL_assert_release(!"For array textures: usageFlags must not contain DEPTH_STENCIL_TARGET");
                     failed = true;
                 }
                 if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
@@ -2063,8 +2063,8 @@ void SDL_GenerateMipmapsForGPUTexture(
             return;
         }
 
-        if (!(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) || !(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT)) {
-            SDL_assert_release(!"GenerateMipmaps texture must be created with SAMPLER_BIT and COLOR_TARGET_BIT usage flags!");
+        if (!(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) || !(header->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
+            SDL_assert_release(!"GenerateMipmaps texture must be created with SAMPLER and COLOR_TARGET usage flags!");
             return;
         }
     }
@@ -2108,12 +2108,12 @@ void SDL_BlitGPUTexture(
             SDL_assert_release(!"Blit source and destination textures must be non-NULL");
             return; // attempting to proceed will crash
         }
-        if ((srcHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) == 0) {
-            SDL_assert_release(!"Blit source texture must be created with the SAMPLER_BIT usage flag");
+        if ((srcHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) == 0) {
+            SDL_assert_release(!"Blit source texture must be created with the SAMPLER usage flag");
             failed = true;
         }
-        if ((dstHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) == 0) {
-            SDL_assert_release(!"Blit destination texture must be created with the COLOR_TARGET_BIT usage flag");
+        if ((dstHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) == 0) {
+            SDL_assert_release(!"Blit destination texture must be created with the COLOR_TARGET usage flag");
             failed = true;
         }
         if (IsDepthFormat(srcHeader->info.format)) {

+ 25 - 25
src/gpu/d3d11/SDL_gpu_d3d11.c

@@ -1848,20 +1848,20 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
     D3D11Texture *d3d11Texture;
     HRESULT res;
 
-    isColorTarget = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
-    isDepthStencil = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT;
+    isColorTarget = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
+    isDepthStencil = createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
     needsSRV =
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) ||
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) ||
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT);
+        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) ||
+        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) ||
+        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ);
     needSubresourceUAV =
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT);
+        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE);
     isMultisample = createInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1;
     isStaging = createInfo->usageFlags == 0;
     isMippable =
         createInfo->levelCount > 1 &&
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) &&
-        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT);
+        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) &&
+        (createInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET);
     format = SDLToD3D11_TextureFormat[createInfo->format];
     if (isDepthStencil) {
         format = D3D11_INTERNAL_GetTypelessFormat(format);
@@ -2370,19 +2370,19 @@ static SDL_GPUBuffer *D3D11_CreateBuffer(
     D3D11_BUFFER_DESC bufferDesc;
 
     bufferDesc.BindFlags = 0;
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX) {
         bufferDesc.BindFlags |= D3D11_BIND_VERTEX_BUFFER;
     }
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDEX_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDEX) {
         bufferDesc.BindFlags |= D3D11_BIND_INDEX_BUFFER;
     }
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
         bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
     }
 
-    if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT |
-                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT |
-                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+    if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ |
+                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ |
+                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) {
         bufferDesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
     }
 
@@ -2392,12 +2392,12 @@ static SDL_GPUBuffer *D3D11_CreateBuffer(
     bufferDesc.StructureByteStride = 0;
     bufferDesc.MiscFlags = 0;
 
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
         bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS;
     }
-    if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT |
-                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT |
-                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+    if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ |
+                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ |
+                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) {
         bufferDesc.MiscFlags |= D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
     }
 
@@ -4151,7 +4151,7 @@ static void D3D11_BeginComputePass(
 
     for (i = 0; i < storageTextureBindingCount; i += 1) {
         textureContainer = (D3D11TextureContainer *)storageTextureBindings[i].texture;
-        if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+        if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
         }
 
@@ -4977,7 +4977,7 @@ static bool D3D11_INTERNAL_CreateSwapchain(
     windowData->textureContainer.header.info.type = SDL_GPU_TEXTURETYPE_2D;
     windowData->textureContainer.header.info.levelCount = 1;
     windowData->textureContainer.header.info.sampleCount = SDL_GPU_SAMPLECOUNT_1;
-    windowData->textureContainer.header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
+    windowData->textureContainer.header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
 
     windowData->texture.container = &windowData->textureContainer;
     windowData->texture.containerIndex = 0;
@@ -5547,20 +5547,20 @@ static bool D3D11_SupportsTextureFormat(
     }
 
     // Are the usage flags supported?
-    if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) {
+    if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) {
         return false;
     }
-    if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_LOAD)) {
+    if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_LOAD)) {
         return false;
     }
-    if ((usage & (SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW))) {
+    if ((usage & (SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) && !(formatSupport & D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW))) {
         // TYPED_UNORDERED_ACCESS_VIEW implies support for typed UAV stores
         return false;
     }
-    if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) {
+    if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) && !(formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) {
         return false;
     }
-    if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)) {
+    if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) && !(formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)) {
         return false;
     }
 

+ 39 - 39
src/gpu/d3d12/SDL_gpu_d3d12.c

@@ -1459,7 +1459,7 @@ static void D3D12_INTERNAL_TextureSubresourceBarrier(
         destinationState,
         textureSubresource->parent->resource,
         textureSubresource->index,
-        textureSubresource->parent->container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT);
+        textureSubresource->parent->container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE);
 }
 
 static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultTextureResourceState(
@@ -1467,17 +1467,17 @@ static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultTextureResourceState(
 {
     // NOTE: order matters here!
 
-    if (usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) {
+    if (usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) {
         return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
-    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) {
+    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) {
         return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
-    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
         return D3D12_RESOURCE_STATE_RENDER_TARGET;
-    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
         return D3D12_RESOURCE_STATE_DEPTH_WRITE;
-    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT) {
+    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ) {
         return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
-    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+    } else if (usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
         return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
     } else {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Texture has no default usage mode!");
@@ -1538,17 +1538,17 @@ static void D3D12_INTERNAL_TextureTransitionToDefaultUsage(
 static D3D12_RESOURCE_STATES D3D12_INTERNAL_DefaultBufferResourceState(
     D3D12Buffer *buffer)
 {
-    if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX_BIT) {
+    if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX) {
         return D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDEX_BIT) {
+    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDEX) {
         return D3D12_RESOURCE_STATE_INDEX_BUFFER;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
         return D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT) {
+    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ) {
         return D3D12_RESOURCE_STATE_ALL_SHADER_RESOURCE;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT) {
+    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ) {
         return D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
-    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+    } else if (buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) {
         return D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
     } else {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Buffer has no default usage mode!");
@@ -1568,7 +1568,7 @@ static void D3D12_INTERNAL_BufferBarrier(
         destinationState,
         buffer->handle,
         0,
-        buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT);
+        buffer->container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE);
 
     buffer->transitioned = true;
 }
@@ -2693,7 +2693,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
     Uint32 layerCount = textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? 1 : textureCreateInfo->layerCountOrDepth;
     Uint32 depth = textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D ? textureCreateInfo->layerCountOrDepth : 1;
 
-    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
         resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
         useClearValue = true;
         clearValue.Color[0] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_R_FLOAT, 0);
@@ -2702,14 +2702,14 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
         clearValue.Color[3] = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_A_FLOAT, 0);
     }
 
-    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
         resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
         useClearValue = true;
         clearValue.DepthStencil.Depth = SDL_GetFloatProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_DEPTH_FLOAT, 0);
         clearValue.DepthStencil.Stencil = (UINT8)SDL_GetNumberProperty(textureCreateInfo->props, SDL_PROP_GPU_CREATETEXTURE_D3D12_CLEAR_STENCIL_UINT8, 0);
     }
 
-    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
         resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
     }
 
@@ -2768,9 +2768,9 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
     texture->resource = handle;
 
     // Create the SRV if applicable
-    if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) ||
-        (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) ||
-        (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) {
+    if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) ||
+        (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) ||
+        (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) {
         D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
 
         D3D12_INTERNAL_AssignCpuDescriptorHandle(
@@ -2841,7 +2841,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
             texture->subresources[subresourceIndex].dsvHandle.heap = NULL;
 
             // Create RTV if needed
-            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
                 texture->subresources[subresourceIndex].rtvHandles = (D3D12CPUDescriptor *)SDL_calloc(depth, sizeof(D3D12CPUDescriptor));
 
                 for (Uint32 depthIndex = 0; depthIndex < depth; depthIndex += 1) {
@@ -2880,7 +2880,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
             }
 
             // Create DSV if needed
-            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
                 D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc;
 
                 D3D12_INTERNAL_AssignCpuDescriptorHandle(
@@ -2901,7 +2901,7 @@ static D3D12Texture *D3D12_INTERNAL_CreateTexture(
             }
 
             // Create subresource UAV if necessary
-            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+            if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
                 D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc;
 
                 D3D12_INTERNAL_AssignCpuDescriptorHandle(
@@ -3007,11 +3007,11 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
         return NULL;
     }
 
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) {
         resourceFlags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
     }
 #if (defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
         resourceFlags |= D3D12XBOX_RESOURCE_FLAG_ALLOW_INDIRECT_BUFFER;
     }
 #endif
@@ -3088,7 +3088,7 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
     buffer->srvDescriptor.heap = NULL;
     buffer->cbvDescriptor.heap = NULL;
 
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) {
         D3D12_INTERNAL_AssignCpuDescriptorHandle(
             renderer,
             D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
@@ -3112,8 +3112,8 @@ static D3D12Buffer *D3D12_INTERNAL_CreateBuffer(
     }
 
     if (
-        (usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT) ||
-        (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT)) {
+        (usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ) ||
+        (usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ)) {
         D3D12_INTERNAL_AssignCpuDescriptorHandle(
             renderer,
             D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
@@ -3768,7 +3768,7 @@ static void D3D12_BeginRenderPass(
             framebufferHeight = h;
         }
 
-        if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT)) {
+        if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Color attachment texture was not designated as a color target!");
             return;
         }
@@ -3791,7 +3791,7 @@ static void D3D12_BeginRenderPass(
         }
 
         // Fixme:
-        if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT)) {
+        if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Depth stencil attachment texture was not designated as a depth target!");
             return;
         }
@@ -4765,7 +4765,7 @@ static void D3D12_BeginComputePass(
     if (storageTextureBindingCount > 0) {
         for (Uint32 i = 0; i < storageTextureBindingCount; i += 1) {
             D3D12TextureContainer *container = (D3D12TextureContainer *)storageTextureBindings[i].texture;
-            if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+            if (!(container->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
                 SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
             }
 
@@ -4788,7 +4788,7 @@ static void D3D12_BeginComputePass(
     if (storageBufferBindingCount > 0) {
         for (Uint32 i = 0; i < storageBufferBindingCount; i += 1) {
             D3D12BufferContainer *container = (D3D12BufferContainer *)storageBufferBindings[i].buffer;
-            if (!(container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+            if (!(container->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) {
                 SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
             }
             D3D12Buffer *buffer = D3D12_INTERNAL_PrepareBufferForWrite(
@@ -5875,7 +5875,7 @@ static bool D3D12_INTERNAL_CreateSwapchain(
     createInfo.width = width;
     createInfo.height = height;
     createInfo.format = SwapchainCompositionToSDLTextureFormat[swapchainComposition];
-    createInfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
+    createInfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
     createInfo.layerCountOrDepth = 1;
     createInfo.levelCount = 1;
 
@@ -6012,7 +6012,7 @@ static bool D3D12_INTERNAL_InitializeSwapchainTexture(
     pTextureContainer->header.info.layerCountOrDepth = 1;
     pTextureContainer->header.info.levelCount = 1;
     pTextureContainer->header.info.type = SDL_GPU_TEXTURETYPE_2D;
-    pTextureContainer->header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
+    pTextureContainer->header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
     pTextureContainer->header.info.sampleCount = SDL_GPU_SAMPLECOUNT_1;
     pTextureContainer->header.info.format = SwapchainCompositionToSDLTextureFormat[composition];
 
@@ -7324,19 +7324,19 @@ static bool D3D12_SupportsTextureFormat(
     }
 
     // Are the usage flags supported?
-    if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) {
+    if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE)) {
         return false;
     }
-    if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_LOAD)) {
+    if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_SHADER_LOAD)) {
         return false;
     }
-    if ((usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) && !(formatSupport.Support2 & D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE)) {
+    if ((usage & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) && !(formatSupport.Support2 & D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE)) {
         return false;
     }
-    if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
+    if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_RENDER_TARGET)) {
         return false;
     }
-    if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
+    if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) && !(formatSupport.Support1 & D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL)) {
         return false;
     }
 

+ 14 - 14
src/gpu/metal/SDL_gpu_metal.m

@@ -306,19 +306,19 @@ static MTLStoreAction SDLToMetal_StoreOp(
 };
 
 static MTLColorWriteMask SDLToMetal_ColorWriteMask(
-    SDL_GPUColorComponentFlagBits mask)
+    SDL_GPUColorComponentFlags mask)
 {
     MTLColorWriteMask result = 0;
-    if (mask & SDL_GPU_COLORCOMPONENT_R_BIT) {
+    if (mask & SDL_GPU_COLORCOMPONENT_R) {
         result |= MTLColorWriteMaskRed;
     }
-    if (mask & SDL_GPU_COLORCOMPONENT_G_BIT) {
+    if (mask & SDL_GPU_COLORCOMPONENT_G) {
         result |= MTLColorWriteMaskGreen;
     }
-    if (mask & SDL_GPU_COLORCOMPONENT_B_BIT) {
+    if (mask & SDL_GPU_COLORCOMPONENT_B) {
         result |= MTLColorWriteMaskBlue;
     }
-    if (mask & SDL_GPU_COLORCOMPONENT_A_BIT) {
+    if (mask & SDL_GPU_COLORCOMPONENT_A) {
         result |= MTLColorWriteMaskAlpha;
     }
     return result;
@@ -1311,16 +1311,16 @@ static MetalTexture *METAL_INTERNAL_CreateTexture(
     textureDescriptor.storageMode = MTLStorageModePrivate;
 
     textureDescriptor.usage = 0;
-    if (textureCreateInfo->usageFlags & (SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT |
-                                         SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT)) {
+    if (textureCreateInfo->usageFlags & (SDL_GPU_TEXTUREUSAGE_COLOR_TARGET |
+                                         SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
         textureDescriptor.usage |= MTLTextureUsageRenderTarget;
     }
-    if (textureCreateInfo->usageFlags & (SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT |
-                                         SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT |
-                                         SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) {
+    if (textureCreateInfo->usageFlags & (SDL_GPU_TEXTUREUSAGE_SAMPLER |
+                                         SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ |
+                                         SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) {
         textureDescriptor.usage |= MTLTextureUsageShaderRead;
     }
-    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+    if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
         textureDescriptor.usage |= MTLTextureUsageShaderWrite;
     }
 
@@ -3377,7 +3377,7 @@ static Uint8 METAL_INTERNAL_CreateSwapchain(
     windowData->textureContainer.header.info.levelCount = 1;
     windowData->textureContainer.header.info.layerCountOrDepth = 1;
     windowData->textureContainer.header.info.type = SDL_GPU_TEXTURETYPE_2D;
-    windowData->textureContainer.header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
+    windowData->textureContainer.header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
 
     drawableSize = windowData->layer.drawableSize;
     windowData->textureContainer.header.info.width = (Uint32)drawableSize.width;
@@ -3683,7 +3683,7 @@ static bool METAL_SupportsTextureFormat(
         MetalRenderer *renderer = (MetalRenderer *)driverData;
 
         // Only depth textures can be used as... depth textures
-        if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT)) {
+        if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
             if (!IsDepthFormat(format)) {
                 return false;
             }
@@ -3707,7 +3707,7 @@ static bool METAL_SupportsTextureFormat(
             if (@available(macOS 11.0, *)) {
                 return (
                     [renderer->device supportsBCTextureCompression] &&
-                    !(usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT));
+                    !(usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET));
             } else {
                 return false;
             }

+ 47 - 47
src/gpu/vulkan/SDL_gpu_vulkan.c

@@ -2728,17 +2728,17 @@ static VulkanBufferUsageMode VULKAN_INTERNAL_DefaultBufferUsageMode(
 {
     // NOTE: order matters here!
 
-    if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX_BIT) {
+    if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX) {
         return VULKAN_BUFFER_USAGE_MODE_VERTEX_READ;
-    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_INDEX_BIT) {
+    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_INDEX) {
         return VULKAN_BUFFER_USAGE_MODE_INDEX_READ;
-    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
         return VULKAN_BUFFER_USAGE_MODE_INDIRECT;
-    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT) {
+    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ) {
         return VULKAN_BUFFER_USAGE_MODE_GRAPHICS_STORAGE_READ;
-    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT) {
+    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ) {
         return VULKAN_BUFFER_USAGE_MODE_COMPUTE_STORAGE_READ;
-    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+    } else if (buffer->usageFlags & SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE) {
         return VULKAN_BUFFER_USAGE_MODE_COMPUTE_STORAGE_READ_WRITE;
     } else {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Buffer has no default usage mode!");
@@ -2752,17 +2752,17 @@ static VulkanTextureUsageMode VULKAN_INTERNAL_DefaultTextureUsageMode(
     // NOTE: order matters here!
     // NOTE: graphics storage bits and sampler bit are mutually exclusive!
 
-    if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) {
+    if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) {
         return VULKAN_TEXTURE_USAGE_MODE_SAMPLER;
-    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) {
+    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) {
         return VULKAN_TEXTURE_USAGE_MODE_GRAPHICS_STORAGE_READ;
-    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
         return VULKAN_TEXTURE_USAGE_MODE_COLOR_ATTACHMENT;
-    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
         return VULKAN_TEXTURE_USAGE_MODE_DEPTH_STENCIL_ATTACHMENT;
-    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT) {
+    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ) {
         return VULKAN_TEXTURE_USAGE_MODE_COMPUTE_STORAGE_READ;
-    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+    } else if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
         return VULKAN_TEXTURE_USAGE_MODE_COMPUTE_STORAGE_READ_WRITE;
     } else {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Texture has no default usage mode!");
@@ -2944,7 +2944,7 @@ static void VULKAN_INTERNAL_DestroyTexture(
 {
     // Clean up subresources
     for (Uint32 subresourceIndex = 0; subresourceIndex < texture->subresourceCount; subresourceIndex += 1) {
-        if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+        if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
             for (Uint32 depthIndex = 0; depthIndex < texture->depth; depthIndex += 1) {
                 VULKAN_INTERNAL_RemoveFramebuffersContainingView(
                     renderer,
@@ -2967,14 +2967,14 @@ static void VULKAN_INTERNAL_DestroyTexture(
             SDL_free(texture->subresources[subresourceIndex].renderTargetViews);
         }
 
-        if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+        if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
             renderer->vkDestroyImageView(
                 renderer->logicalDevice,
                 texture->subresources[subresourceIndex].computeWriteView,
                 NULL);
         }
 
-        if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+        if (texture->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
             renderer->vkDestroyImageView(
                 renderer->logicalDevice,
                 texture->subresources[subresourceIndex].depthStencilView,
@@ -4016,21 +4016,21 @@ static VulkanBuffer *VULKAN_INTERNAL_CreateBuffer(
     VkBufferUsageFlags vulkanUsageFlags = 0;
     Uint8 bindResult;
 
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_VERTEX) {
         vulkanUsageFlags |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
     }
 
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDEX_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDEX) {
         vulkanUsageFlags |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
     }
 
-    if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT |
-                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT |
-                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+    if (usageFlags & (SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ |
+                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ |
+                      SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE)) {
         vulkanUsageFlags |= VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
     }
 
-    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT_BIT) {
+    if (usageFlags & SDL_GPU_BUFFERUSAGE_INDIRECT) {
         vulkanUsageFlags |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
     }
 
@@ -4669,7 +4669,7 @@ static bool VULKAN_INTERNAL_CreateSwapchain(
         swapchainData->textureContainers[i].header.info.type = SDL_GPU_TEXTURETYPE_2D;
         swapchainData->textureContainers[i].header.info.levelCount = 1;
         swapchainData->textureContainers[i].header.info.sampleCount = SDL_GPU_SAMPLECOUNT_1;
-        swapchainData->textureContainers[i].header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
+        swapchainData->textureContainers[i].header.info.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
 
         swapchainData->textureContainers[i].activeTextureHandle = SDL_malloc(sizeof(VulkanTextureHandle));
 
@@ -4690,7 +4690,7 @@ static bool VULKAN_INTERNAL_CreateSwapchain(
         swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->levelCount = 1;
         swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->sampleCount = VK_SAMPLE_COUNT_1_BIT;
         swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->usageFlags =
-            SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
+            SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
         swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->aspectFlags = VK_IMAGE_ASPECT_COLOR_BIT;
         SDL_AtomicSet(&swapchainData->textureContainers[i].activeTextureHandle->vulkanTexture->referenceCount, 0);
 
@@ -5630,8 +5630,8 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     VkImageViewCreateInfo imageViewCreateInfo;
     Uint8 bindResult;
     Uint8 isRenderTarget =
-        ((textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) != 0) ||
-        ((textureUsageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) != 0);
+        ((textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) != 0) ||
+        ((textureUsageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) != 0);
     VkImageUsageFlags vkUsageFlags = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
     VulkanTexture *texture = SDL_malloc(sizeof(VulkanTexture));
 
@@ -5645,18 +5645,18 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
         imageCreateFlags |= VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT;
     }
 
-    if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) {
+    if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) {
         vkUsageFlags |= VK_IMAGE_USAGE_SAMPLED_BIT;
     }
-    if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+    if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
         vkUsageFlags |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
     }
-    if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+    if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
         vkUsageFlags |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
     }
-    if (textureUsageFlags & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT |
-                             SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT |
-                             SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+    if (textureUsageFlags & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ |
+                             SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ |
+                             SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
         vkUsageFlags |= VK_IMAGE_USAGE_STORAGE_BIT;
     }
 
@@ -5705,9 +5705,9 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
     texture->fullView = VK_NULL_HANDLE;
 
     if (
-        (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) ||
-        (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) ||
-        (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) {
+        (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER) ||
+        (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ) ||
+        (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ)) {
 
         imageViewCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
         imageViewCreateInfo.pNext = NULL;
@@ -5775,7 +5775,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
             texture->subresources[subresourceIndex].computeWriteView = VK_NULL_HANDLE;
             texture->subresources[subresourceIndex].depthStencilView = VK_NULL_HANDLE;
 
-            if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+            if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
                 texture->subresources[subresourceIndex].renderTargetViews = SDL_malloc(
                     texture->depth * sizeof(VkImageView));
 
@@ -5800,7 +5800,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
                 }
             }
 
-            if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) {
+            if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE) {
                 VULKAN_INTERNAL_CreateSubresourceView(
                     renderer,
                     texture,
@@ -5810,7 +5810,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
                     &texture->subresources[subresourceIndex].computeWriteView);
             }
 
-            if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+            if (textureUsageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
                 VULKAN_INTERNAL_CreateSubresourceView(
                     renderer,
                     texture,
@@ -5843,7 +5843,7 @@ static VulkanTexture *VULKAN_INTERNAL_CreateTexture(
                     texture->format,
                     texture->swizzle,
                     aspectMask,
-                    SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT,
+                    SDL_GPU_TEXTUREUSAGE_COLOR_TARGET,
                     true);
             }
         }
@@ -7787,7 +7787,7 @@ static void VULKAN_BeginRenderPass(
         }
 
         // FIXME: validate this in gpu.c
-        if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT)) {
+        if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Color attachment texture was not designated as a target!");
             return;
         }
@@ -7810,7 +7810,7 @@ static void VULKAN_BeginRenderPass(
         }
 
         // FIXME: validate this in gpu.c
-        if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT)) {
+        if (!(textureContainer->header.info.usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Depth stencil attachment texture was not designated as a target!");
             return;
         }
@@ -8162,7 +8162,7 @@ static void VULKAN_BeginComputePass(
 
     for (i = 0; i < storageTextureBindingCount; i += 1) {
         VulkanTextureContainer *textureContainer = (VulkanTextureContainer *)storageTextureBindings[i].texture;
-        if (!(textureContainer->activeTextureHandle->vulkanTexture->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+        if (!(textureContainer->activeTextureHandle->vulkanTexture->usageFlags & SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Attempted to bind read-only texture as compute write texture");
         }
 
@@ -10775,18 +10775,18 @@ static bool VULKAN_SupportsTextureFormat(
     VkImageFormatProperties properties;
     VkResult vulkanResult;
 
-    if (usage & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) {
+    if (usage & SDL_GPU_TEXTUREUSAGE_SAMPLER) {
         vulkanUsage |= VK_IMAGE_USAGE_SAMPLED_BIT;
     }
-    if (usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) {
+    if (usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET) {
         vulkanUsage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
     }
-    if (usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
+    if (usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET) {
         vulkanUsage |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
     }
-    if (usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT |
-                 SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT |
-                 SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT)) {
+    if (usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ |
+                 SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ |
+                 SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE)) {
         vulkanUsage |= VK_IMAGE_USAGE_STORAGE_BIT;
     }
 

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

@@ -173,7 +173,7 @@ 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_GPUTextureUsageFlags usage = SDL_GPU_TEXTUREUSAGE_SAMPLER;
 
     format = PixFormatToTexFormat(texture->format);
 
@@ -211,7 +211,7 @@ static bool GPU_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_
     }
 
     if (texture->access == SDL_TEXTUREACCESS_TARGET) {
-        usage |= SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT;
+        usage |= SDL_GPU_TEXTUREUSAGE_COLOR_TARGET;
     }
 
     texture->internal = data;
@@ -603,7 +603,7 @@ static bool InitVertexBuffer(GPU_RenderData *data, Uint32 size)
     SDL_GPUBufferCreateInfo bci;
     SDL_zero(bci);
     bci.sizeInBytes = size;
-    bci.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX_BIT;
+    bci.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX;
 
     data->vertices.buffer = SDL_CreateGPUBuffer(data->device, &bci);
 
@@ -923,7 +923,7 @@ static bool CreateBackbuffer(GPU_RenderData *data, Uint32 w, Uint32 h, SDL_GPUTe
     tci.layerCountOrDepth = 1;
     tci.levelCount = 1;
     tci.sampleCount = SDL_GPU_SAMPLECOUNT_1;
-    tci.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT;
+    tci.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
 
     data->backbuffer.texture = SDL_CreateGPUTexture(data->device, &tci);
     data->backbuffer.width = w;

+ 3 - 3
test/testgpu_spinning_cube.c

@@ -259,7 +259,7 @@ CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
     depthtex_createinfo.layerCountOrDepth = 1;
     depthtex_createinfo.levelCount = 1;
     depthtex_createinfo.sampleCount = render_state.sample_count;
-    depthtex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT;
+    depthtex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
     depthtex_createinfo.props = 0;
 
     result = SDL_CreateGPUTexture(gpu_device, &depthtex_createinfo);
@@ -285,7 +285,7 @@ CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
     msaatex_createinfo.layerCountOrDepth = 1;
     msaatex_createinfo.levelCount = 1;
     msaatex_createinfo.sampleCount = render_state.sample_count;
-    msaatex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT;
+    msaatex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
     msaatex_createinfo.props = 0;
 
     result = SDL_CreateGPUTexture(gpu_device, &msaatex_createinfo);
@@ -492,7 +492,7 @@ init_render_state(int msaa)
 
     /* Create buffers */
 
-    buffer_desc.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX_BIT;
+    buffer_desc.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX;
     buffer_desc.sizeInBytes = sizeof(vertex_data);
     buffer_desc.props = 0;
     render_state.buf_vertex = SDL_CreateGPUBuffer(