Browse Source

Use stdbool internally in SDL

Sam Lantinga 11 months ago
parent
commit
5518aca054

+ 1 - 1
src/audio/SDL_audio.c

@@ -1897,7 +1897,7 @@ SDL_bool SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams
             SDL_AudioStream *stream = streams[i];
             if (!stream) {
                 SDL_SetError("Stream #%d is NULL", i);
-                result = false;  // to pacify the static analyzer, that doesn't realize SDL_SetError() always returns SDL_FALSE.
+                result = false;  // to pacify the static analyzer, that doesn't realize SDL_SetError() always returns false.
             } else {
                 SDL_LockMutex(stream->lock);
                 SDL_assert((stream->bound_device == NULL) == ((stream->prev_binding == NULL) || (stream->next_binding == NULL)));

+ 2 - 2
src/file/SDL_iostream.c

@@ -286,7 +286,7 @@ static SDL_bool SDLCALL windows_file_close(void *userdata)
     }
     SDL_free(iodata->data);
     SDL_free(iodata);
-    return SDL_TRUE;
+    return true;
 }
 #endif // defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)
 
@@ -514,7 +514,7 @@ static size_t SDLCALL mem_write(void *userdata, const void *ptr, size_t size, SD
 static SDL_bool SDLCALL mem_close(void *userdata)
 {
     SDL_free(userdata);
-    return SDL_TRUE;
+    return true;
 }
 
 // Functions to create SDL_IOStream structures from various data sources

+ 76 - 76
src/gpu/SDL_gpu.c

@@ -176,7 +176,7 @@ SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
     blitPipelineCreateInfo.attachmentInfo.colorAttachmentDescriptions = &colorAttachmentDesc;
     blitPipelineCreateInfo.attachmentInfo.colorAttachmentCount = 1;
     blitPipelineCreateInfo.attachmentInfo.depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary
-    blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = SDL_FALSE;
+    blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = false;
 
     blitPipelineCreateInfo.vertexShader = blitVertexShader;
     if (sourceTextureType == SDL_GPU_TEXTURETYPE_CUBE) {
@@ -230,7 +230,7 @@ void SDL_GPU_BlitCommon(
     SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
     SDL_GPUFilter filterMode,
-    SDL_bool cycle,
+    bool cycle,
     SDL_GPUSampler *blitLinearSampler,
     SDL_GPUSampler *blitNearestSampler,
     SDL_GPUShader *blitVertexShader,
@@ -399,22 +399,22 @@ SDL_GPUDevice *SDL_CreateGPUDevice(
     SDL_GPUDevice *result;
     SDL_PropertiesID props = SDL_CreateProperties();
     if (formatFlags & SDL_GPU_SHADERFORMAT_SECRET) {
-        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_TRUE);
+        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, true);
     }
     if (formatFlags & SDL_GPU_SHADERFORMAT_SPIRV) {
-        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_TRUE);
+        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, true);
     }
     if (formatFlags & SDL_GPU_SHADERFORMAT_DXBC) {
-        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_TRUE);
+        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, true);
     }
     if (formatFlags & SDL_GPU_SHADERFORMAT_DXIL) {
-        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_TRUE);
+        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, true);
     }
     if (formatFlags & SDL_GPU_SHADERFORMAT_MSL) {
-        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_TRUE);
+        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, true);
     }
     if (formatFlags & SDL_GPU_SHADERFORMAT_METALLIB) {
-        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_TRUE);
+        SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, true);
     }
     SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debugMode);
     SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
@@ -426,8 +426,8 @@ SDL_GPUDevice *SDL_CreateGPUDevice(
 SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
 {
     SDL_GPUShaderFormat formatFlags = 0;
-    SDL_bool debugMode;
-    SDL_bool preferLowPower;
+    bool debugMode;
+    bool preferLowPower;
 
     int i;
     const char *gpudriver;
@@ -440,27 +440,27 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
         return NULL;
     }
 
-    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_FALSE)) {
+    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, false)) {
         formatFlags |= SDL_GPU_SHADERFORMAT_SECRET;
     }
-    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_FALSE)) {
+    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, false)) {
         formatFlags |= SDL_GPU_SHADERFORMAT_SPIRV;
     }
-    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_FALSE)) {
+    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, false)) {
         formatFlags |= SDL_GPU_SHADERFORMAT_DXBC;
     }
-    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_FALSE)) {
+    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, false)) {
         formatFlags |= SDL_GPU_SHADERFORMAT_DXIL;
     }
-    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_FALSE)) {
+    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, false)) {
         formatFlags |= SDL_GPU_SHADERFORMAT_MSL;
     }
-    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_FALSE)) {
+    if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, false)) {
         formatFlags |= SDL_GPU_SHADERFORMAT_METALLIB;
     }
 
-    debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, SDL_TRUE);
-    preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, SDL_FALSE);
+    debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, true);
+    preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false);
 
     gpudriver = SDL_GetHint(SDL_HINT_GPU_DRIVER);
     if (gpudriver == NULL) {
@@ -552,10 +552,10 @@ SDL_bool SDL_SupportsGPUTextureFormat(
     SDL_GPUTextureType type,
     SDL_GPUTextureUsageFlags usage)
 {
-    CHECK_DEVICE_MAGIC(device, SDL_FALSE);
+    CHECK_DEVICE_MAGIC(device, false);
 
     if (device->debugMode) {
-        CHECK_TEXTUREFORMAT_ENUM_INVALID(format, SDL_FALSE)
+        CHECK_TEXTUREFORMAT_ENUM_INVALID(format, false)
     }
 
     return device->SupportsTextureFormat(
@@ -701,7 +701,7 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
     }
 
     if (device->debugMode) {
-        SDL_bool failed = SDL_FALSE;
+        bool failed = false;
 
         const Uint32 MAX_2D_DIMENSION = 16384;
         const Uint32 MAX_3D_DIMENSION = 2048;
@@ -711,86 +711,86 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
 
         if (textureCreateInfo->width <= 0 || textureCreateInfo->height <= 0 || textureCreateInfo->layerCountOrDepth <= 0) {
             SDL_assert_release(!"For any texture: width, height, and layerCountOrDepth must be >= 1");
-            failed = SDL_TRUE;
+            failed = true;
         }
         if (textureCreateInfo->levelCount <= 0) {
             SDL_assert_release(!"For any texture: levelCount must be >= 1");
-            failed = SDL_TRUE;
+            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");
-            failed = SDL_TRUE;
+            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");
-            failed = SDL_TRUE;
+            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");
-            failed = SDL_TRUE;
+            failed = true;
         }
 
         if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
             // Cubemap validation
             if (textureCreateInfo->width != textureCreateInfo->height) {
                 SDL_assert_release(!"For cube textures: width and height must be identical");
-                failed = SDL_TRUE;
+                failed = true;
             }
             if (textureCreateInfo->width > MAX_2D_DIMENSION || textureCreateInfo->height > MAX_2D_DIMENSION) {
                 SDL_assert_release(!"For cube textures: width and height must be <= 16384");
-                failed = SDL_TRUE;
+                failed = true;
             }
             if (textureCreateInfo->layerCountOrDepth != 6) {
                 SDL_assert_release(!"For cube textures: layerCountOrDepth must be 6");
-                failed = SDL_TRUE;
+                failed = true;
             }
             if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
                 SDL_assert_release(!"For cube textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
-                failed = SDL_TRUE;
+                failed = true;
             }
             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;
+                failed = true;
             }
         } else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) {
             // 3D Texture Validation
             if (textureCreateInfo->width > MAX_3D_DIMENSION || textureCreateInfo->height > MAX_3D_DIMENSION || textureCreateInfo->layerCountOrDepth > MAX_3D_DIMENSION) {
                 SDL_assert_release(!"For 3D textures: width, height, and layerCountOrDepth must be <= 2048");
-                failed = SDL_TRUE;
+                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");
-                failed = SDL_TRUE;
+                failed = true;
             }
             if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
                 SDL_assert_release(!"For 3D textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
-                failed = SDL_TRUE;
+                failed = true;
             }
             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;
+                failed = true;
             }
         } 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");
-                    failed = SDL_TRUE;
+                    failed = true;
                 }
                 if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
                     SDL_assert_release(!"For array textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
-                    failed = SDL_TRUE;
+                    failed = true;
                 }
             } else {
                 // 2D Texture Validation
                 if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1 && textureCreateInfo->levelCount > 1) {
                     SDL_assert_release(!"For 2D textures: if sampleCount is >= SDL_GPU_SAMPLECOUNT_1, then levelCount must be 1");
-                    failed = SDL_TRUE;
+                    failed = true;
                 }
             }
             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;
+                failed = true;
             }
         }
 
@@ -1058,14 +1058,14 @@ SDL_GPUCommandBuffer *SDL_AcquireGPUCommandBuffer(
     commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
     commandBufferHeader->device = device;
     commandBufferHeader->renderPass.commandBuffer = commandBuffer;
-    commandBufferHeader->renderPass.inProgress = SDL_FALSE;
-    commandBufferHeader->graphicsPipelineBound = SDL_FALSE;
+    commandBufferHeader->renderPass.inProgress = false;
+    commandBufferHeader->graphicsPipelineBound = false;
     commandBufferHeader->computePass.commandBuffer = commandBuffer;
-    commandBufferHeader->computePass.inProgress = SDL_FALSE;
-    commandBufferHeader->computePipelineBound = SDL_FALSE;
+    commandBufferHeader->computePass.inProgress = false;
+    commandBufferHeader->computePipelineBound = false;
     commandBufferHeader->copyPass.commandBuffer = commandBuffer;
-    commandBufferHeader->copyPass.inProgress = SDL_FALSE;
-    commandBufferHeader->submitted = SDL_FALSE;
+    commandBufferHeader->copyPass.inProgress = false;
+    commandBufferHeader->submitted = false;
 
     return commandBuffer;
 }
@@ -1196,7 +1196,7 @@ SDL_GPURenderPass *SDL_BeginGPURenderPass(
         depthStencilAttachmentInfo);
 
     commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
-    commandBufferHeader->renderPass.inProgress = SDL_TRUE;
+    commandBufferHeader->renderPass.inProgress = true;
     return (SDL_GPURenderPass *)&(commandBufferHeader->renderPass);
 }
 
@@ -1220,7 +1220,7 @@ void SDL_BindGPUGraphicsPipeline(
         graphicsPipeline);
 
     commandBufferHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
-    commandBufferHeader->graphicsPipelineBound = SDL_TRUE;
+    commandBufferHeader->graphicsPipelineBound = true;
 }
 
 void SDL_SetGPUViewport(
@@ -1601,8 +1601,8 @@ void SDL_EndGPURenderPass(
         RENDERPASS_COMMAND_BUFFER);
 
     commandBufferCommonHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
-    commandBufferCommonHeader->renderPass.inProgress = SDL_FALSE;
-    commandBufferCommonHeader->graphicsPipelineBound = SDL_FALSE;
+    commandBufferCommonHeader->renderPass.inProgress = false;
+    commandBufferCommonHeader->graphicsPipelineBound = false;
 }
 
 // Compute Pass
@@ -1649,7 +1649,7 @@ SDL_GPUComputePass *SDL_BeginGPUComputePass(
         storageBufferBindingCount);
 
     commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
-    commandBufferHeader->computePass.inProgress = SDL_TRUE;
+    commandBufferHeader->computePass.inProgress = true;
     return (SDL_GPUComputePass *)&(commandBufferHeader->computePass);
 }
 
@@ -1677,7 +1677,7 @@ void SDL_BindGPUComputePipeline(
         computePipeline);
 
     commandBufferHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
-    commandBufferHeader->computePipelineBound = SDL_TRUE;
+    commandBufferHeader->computePipelineBound = true;
 }
 
 void SDL_BindGPUComputeStorageTextures(
@@ -1794,8 +1794,8 @@ void SDL_EndGPUComputePass(
         COMPUTEPASS_COMMAND_BUFFER);
 
     commandBufferCommonHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
-    commandBufferCommonHeader->computePass.inProgress = SDL_FALSE;
-    commandBufferCommonHeader->computePipelineBound = SDL_FALSE;
+    commandBufferCommonHeader->computePass.inProgress = false;
+    commandBufferCommonHeader->computePipelineBound = false;
 }
 
 // TransferBuffer Data
@@ -1853,7 +1853,7 @@ SDL_GPUCopyPass *SDL_BeginGPUCopyPass(
         commandBuffer);
 
     commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
-    commandBufferHeader->copyPass.inProgress = SDL_TRUE;
+    commandBufferHeader->copyPass.inProgress = true;
     return (SDL_GPUCopyPass *)&(commandBufferHeader->copyPass);
 }
 
@@ -2036,7 +2036,7 @@ void SDL_EndGPUCopyPass(
     COPYPASS_DEVICE->EndCopyPass(
         COPYPASS_COMMAND_BUFFER);
 
-    ((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = SDL_FALSE;
+    ((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = false;
 }
 
 void SDL_GenerateGPUMipmaps(
@@ -2099,7 +2099,7 @@ void SDL_BlitGPU(
         CHECK_ANY_PASS_IN_PROGRESS("Cannot blit during a pass!", )
 
         // Validation
-        SDL_bool failed = SDL_FALSE;
+        bool failed = false;
         TextureCommonHeader *srcHeader = (TextureCommonHeader *)source->texture;
         TextureCommonHeader *dstHeader = (TextureCommonHeader *)destination->texture;
 
@@ -2109,19 +2109,19 @@ void SDL_BlitGPU(
         }
         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");
-            failed = SDL_TRUE;
+            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");
-            failed = SDL_TRUE;
+            failed = true;
         }
         if (IsDepthFormat(srcHeader->info.format)) {
             SDL_assert_release(!"Blit source texture cannot have a depth format");
-            failed = SDL_TRUE;
+            failed = true;
         }
         if (source->w == 0 || source->h == 0 || destination->w == 0 || destination->h == 0) {
             SDL_assert_release(!"Blit source/destination regions must have non-zero width, height, and depth");
-            failed = SDL_TRUE;
+            failed = true;
         }
 
         if (failed) {
@@ -2145,14 +2145,14 @@ SDL_bool SDL_SupportsGPUSwapchainComposition(
     SDL_Window *window,
     SDL_GPUSwapchainComposition swapchainComposition)
 {
-    CHECK_DEVICE_MAGIC(device, SDL_FALSE);
+    CHECK_DEVICE_MAGIC(device, false);
     if (window == NULL) {
         SDL_InvalidParamError("window");
-        return SDL_FALSE;
+        return false;
     }
 
     if (device->debugMode) {
-        CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, SDL_FALSE)
+        CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, false)
     }
 
     return device->SupportsSwapchainComposition(
@@ -2166,14 +2166,14 @@ SDL_bool SDL_SupportsGPUPresentMode(
     SDL_Window *window,
     SDL_GPUPresentMode presentMode)
 {
-    CHECK_DEVICE_MAGIC(device, SDL_FALSE);
+    CHECK_DEVICE_MAGIC(device, false);
     if (window == NULL) {
         SDL_InvalidParamError("window");
-        return SDL_FALSE;
+        return false;
     }
 
     if (device->debugMode) {
-        CHECK_PRESENTMODE_ENUM_INVALID(presentMode, SDL_FALSE)
+        CHECK_PRESENTMODE_ENUM_INVALID(presentMode, false)
     }
 
     return device->SupportsPresentMode(
@@ -2186,10 +2186,10 @@ SDL_bool SDL_ClaimGPUWindow(
     SDL_GPUDevice *device,
     SDL_Window *window)
 {
-    CHECK_DEVICE_MAGIC(device, SDL_FALSE);
+    CHECK_DEVICE_MAGIC(device, false);
     if (window == NULL) {
         SDL_InvalidParamError("window");
-        return SDL_FALSE;
+        return false;
     }
 
     return device->ClaimWindow(
@@ -2218,15 +2218,15 @@ SDL_bool SDL_SetGPUSwapchainParameters(
     SDL_GPUSwapchainComposition swapchainComposition,
     SDL_GPUPresentMode presentMode)
 {
-    CHECK_DEVICE_MAGIC(device, SDL_FALSE);
+    CHECK_DEVICE_MAGIC(device, false);
     if (window == NULL) {
         SDL_InvalidParamError("window");
-        return SDL_FALSE;
+        return false;
     }
 
     if (device->debugMode) {
-        CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, SDL_FALSE)
-        CHECK_PRESENTMODE_ENUM_INVALID(presentMode, SDL_FALSE)
+        CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, false)
+        CHECK_PRESENTMODE_ENUM_INVALID(presentMode, false)
     }
 
     return device->SetSwapchainParameters(
@@ -2307,7 +2307,7 @@ void SDL_SubmitGPU(
         }
     }
 
-    commandBufferHeader->submitted = SDL_TRUE;
+    commandBufferHeader->submitted = true;
 
     COMMAND_BUFFER_DEVICE->Submit(
         commandBuffer);
@@ -2334,7 +2334,7 @@ SDL_GPUFence *SDL_SubmitGPUAndAcquireFence(
         }
     }
 
-    commandBufferHeader->submitted = SDL_TRUE;
+    commandBufferHeader->submitted = true;
 
     return COMMAND_BUFFER_DEVICE->SubmitAndAcquireFence(
         commandBuffer);
@@ -2372,10 +2372,10 @@ SDL_bool SDL_QueryGPUFence(
     SDL_GPUDevice *device,
     SDL_GPUFence *fence)
 {
-    CHECK_DEVICE_MAGIC(device, SDL_FALSE);
+    CHECK_DEVICE_MAGIC(device, false);
     if (fence == NULL) {
         SDL_InvalidParamError("fence");
-        return SDL_FALSE;
+        return false;
     }
 
     return device->QueryFence(

+ 31 - 31
src/gpu/SDL_sysgpu.h

@@ -29,18 +29,18 @@
 typedef struct Pass
 {
     SDL_GPUCommandBuffer *commandBuffer;
-    SDL_bool inProgress;
+    bool inProgress;
 } Pass;
 
 typedef struct CommandBufferCommonHeader
 {
     SDL_GPUDevice *device;
     Pass renderPass;
-    SDL_bool graphicsPipelineBound;
+    bool graphicsPipelineBound;
     Pass computePass;
-    SDL_bool computePipelineBound;
+    bool computePipelineBound;
     Pass copyPass;
-    SDL_bool submitted;
+    bool submitted;
 } CommandBufferCommonHeader;
 
 typedef struct TextureCommonHeader
@@ -117,7 +117,7 @@ static inline Sint32 Texture_GetBlockSize(
     }
 }
 
-static inline SDL_bool IsDepthFormat(
+static inline bool IsDepthFormat(
     SDL_GPUTextureFormat format)
 {
     switch (format) {
@@ -126,27 +126,27 @@ static inline SDL_bool IsDepthFormat(
     case SDL_GPU_TEXTUREFORMAT_D32_FLOAT:
     case SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT:
     case SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT:
-        return SDL_TRUE;
+        return true;
 
     default:
-        return SDL_FALSE;
+        return false;
     }
 }
 
-static inline SDL_bool IsStencilFormat(
+static inline bool IsStencilFormat(
     SDL_GPUTextureFormat format)
 {
     switch (format) {
     case SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT:
     case SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT:
-        return SDL_TRUE;
+        return true;
 
     default:
-        return SDL_FALSE;
+        return false;
     }
 }
 
-static inline SDL_bool IsIntegerFormat(
+static inline bool IsIntegerFormat(
     SDL_GPUTextureFormat format)
 {
     switch (format) {
@@ -156,10 +156,10 @@ static inline SDL_bool IsIntegerFormat(
     case SDL_GPU_TEXTUREFORMAT_R16_UINT:
     case SDL_GPU_TEXTUREFORMAT_R16G16_UINT:
     case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT:
-        return SDL_TRUE;
+        return true;
 
     default:
-        return SDL_FALSE;
+        return false;
     }
 }
 
@@ -252,7 +252,7 @@ void SDL_GPU_BlitCommon(
     SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
     SDL_GPUFilter filterMode,
-    SDL_bool cycle,
+    bool cycle,
     SDL_GPUSampler *blitLinearSampler,
     SDL_GPUSampler *blitNearestSampler,
     SDL_GPUShader *blitVertexShader,
@@ -524,7 +524,7 @@ struct SDL_GPUDevice
     void *(*MapTransferBuffer)(
         SDL_GPURenderer *device,
         SDL_GPUTransferBuffer *transferBuffer,
-        SDL_bool cycle);
+        bool cycle);
 
     void (*UnmapTransferBuffer)(
         SDL_GPURenderer *device,
@@ -539,13 +539,13 @@ struct SDL_GPUDevice
         SDL_GPUCommandBuffer *commandBuffer,
         SDL_GPUTextureTransferInfo *source,
         SDL_GPUTextureRegion *destination,
-        SDL_bool cycle);
+        bool cycle);
 
     void (*UploadToBuffer)(
         SDL_GPUCommandBuffer *commandBuffer,
         SDL_GPUTransferBufferLocation *source,
         SDL_GPUBufferRegion *destination,
-        SDL_bool cycle);
+        bool cycle);
 
     void (*CopyTextureToTexture)(
         SDL_GPUCommandBuffer *commandBuffer,
@@ -554,14 +554,14 @@ struct SDL_GPUDevice
         Uint32 w,
         Uint32 h,
         Uint32 d,
-        SDL_bool cycle);
+        bool cycle);
 
     void (*CopyBufferToBuffer)(
         SDL_GPUCommandBuffer *commandBuffer,
         SDL_GPUBufferLocation *source,
         SDL_GPUBufferLocation *destination,
         Uint32 size,
-        SDL_bool cycle);
+        bool cycle);
 
     void (*GenerateMipmaps)(
         SDL_GPUCommandBuffer *commandBuffer,
@@ -586,21 +586,21 @@ struct SDL_GPUDevice
         SDL_GPUBlitRegion *destination,
         SDL_FlipMode flipMode,
         SDL_GPUFilter filterMode,
-        SDL_bool cycle);
+        bool cycle);
 
     // Submission/Presentation
 
-    SDL_bool (*SupportsSwapchainComposition)(
+    bool (*SupportsSwapchainComposition)(
         SDL_GPURenderer *driverData,
         SDL_Window *window,
         SDL_GPUSwapchainComposition swapchainComposition);
 
-    SDL_bool (*SupportsPresentMode)(
+    bool (*SupportsPresentMode)(
         SDL_GPURenderer *driverData,
         SDL_Window *window,
         SDL_GPUPresentMode presentMode);
 
-    SDL_bool (*ClaimWindow)(
+    bool (*ClaimWindow)(
         SDL_GPURenderer *driverData,
         SDL_Window *window);
 
@@ -608,7 +608,7 @@ struct SDL_GPUDevice
         SDL_GPURenderer *driverData,
         SDL_Window *window);
 
-    SDL_bool (*SetSwapchainParameters)(
+    bool (*SetSwapchainParameters)(
         SDL_GPURenderer *driverData,
         SDL_Window *window,
         SDL_GPUSwapchainComposition swapchainComposition,
@@ -638,11 +638,11 @@ struct SDL_GPUDevice
 
     void (*WaitForFences)(
         SDL_GPURenderer *driverData,
-        SDL_bool waitAll,
+        bool waitAll,
         SDL_GPUFence **pFences,
         Uint32 fenceCount);
 
-    SDL_bool (*QueryFence)(
+    bool (*QueryFence)(
         SDL_GPURenderer *driverData,
         SDL_GPUFence *fence);
 
@@ -652,13 +652,13 @@ struct SDL_GPUDevice
 
     // Feature Queries
 
-    SDL_bool (*SupportsTextureFormat)(
+    bool (*SupportsTextureFormat)(
         SDL_GPURenderer *driverData,
         SDL_GPUTextureFormat format,
         SDL_GPUTextureType type,
         SDL_GPUTextureUsageFlags usage);
 
-    SDL_bool (*SupportsSampleCount)(
+    bool (*SupportsSampleCount)(
         SDL_GPURenderer *driverData,
         SDL_GPUTextureFormat format,
         SDL_GPUSampleCount desiredSampleCount);
@@ -670,7 +670,7 @@ struct SDL_GPUDevice
     SDL_GPUDriver backend;
 
     // Store this for SDL_gpu.c's debug layer
-    SDL_bool debugMode;
+    bool debugMode;
     SDL_GPUShaderFormat shaderFormats;
 };
 
@@ -758,8 +758,8 @@ typedef struct SDL_GPUBootstrap
     const char *Name;
     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);
+    bool (*PrepareDriver)(SDL_VideoDevice *_this);
+    SDL_GPUDevice *(*CreateDevice)(bool debugMode, bool preferLowPower, SDL_PropertiesID props);
 } SDL_GPUBootstrap;
 
 #ifdef __cplusplus

+ 119 - 119
src/gpu/d3d11/SDL_gpu_d3d11.c

@@ -383,7 +383,7 @@ typedef struct D3D11TextureContainer
     TextureCommonHeader header;
 
     D3D11Texture *activeTexture;
-    SDL_bool canBeCycled;
+    bool canBeCycled;
 
     Uint32 textureCapacity;
     Uint32 textureCount;
@@ -612,19 +612,19 @@ typedef struct D3D11CommandBuffer
 
     // Resource slot state
 
-    SDL_bool needVertexBufferBind;
+    bool needVertexBufferBind;
 
-    SDL_bool needVertexSamplerBind;
-    SDL_bool needVertexResourceBind;
-    SDL_bool needVertexUniformBufferBind;
+    bool needVertexSamplerBind;
+    bool needVertexResourceBind;
+    bool needVertexUniformBufferBind;
 
-    SDL_bool needFragmentSamplerBind;
-    SDL_bool needFragmentResourceBind;
-    SDL_bool needFragmentUniformBufferBind;
+    bool needFragmentSamplerBind;
+    bool needFragmentResourceBind;
+    bool needFragmentUniformBufferBind;
 
-    SDL_bool needComputeUAVBind;
-    SDL_bool needComputeSRVBind;
-    SDL_bool needComputeUniformBufferBind;
+    bool needComputeUAVBind;
+    bool needComputeSRVBind;
+    bool needComputeUniformBufferBind;
 
     ID3D11Buffer *vertexBuffers[MAX_BUFFER_BINDINGS];
     Uint32 vertexBufferOffsets[MAX_BUFFER_BINDINGS];
@@ -1678,7 +1678,7 @@ static void D3D11_SetTextureName(
     }
 }
 
-static SDL_bool D3D11_INTERNAL_StrToWStr(
+static bool D3D11_INTERNAL_StrToWStr(
     D3D11Renderer *renderer,
     const char *str,
     wchar_t *wstr,
@@ -1708,12 +1708,12 @@ static SDL_bool D3D11_INTERNAL_StrToWStr(
     case SDL_ICONV_EILSEQ:
     case SDL_ICONV_EINVAL:
         SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Failed to convert string to wchar_t!");
-        return SDL_FALSE;
+        return false;
     default:
         break;
     }
 
-    return SDL_TRUE;
+    return true;
 }
 
 static void D3D11_InsertDebugLabel(
@@ -2150,7 +2150,7 @@ static D3D11Texture *D3D11_INTERNAL_CreateTexture(
     return d3d11Texture;
 }
 
-static SDL_bool D3D11_SupportsSampleCount(
+static bool D3D11_SupportsSampleCount(
     SDL_GPURenderer *driverData,
     SDL_GPUTextureFormat format,
     SDL_GPUSampleCount sampleCount)
@@ -2263,7 +2263,7 @@ static D3D11TextureSubresource *D3D11_INTERNAL_PrepareTextureSubresourceForWrite
     D3D11TextureContainer *container,
     Uint32 layer,
     Uint32 level,
-    SDL_bool cycle)
+    bool cycle)
 {
     D3D11TextureSubresource *subresource = D3D11_INTERNAL_FetchTextureSubresource(
         container,
@@ -2495,7 +2495,7 @@ static void D3D11_INTERNAL_CycleActiveBuffer(
 static D3D11Buffer *D3D11_INTERNAL_PrepareBufferForWrite(
     D3D11Renderer *renderer,
     D3D11BufferContainer *container,
-    SDL_bool cycle)
+    bool cycle)
 {
     if (
         cycle &&
@@ -2585,7 +2585,7 @@ static void D3D11_INTERNAL_CycleActiveTransferBuffer(
 static void *D3D11_MapTransferBuffer(
     SDL_GPURenderer *driverData,
     SDL_GPUTransferBuffer *transferBuffer,
-    SDL_bool cycle)
+    bool cycle)
 {
     D3D11Renderer *renderer = (D3D11Renderer *)driverData;
     D3D11TransferBufferContainer *container = (D3D11TransferBufferContainer *)transferBuffer;
@@ -2625,7 +2625,7 @@ static void D3D11_UploadToTexture(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUTextureTransferInfo *source,
     SDL_GPUTextureRegion *destination,
-    SDL_bool cycle)
+    bool cycle)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@@ -2715,7 +2715,7 @@ static void D3D11_UploadToBuffer(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUTransferBufferLocation *source,
     SDL_GPUBufferRegion *destination,
-    SDL_bool cycle)
+    bool cycle)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@@ -2938,7 +2938,7 @@ static void D3D11_CopyTextureToTexture(
     Uint32 w,
     Uint32 h,
     Uint32 d,
-    SDL_bool cycle)
+    bool cycle)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@@ -2979,7 +2979,7 @@ static void D3D11_CopyBufferToBuffer(
     SDL_GPUBufferLocation *source,
     SDL_GPUBufferLocation *destination,
     Uint32 size,
-    SDL_bool cycle)
+    bool cycle)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@@ -3111,7 +3111,7 @@ static D3D11CommandBuffer *D3D11_INTERNAL_GetInactiveCommandBufferFromPool(
     return commandBuffer;
 }
 
-static SDL_bool D3D11_INTERNAL_CreateFence(
+static bool D3D11_INTERNAL_CreateFence(
     D3D11Renderer *renderer)
 {
     D3D11_QUERY_DESC queryDesc;
@@ -3142,10 +3142,10 @@ static SDL_bool D3D11_INTERNAL_CreateFence(
     renderer->availableFences[renderer->availableFenceCount] = fence;
     renderer->availableFenceCount += 1;
 
-    return SDL_TRUE;
+    return true;
 }
 
-static SDL_bool D3D11_INTERNAL_AcquireFence(
+static bool D3D11_INTERNAL_AcquireFence(
     D3D11CommandBuffer *commandBuffer)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
@@ -3159,7 +3159,7 @@ static SDL_bool D3D11_INTERNAL_AcquireFence(
         if (!D3D11_INTERNAL_CreateFence(renderer)) {
             SDL_UnlockMutex(renderer->fenceLock);
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Failed to create fence!");
-            return SDL_FALSE;
+            return false;
         }
     }
 
@@ -3172,7 +3172,7 @@ static SDL_bool D3D11_INTERNAL_AcquireFence(
     commandBuffer->fence = fence;
     (void)SDL_AtomicIncRef(&commandBuffer->fence->referenceCount);
 
-    return SDL_TRUE;
+    return true;
 }
 
 static SDL_GPUCommandBuffer *D3D11_AcquireCommandBuffer(
@@ -3200,15 +3200,15 @@ static SDL_GPUCommandBuffer *D3D11_AcquireCommandBuffer(
         commandBuffer->computeUniformBuffers[i] = NULL;
     }
 
-    commandBuffer->needVertexSamplerBind = SDL_TRUE;
-    commandBuffer->needVertexResourceBind = SDL_TRUE;
-    commandBuffer->needVertexUniformBufferBind = SDL_TRUE;
-    commandBuffer->needFragmentSamplerBind = SDL_TRUE;
-    commandBuffer->needFragmentResourceBind = SDL_TRUE;
-    commandBuffer->needFragmentUniformBufferBind = SDL_TRUE;
-    commandBuffer->needComputeUAVBind = SDL_TRUE;
-    commandBuffer->needComputeSRVBind = SDL_TRUE;
-    commandBuffer->needComputeUniformBufferBind = SDL_TRUE;
+    commandBuffer->needVertexSamplerBind = true;
+    commandBuffer->needVertexResourceBind = true;
+    commandBuffer->needVertexUniformBufferBind = true;
+    commandBuffer->needFragmentSamplerBind = true;
+    commandBuffer->needFragmentResourceBind = true;
+    commandBuffer->needFragmentUniformBufferBind = true;
+    commandBuffer->needComputeUAVBind = true;
+    commandBuffer->needComputeSRVBind = true;
+    commandBuffer->needComputeUniformBufferBind = true;
 
     SDL_zeroa(commandBuffer->vertexSamplers);
     SDL_zeroa(commandBuffer->vertexShaderResourceViews);
@@ -3356,11 +3356,11 @@ static void D3D11_INTERNAL_PushUniformData(
     d3d11UniformBuffer->writeOffset += d3d11UniformBuffer->currentBlockSize;
 
     if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX) {
-        d3d11CommandBuffer->needVertexUniformBufferBind = SDL_TRUE;
+        d3d11CommandBuffer->needVertexUniformBufferBind = true;
     } else if (shaderStage == SDL_GPU_SHADERSTAGE_FRAGMENT) {
-        d3d11CommandBuffer->needFragmentUniformBufferBind = SDL_TRUE;
+        d3d11CommandBuffer->needFragmentUniformBufferBind = true;
     } else if (shaderStage == SDL_GPU_SHADERSTAGE_COMPUTE) {
-        d3d11CommandBuffer->needComputeUniformBufferBind = SDL_TRUE;
+        d3d11CommandBuffer->needComputeUniformBufferBind = true;
     } else {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Unrecognized shader stage!");
     }
@@ -3381,10 +3381,10 @@ static void D3D11_BeginRenderPass(
     D3D11_VIEWPORT viewport;
     D3D11_RECT scissorRect;
 
-    d3d11CommandBuffer->needVertexSamplerBind = SDL_TRUE;
-    d3d11CommandBuffer->needVertexResourceBind = SDL_TRUE;
-    d3d11CommandBuffer->needFragmentSamplerBind = SDL_TRUE;
-    d3d11CommandBuffer->needFragmentResourceBind = SDL_TRUE;
+    d3d11CommandBuffer->needVertexSamplerBind = true;
+    d3d11CommandBuffer->needVertexResourceBind = true;
+    d3d11CommandBuffer->needFragmentSamplerBind = true;
+    d3d11CommandBuffer->needFragmentResourceBind = true;
 
     // Clear the bound targets for the current command buffer
     for (Uint32 i = 0; i < MAX_COLOR_TARGET_BINDINGS; i += 1) {
@@ -3590,8 +3590,8 @@ static void D3D11_BindGraphicsPipeline(
     }
 
     // Mark that uniform bindings are needed
-    d3d11CommandBuffer->needVertexUniformBufferBind = SDL_TRUE;
-    d3d11CommandBuffer->needFragmentUniformBufferBind = SDL_TRUE;
+    d3d11CommandBuffer->needVertexUniformBufferBind = true;
+    d3d11CommandBuffer->needFragmentUniformBufferBind = true;
 }
 
 static void D3D11_SetViewport(
@@ -3650,7 +3650,7 @@ static void D3D11_BindVertexBuffers(
     d3d11CommandBuffer->vertexBufferCount =
         SDL_max(d3d11CommandBuffer->vertexBufferCount, firstBinding + bindingCount);
 
-    d3d11CommandBuffer->needVertexBufferBind = SDL_TRUE;
+    d3d11CommandBuffer->needVertexBufferBind = true;
 }
 
 static void D3D11_BindIndexBuffer(
@@ -3692,8 +3692,8 @@ static void D3D11_BindVertexSamplers(
             textureContainer->activeTexture->shaderView;
     }
 
-    d3d11CommandBuffer->needVertexSamplerBind = SDL_TRUE;
-    d3d11CommandBuffer->needVertexResourceBind = SDL_TRUE;
+    d3d11CommandBuffer->needVertexSamplerBind = true;
+    d3d11CommandBuffer->needVertexResourceBind = true;
 }
 
 static void D3D11_BindVertexStorageTextures(
@@ -3715,7 +3715,7 @@ static void D3D11_BindVertexStorageTextures(
                                                       d3d11CommandBuffer->graphicsPipeline->vertexSamplerCount] = textureContainer->activeTexture->shaderView;
     }
 
-    d3d11CommandBuffer->needVertexResourceBind = SDL_TRUE;
+    d3d11CommandBuffer->needVertexResourceBind = true;
 }
 
 static void D3D11_BindVertexStorageBuffers(
@@ -3740,7 +3740,7 @@ static void D3D11_BindVertexStorageBuffers(
                                                       d3d11CommandBuffer->graphicsPipeline->vertexStorageTextureCount] = bufferContainer->activeBuffer->srv;
     }
 
-    d3d11CommandBuffer->needVertexResourceBind = SDL_TRUE;
+    d3d11CommandBuffer->needVertexResourceBind = true;
 }
 
 static void D3D11_BindFragmentSamplers(
@@ -3765,8 +3765,8 @@ static void D3D11_BindFragmentSamplers(
             textureContainer->activeTexture->shaderView;
     }
 
-    d3d11CommandBuffer->needFragmentSamplerBind = SDL_TRUE;
-    d3d11CommandBuffer->needFragmentResourceBind = SDL_TRUE;
+    d3d11CommandBuffer->needFragmentSamplerBind = true;
+    d3d11CommandBuffer->needFragmentResourceBind = true;
 }
 
 static void D3D11_BindFragmentStorageTextures(
@@ -3788,7 +3788,7 @@ static void D3D11_BindFragmentStorageTextures(
                                                         d3d11CommandBuffer->graphicsPipeline->fragmentSamplerCount] = textureContainer->activeTexture->shaderView;
     }
 
-    d3d11CommandBuffer->needFragmentResourceBind = SDL_TRUE;
+    d3d11CommandBuffer->needFragmentResourceBind = true;
 }
 
 static void D3D11_BindFragmentStorageBuffers(
@@ -3813,7 +3813,7 @@ static void D3D11_BindFragmentStorageBuffers(
                                                         d3d11CommandBuffer->graphicsPipeline->fragmentStorageTextureCount] = bufferContainer->activeBuffer->srv;
     }
 
-    d3d11CommandBuffer->needFragmentResourceBind = SDL_TRUE;
+    d3d11CommandBuffer->needFragmentResourceBind = true;
 }
 
 static void D3D11_INTERNAL_BindGraphicsResources(
@@ -3853,7 +3853,7 @@ static void D3D11_INTERNAL_BindGraphicsResources(
                 commandBuffer->vertexSamplers);
         }
 
-        commandBuffer->needVertexSamplerBind = SDL_FALSE;
+        commandBuffer->needVertexSamplerBind = false;
     }
 
     if (commandBuffer->needVertexResourceBind) {
@@ -3865,7 +3865,7 @@ static void D3D11_INTERNAL_BindGraphicsResources(
                 commandBuffer->vertexShaderResourceViews);
         }
 
-        commandBuffer->needVertexResourceBind = SDL_FALSE;
+        commandBuffer->needVertexResourceBind = false;
     }
 
     if (commandBuffer->needVertexUniformBufferBind) {
@@ -3891,7 +3891,7 @@ static void D3D11_INTERNAL_BindGraphicsResources(
                 &blockSizeInConstants);
         }
 
-        commandBuffer->needVertexUniformBufferBind = SDL_FALSE;
+        commandBuffer->needVertexUniformBufferBind = false;
     }
 
     if (commandBuffer->needFragmentSamplerBind) {
@@ -3903,7 +3903,7 @@ static void D3D11_INTERNAL_BindGraphicsResources(
                 commandBuffer->fragmentSamplers);
         }
 
-        commandBuffer->needFragmentSamplerBind = SDL_FALSE;
+        commandBuffer->needFragmentSamplerBind = false;
     }
 
     if (commandBuffer->needFragmentResourceBind) {
@@ -3915,7 +3915,7 @@ static void D3D11_INTERNAL_BindGraphicsResources(
                 commandBuffer->fragmentShaderResourceViews);
         }
 
-        commandBuffer->needFragmentResourceBind = SDL_FALSE;
+        commandBuffer->needFragmentResourceBind = false;
     }
 
     if (commandBuffer->needFragmentUniformBufferBind) {
@@ -3941,7 +3941,7 @@ static void D3D11_INTERNAL_BindGraphicsResources(
                 &blockSizeInConstants);
         }
 
-        commandBuffer->needFragmentUniformBufferBind = SDL_FALSE;
+        commandBuffer->needFragmentUniformBufferBind = false;
     }
 }
 
@@ -4108,7 +4108,7 @@ static void D3D11_Blit(
     SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
     SDL_GPUFilter filterMode,
-    SDL_bool cycle)
+    bool cycle)
 {
     D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer *)commandBuffer;
     D3D11Renderer *renderer = (D3D11Renderer *)d3d11CommandBuffer->renderer;
@@ -4184,7 +4184,7 @@ static void D3D11_BeginComputePass(
         d3d11CommandBuffer->computeUnorderedAccessViews[i + storageTextureBindingCount] = buffer->uav;
     }
 
-    d3d11CommandBuffer->needComputeUAVBind = SDL_TRUE;
+    d3d11CommandBuffer->needComputeUAVBind = true;
 }
 
 static void D3D11_BindComputePipeline(
@@ -4210,7 +4210,7 @@ static void D3D11_BindComputePipeline(
         }
     }
 
-    d3d11CommandBuffer->needComputeUniformBufferBind = SDL_TRUE;
+    d3d11CommandBuffer->needComputeUniformBufferBind = true;
 }
 
 static void D3D11_BindComputeStorageTextures(
@@ -4232,7 +4232,7 @@ static void D3D11_BindComputeStorageTextures(
             textureContainer->activeTexture->shaderView;
     }
 
-    d3d11CommandBuffer->needComputeSRVBind = SDL_TRUE;
+    d3d11CommandBuffer->needComputeSRVBind = true;
 }
 
 static void D3D11_BindComputeStorageBuffers(
@@ -4256,7 +4256,7 @@ static void D3D11_BindComputeStorageBuffers(
                                                        d3d11CommandBuffer->computePipeline->readOnlyStorageTextureCount] = bufferContainer->activeBuffer->srv;
     }
 
-    d3d11CommandBuffer->needComputeSRVBind = SDL_TRUE;
+    d3d11CommandBuffer->needComputeSRVBind = true;
 }
 
 static void D3D11_PushComputeUniformData(
@@ -4297,7 +4297,7 @@ static void D3D11_INTERNAL_BindComputeResources(
             commandBuffer->computeUnorderedAccessViews,
             NULL);
 
-        commandBuffer->needComputeUAVBind = SDL_FALSE;
+        commandBuffer->needComputeUAVBind = false;
     }
 
     if (commandBuffer->needComputeSRVBind) {
@@ -4307,7 +4307,7 @@ static void D3D11_INTERNAL_BindComputeResources(
             readOnlyResourceCount,
             commandBuffer->computeShaderResourceViews);
 
-        commandBuffer->needComputeSRVBind = SDL_FALSE;
+        commandBuffer->needComputeSRVBind = false;
     }
 
     if (commandBuffer->needComputeUniformBufferBind) {
@@ -4332,7 +4332,7 @@ static void D3D11_INTERNAL_BindComputeResources(
                 &offsetInConstants,
                 &blockSizeInConstants);
         }
-        commandBuffer->needComputeUniformBufferBind = SDL_FALSE;
+        commandBuffer->needComputeUniformBufferBind = false;
     }
 }
 
@@ -4675,7 +4675,7 @@ static void D3D11_INTERNAL_WaitForFence(
 
 static void D3D11_WaitForFences(
     SDL_GPURenderer *driverData,
-    SDL_bool waitAll,
+    bool waitAll,
     SDL_GPUFence **pFences,
     Uint32 fenceCount)
 {
@@ -4732,7 +4732,7 @@ static void D3D11_WaitForFences(
     SDL_UnlockMutex(renderer->contextLock);
 }
 
-static SDL_bool D3D11_QueryFence(
+static bool D3D11_QueryFence(
     SDL_GPURenderer *driverData,
     SDL_GPUFence *fence)
 {
@@ -4764,7 +4764,7 @@ static D3D11WindowData *D3D11_INTERNAL_FetchWindowData(
     return (D3D11WindowData *)SDL_GetPointerProperty(properties, WINDOW_PROPERTY_DATA, NULL);
 }
 
-static SDL_bool D3D11_INTERNAL_InitializeSwapchainTexture(
+static bool D3D11_INTERNAL_InitializeSwapchainTexture(
     D3D11Renderer *renderer,
     IDXGISwapChain *swapchain,
     DXGI_FORMAT swapchainFormat,
@@ -4800,7 +4800,7 @@ static SDL_bool D3D11_INTERNAL_InitializeSwapchainTexture(
     if (FAILED(res)) {
         ID3D11Texture2D_Release(swapchainTexture);
         D3D11_INTERNAL_LogError(renderer->device, "Swapchain RTV creation failed", res);
-        return SDL_FALSE;
+        return false;
     }
 
     // Create container
@@ -4826,10 +4826,10 @@ static SDL_bool D3D11_INTERNAL_InitializeSwapchainTexture(
     // Cleanup
     ID3D11Texture2D_Release(swapchainTexture);
 
-    return SDL_TRUE;
+    return true;
 }
 
-static SDL_bool D3D11_INTERNAL_CreateSwapchain(
+static bool D3D11_INTERNAL_CreateSwapchain(
     D3D11Renderer *renderer,
     D3D11WindowData *windowData,
     SDL_GPUSwapchainComposition swapchainComposition,
@@ -4960,7 +4960,7 @@ static SDL_bool D3D11_INTERNAL_CreateSwapchain(
             (swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR) ? DXGI_FORMAT_B8G8R8A8_UNORM_SRGB : windowData->swapchainFormat,
             &windowData->texture)) {
         IDXGISwapChain_Release(swapchain);
-        return SDL_FALSE;
+        return false;
     }
 
     // Initialize dummy container, width/height will be filled out in AcquireSwapchainTexture
@@ -4968,7 +4968,7 @@ static SDL_bool D3D11_INTERNAL_CreateSwapchain(
     windowData->textureContainer.textures = SDL_calloc(1, sizeof(D3D11Texture *));
     windowData->textureContainer.activeTexture = &windowData->texture;
     windowData->textureContainer.textures[0] = &windowData->texture;
-    windowData->textureContainer.canBeCycled = SDL_FALSE;
+    windowData->textureContainer.canBeCycled = false;
     windowData->textureContainer.textureCount = 1;
     windowData->textureContainer.textureCapacity = 1;
 
@@ -4982,10 +4982,10 @@ static SDL_bool D3D11_INTERNAL_CreateSwapchain(
     windowData->texture.container = &windowData->textureContainer;
     windowData->texture.containerIndex = 0;
 
-    return SDL_TRUE;
+    return true;
 }
 
-static SDL_bool D3D11_INTERNAL_ResizeSwapchain(
+static bool D3D11_INTERNAL_ResizeSwapchain(
     D3D11Renderer *renderer,
     D3D11WindowData *windowData,
     Sint32 width,
@@ -5015,7 +5015,7 @@ static SDL_bool D3D11_INTERNAL_ResizeSwapchain(
         &windowData->texture);
 }
 
-static SDL_bool D3D11_SupportsSwapchainComposition(
+static bool D3D11_SupportsSwapchainComposition(
     SDL_GPURenderer *driverData,
     SDL_Window *window,
     SDL_GPUSwapchainComposition swapchainComposition)
@@ -5035,17 +5035,17 @@ static SDL_bool D3D11_SupportsSwapchainComposition(
         &formatSupport);
     if (FAILED(res)) {
         // Format is apparently unknown
-        return SDL_FALSE;
+        return false;
     }
 
     if (!(formatSupport & D3D11_FORMAT_SUPPORT_DISPLAY)) {
-        return SDL_FALSE;
+        return false;
     }
 
     D3D11WindowData *windowData = D3D11_INTERNAL_FetchWindowData(window);
     if (windowData == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Must claim window before querying swapchain composition support!");
-        return SDL_FALSE;
+        return false;
     }
 
     // Check the color space support if necessary
@@ -5062,18 +5062,18 @@ static SDL_bool D3D11_SupportsSwapchainComposition(
             IDXGISwapChain3_Release(swapchain3);
 
             if (!(colorSpaceSupport & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT)) {
-                return SDL_FALSE;
+                return false;
             }
         } else {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "DXGI 1.4 not supported, cannot use composition other than SDL_GPU_SWAPCHAINCOMPOSITION_SDR!");
-            return SDL_FALSE;
+            return false;
         }
     }
 
-    return SDL_TRUE;
+    return true;
 }
 
-static SDL_bool D3D11_SupportsPresentMode(
+static bool D3D11_SupportsPresentMode(
     SDL_GPURenderer *driverData,
     SDL_Window *window,
     SDL_GPUPresentMode presentMode)
@@ -5083,15 +5083,15 @@ static SDL_bool D3D11_SupportsPresentMode(
     switch (presentMode) {
     case SDL_GPU_PRESENTMODE_IMMEDIATE:
     case SDL_GPU_PRESENTMODE_VSYNC:
-        return SDL_TRUE;
+        return true;
     case SDL_GPU_PRESENTMODE_MAILBOX:
         return renderer->supportsFlipDiscard;
     }
     SDL_assert(!"Unrecognized present mode");
-    return SDL_FALSE;
+    return false;
 }
 
-static SDL_bool D3D11_ClaimWindow(
+static bool D3D11_ClaimWindow(
     SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
@@ -5118,15 +5118,15 @@ static SDL_bool D3D11_ClaimWindow(
 
             SDL_UnlockMutex(renderer->windowLock);
 
-            return SDL_TRUE;
+            return true;
         } else {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not create swapchain, failed to claim window!");
             SDL_free(windowData);
-            return SDL_FALSE;
+            return false;
         }
     } else {
         SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Window already claimed!");
-        return SDL_FALSE;
+        return false;
     }
 }
 
@@ -5227,7 +5227,7 @@ static SDL_GPUTexture *D3D11_AcquireSwapchainTexture(
             // In VSYNC mode, block until the least recent presented frame is done
             D3D11_WaitForFences(
                 (SDL_GPURenderer *)renderer,
-                SDL_TRUE,
+                true,
                 (SDL_GPUFence **)&windowData->inFlightFences[windowData->frameCounter],
                 1);
         } else {
@@ -5293,7 +5293,7 @@ static SDL_GPUTextureFormat D3D11_GetSwapchainTextureFormat(
     return windowData->textureContainer.header.info.format;
 }
 
-static SDL_bool D3D11_SetSwapchainParameters(
+static bool D3D11_SetSwapchainParameters(
     SDL_GPURenderer *driverData,
     SDL_Window *window,
     SDL_GPUSwapchainComposition swapchainComposition,
@@ -5304,17 +5304,17 @@ static SDL_bool D3D11_SetSwapchainParameters(
 
     if (windowData == NULL) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Cannot set swapchain parameters on unclaimed window!");
-        return SDL_FALSE;
+        return false;
     }
 
     if (!D3D11_SupportsSwapchainComposition(driverData, window, swapchainComposition)) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Swapchain composition not supported!");
-        return SDL_FALSE;
+        return false;
     }
 
     if (!D3D11_SupportsPresentMode(driverData, window, presentMode)) {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Present mode not supported!");
-        return SDL_FALSE;
+        return false;
     }
 
     if (
@@ -5334,7 +5334,7 @@ static SDL_bool D3D11_SetSwapchainParameters(
             presentMode);
     }
 
-    return SDL_TRUE;
+    return true;
 }
 
 // Submission
@@ -5498,7 +5498,7 @@ static void D3D11_Wait(
 
 // Format Info
 
-static SDL_bool D3D11_SupportsTextureFormat(
+static bool D3D11_SupportsTextureFormat(
     SDL_GPURenderer *driverData,
     SDL_GPUTextureFormat format,
     SDL_GPUTextureType type,
@@ -5516,7 +5516,7 @@ static SDL_bool D3D11_SupportsTextureFormat(
         &formatSupport);
     if (FAILED(res)) {
         // Format is apparently unknown
-        return SDL_FALSE;
+        return false;
     }
 
     /* Depth textures are stored as typeless textures, but interpreted as color textures for sampling.
@@ -5534,42 +5534,42 @@ static SDL_bool D3D11_SupportsTextureFormat(
 
     // Is the texture type supported?
     if (type == SDL_GPU_TEXTURETYPE_2D && !(formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D)) {
-        return SDL_FALSE;
+        return false;
     }
     if (type == SDL_GPU_TEXTURETYPE_2D_ARRAY && !(formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE2D)) {
-        return SDL_FALSE;
+        return false;
     }
     if (type == SDL_GPU_TEXTURETYPE_3D && !(formatSupport & D3D11_FORMAT_SUPPORT_TEXTURE3D)) {
-        return SDL_FALSE;
+        return false;
     }
     if (type == SDL_GPU_TEXTURETYPE_CUBE && !(formatSupport & D3D11_FORMAT_SUPPORT_TEXTURECUBE)) {
-        return SDL_FALSE;
+        return false;
     }
 
     // Are the usage flags supported?
     if ((usage & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_SAMPLE)) {
-        return SDL_FALSE;
+        return false;
     }
     if ((usage & (SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT | SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT)) && !(formatSupport & D3D11_FORMAT_SUPPORT_SHADER_LOAD)) {
-        return SDL_FALSE;
+        return false;
     }
     if ((usage & (SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_TYPED_UNORDERED_ACCESS_VIEW))) {
         // TYPED_UNORDERED_ACCESS_VIEW implies support for typed UAV stores
-        return SDL_FALSE;
+        return false;
     }
     if ((usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) {
-        return SDL_FALSE;
+        return false;
     }
     if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) && !(formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL)) {
-        return SDL_FALSE;
+        return false;
     }
 
-    return SDL_TRUE;
+    return true;
 }
 
 // Device Creation
 
-static SDL_bool D3D11_PrepareDriver(SDL_VideoDevice *_this)
+static bool D3D11_PrepareDriver(SDL_VideoDevice *_this)
 {
     void *d3d11_dll, *dxgi_dll;
     PFN_D3D11_CREATE_DEVICE D3D11CreateDeviceFunc;
@@ -5582,7 +5582,7 @@ static SDL_bool D3D11_PrepareDriver(SDL_VideoDevice *_this)
     d3d11_dll = SDL_LoadObject(D3D11_DLL);
     if (d3d11_dll == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not find " D3D11_DLL);
-        return SDL_FALSE;
+        return false;
     }
 
     D3D11CreateDeviceFunc = (PFN_D3D11_CREATE_DEVICE)SDL_LoadFunction(
@@ -5591,7 +5591,7 @@ static SDL_bool D3D11_PrepareDriver(SDL_VideoDevice *_this)
     if (D3D11CreateDeviceFunc == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not find function " D3D11_CREATE_DEVICE_FUNC " in " D3D11_DLL);
         SDL_UnloadObject(d3d11_dll);
-        return SDL_FALSE;
+        return false;
     }
 
     // Can we create a device?
@@ -5612,7 +5612,7 @@ static SDL_bool D3D11_PrepareDriver(SDL_VideoDevice *_this)
 
     if (FAILED(res)) {
         SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not create D3D11Device with feature level 11_1");
-        return SDL_FALSE;
+        return false;
     }
 
     // Can we load DXGI?
@@ -5620,7 +5620,7 @@ static SDL_bool D3D11_PrepareDriver(SDL_VideoDevice *_this)
     dxgi_dll = SDL_LoadObject(DXGI_DLL);
     if (dxgi_dll == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not find " DXGI_DLL);
-        return SDL_FALSE;
+        return false;
     }
 
     CreateDXGIFactoryFunc = (PFN_CREATE_DXGI_FACTORY1)SDL_LoadFunction(
@@ -5629,10 +5629,10 @@ static SDL_bool D3D11_PrepareDriver(SDL_VideoDevice *_this)
     SDL_UnloadObject(dxgi_dll); // We're not going to call this function, so we can just unload now.
     if (CreateDXGIFactoryFunc == NULL) {
         SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "D3D11: Could not find function " CREATE_DXGI_FACTORY1_FUNC " in " DXGI_DLL);
-        return SDL_FALSE;
+        return false;
     }
 
-    return SDL_TRUE;
+    return true;
 }
 
 static void D3D11_INTERNAL_TryInitializeDXGIDebug(D3D11Renderer *renderer)
@@ -5758,7 +5758,7 @@ static void D3D11_INTERNAL_InitBlitPipelines(
     blitPipelineCreateInfo.attachmentInfo.colorAttachmentDescriptions = &colorAttachmentDesc;
     blitPipelineCreateInfo.attachmentInfo.colorAttachmentCount = 1;
     blitPipelineCreateInfo.attachmentInfo.depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary
-    blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = SDL_FALSE;
+    blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = false;
 
     blitPipelineCreateInfo.vertexShader = fullscreenVertexShader;
     blitPipelineCreateInfo.fragmentShader = blitFrom2DPixelShader;
@@ -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(bool debugMode, bool preferLowPower, SDL_PropertiesID props)
 {
     D3D11Renderer *renderer;
     PFN_CREATE_DXGI_FACTORY1 CreateDXGIFactoryFunc;

File diff suppressed because it is too large
+ 150 - 150
src/gpu/d3d12/SDL_gpu_d3d12.c


+ 94 - 94
src/gpu/metal/SDL_gpu_metal.m

@@ -425,8 +425,8 @@ typedef struct MetalBufferContainer
     Uint32 bufferCount;
     MetalBuffer **buffers;
 
-    SDL_bool isPrivate;
-    SDL_bool isWriteOnly;
+    bool isPrivate;
+    bool isWriteOnly;
     char *debugName;
 } MetalBufferContainer;
 
@@ -467,19 +467,19 @@ typedef struct MetalCommandBuffer
     MetalComputePipeline *computePipeline;
 
     // Resource slot state
-    SDL_bool needVertexSamplerBind;
-    SDL_bool needVertexStorageTextureBind;
-    SDL_bool needVertexStorageBufferBind;
-    SDL_bool needVertexUniformBind;
+    bool needVertexSamplerBind;
+    bool needVertexStorageTextureBind;
+    bool needVertexStorageBufferBind;
+    bool needVertexUniformBind;
 
-    SDL_bool needFragmentSamplerBind;
-    SDL_bool needFragmentStorageTextureBind;
-    SDL_bool needFragmentStorageBufferBind;
-    SDL_bool needFragmentUniformBind;
+    bool needFragmentSamplerBind;
+    bool needFragmentStorageTextureBind;
+    bool needFragmentStorageBufferBind;
+    bool needFragmentUniformBind;
 
-    SDL_bool needComputeTextureBind;
-    SDL_bool needComputeBufferBind;
-    SDL_bool needComputeUniformBind;
+    bool needComputeTextureBind;
+    bool needComputeBufferBind;
+    bool needComputeUniformBind;
 
     id<MTLSamplerState> vertexSamplers[MAX_TEXTURE_SAMPLERS_PER_STAGE];
     id<MTLTexture> vertexTextures[MAX_TEXTURE_SAMPLERS_PER_STAGE];
@@ -538,7 +538,7 @@ struct MetalRenderer
     id<MTLDevice> device;
     id<MTLCommandQueue> queue;
 
-    SDL_bool debugMode;
+    bool debugMode;
 
     MetalWindowData **claimedWindows;
     Uint32 claimedWindowCount;
@@ -1346,7 +1346,7 @@ static MetalTexture *METAL_INTERNAL_CreateTexture(
     return metalTexture;
 }
 
-static SDL_bool METAL_SupportsSampleCount(
+static bool METAL_SupportsSampleCount(
     SDL_GPURenderer *driverData,
     SDL_GPUTextureFormat format,
     SDL_GPUSampleCount sampleCount)
@@ -1395,7 +1395,7 @@ static SDL_GPUTexture *METAL_CreateTexture(
 static MetalTexture *METAL_INTERNAL_PrepareTextureForWrite(
     MetalRenderer *renderer,
     MetalTextureContainer *container,
-    SDL_bool cycle)
+    bool cycle)
 {
     Uint32 i;
 
@@ -1459,8 +1459,8 @@ static MetalBuffer *METAL_INTERNAL_CreateBuffer(
 static MetalBufferContainer *METAL_INTERNAL_CreateBufferContainer(
     MetalRenderer *renderer,
     Uint32 sizeInBytes,
-    SDL_bool isPrivate,
-    SDL_bool isWriteOnly)
+    bool isPrivate,
+    bool isWriteOnly)
 {
     MetalBufferContainer *container = SDL_malloc(sizeof(MetalBufferContainer));
     MTLResourceOptions resourceOptions;
@@ -1502,8 +1502,8 @@ static SDL_GPUBuffer *METAL_CreateBuffer(
         return (SDL_GPUBuffer *)METAL_INTERNAL_CreateBufferContainer(
             (MetalRenderer *)driverData,
             sizeInBytes,
-            SDL_TRUE,
-            SDL_FALSE);
+            true,
+            false);
     }
 }
 
@@ -1516,7 +1516,7 @@ static SDL_GPUTransferBuffer *METAL_CreateTransferBuffer(
         return (SDL_GPUTransferBuffer *)METAL_INTERNAL_CreateBufferContainer(
             (MetalRenderer *)driverData,
             sizeInBytes,
-            SDL_FALSE,
+            false,
             usage == SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD);
     }
 }
@@ -1547,7 +1547,7 @@ static MetalUniformBuffer *METAL_INTERNAL_CreateUniformBuffer(
 static MetalBuffer *METAL_INTERNAL_PrepareBufferForWrite(
     MetalRenderer *renderer,
     MetalBufferContainer *container,
-    SDL_bool cycle)
+    bool cycle)
 {
     MTLResourceOptions resourceOptions;
     Uint32 i;
@@ -1599,7 +1599,7 @@ static MetalBuffer *METAL_INTERNAL_PrepareBufferForWrite(
 static void *METAL_MapTransferBuffer(
     SDL_GPURenderer *driverData,
     SDL_GPUTransferBuffer *transferBuffer,
-    SDL_bool cycle)
+    bool cycle)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
@@ -1640,7 +1640,7 @@ static void METAL_UploadToTexture(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUTextureTransferInfo *source,
     SDL_GPUTextureRegion *destination,
-    SDL_bool cycle)
+    bool cycle)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -1670,7 +1670,7 @@ static void METAL_UploadToBuffer(
     SDL_GPUCommandBuffer *commandBuffer,
     SDL_GPUTransferBufferLocation *source,
     SDL_GPUBufferRegion *destination,
-    SDL_bool cycle)
+    bool cycle)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -1702,7 +1702,7 @@ static void METAL_CopyTextureToTexture(
     Uint32 w,
     Uint32 h,
     Uint32 d,
-    SDL_bool cycle)
+    bool cycle)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -1737,7 +1737,7 @@ static void METAL_CopyBufferToBuffer(
     SDL_GPUBufferLocation *source,
     SDL_GPUBufferLocation *destination,
     Uint32 size,
-    SDL_bool cycle)
+    bool cycle)
 {
     @autoreleasepool {
         MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
@@ -1781,7 +1781,7 @@ static void METAL_DownloadFromTexture(
         MetalBuffer *dstBuffer = METAL_INTERNAL_PrepareBufferForWrite(
             renderer,
             bufferContainer,
-            SDL_FALSE);
+            false);
 
         MTLOrigin regionOrigin = MTLOriginMake(
             source->x,
@@ -1831,7 +1831,7 @@ static void METAL_DownloadFromBuffer(
         &sourceLocation,
         (SDL_GPUBufferLocation *)destination,
         source->size,
-        SDL_FALSE);
+        false);
 }
 
 static void METAL_EndCopyPass(
@@ -1994,17 +1994,17 @@ static SDL_GPUCommandBuffer *METAL_AcquireCommandBuffer(
         }
 
         // FIXME: Do we actually need to set this?
-        commandBuffer->needVertexSamplerBind = SDL_TRUE;
-        commandBuffer->needVertexStorageTextureBind = SDL_TRUE;
-        commandBuffer->needVertexStorageBufferBind = SDL_TRUE;
-        commandBuffer->needVertexUniformBind = SDL_TRUE;
-        commandBuffer->needFragmentSamplerBind = SDL_TRUE;
-        commandBuffer->needFragmentStorageTextureBind = SDL_TRUE;
-        commandBuffer->needFragmentStorageBufferBind = SDL_TRUE;
-        commandBuffer->needFragmentUniformBind = SDL_TRUE;
-        commandBuffer->needComputeBufferBind = SDL_TRUE;
-        commandBuffer->needComputeTextureBind = SDL_TRUE;
-        commandBuffer->needComputeUniformBind = SDL_TRUE;
+        commandBuffer->needVertexSamplerBind = true;
+        commandBuffer->needVertexStorageTextureBind = true;
+        commandBuffer->needVertexStorageBufferBind = true;
+        commandBuffer->needVertexUniformBind = true;
+        commandBuffer->needFragmentSamplerBind = true;
+        commandBuffer->needFragmentStorageTextureBind = true;
+        commandBuffer->needFragmentStorageBufferBind = true;
+        commandBuffer->needFragmentUniformBind = true;
+        commandBuffer->needComputeBufferBind = true;
+        commandBuffer->needComputeTextureBind = true;
+        commandBuffer->needComputeUniformBind = true;
 
         METAL_INTERNAL_AcquireFence(renderer, commandBuffer);
         commandBuffer->autoReleaseFence = 1;
@@ -2240,8 +2240,8 @@ static void METAL_BindGraphicsPipeline(
             }
         }
 
-        metalCommandBuffer->needVertexUniformBind = SDL_TRUE;
-        metalCommandBuffer->needFragmentUniformBind = SDL_TRUE;
+        metalCommandBuffer->needVertexUniformBind = true;
+        metalCommandBuffer->needFragmentUniformBind = true;
     }
 }
 
@@ -2345,7 +2345,7 @@ static void METAL_BindVertexSamplers(
             textureContainer->activeTexture->handle;
     }
 
-    metalCommandBuffer->needVertexSamplerBind = SDL_TRUE;
+    metalCommandBuffer->needVertexSamplerBind = true;
 }
 
 static void METAL_BindVertexStorageTextures(
@@ -2368,7 +2368,7 @@ static void METAL_BindVertexStorageTextures(
             textureContainer->activeTexture->handle;
     }
 
-    metalCommandBuffer->needVertexStorageTextureBind = SDL_TRUE;
+    metalCommandBuffer->needVertexStorageTextureBind = true;
 }
 
 static void METAL_BindVertexStorageBuffers(
@@ -2391,7 +2391,7 @@ static void METAL_BindVertexStorageBuffers(
             bufferContainer->activeBuffer->handle;
     }
 
-    metalCommandBuffer->needVertexStorageBufferBind = SDL_TRUE;
+    metalCommandBuffer->needVertexStorageBufferBind = true;
 }
 
 static void METAL_BindFragmentSamplers(
@@ -2417,7 +2417,7 @@ static void METAL_BindFragmentSamplers(
             textureContainer->activeTexture->handle;
     }
 
-    metalCommandBuffer->needFragmentSamplerBind = SDL_TRUE;
+    metalCommandBuffer->needFragmentSamplerBind = true;
 }
 
 static void METAL_BindFragmentStorageTextures(
@@ -2440,7 +2440,7 @@ static void METAL_BindFragmentStorageTextures(
             textureContainer->activeTexture->handle;
     }
 
-    metalCommandBuffer->needFragmentStorageTextureBind = SDL_TRUE;
+    metalCommandBuffer->needFragmentStorageTextureBind = true;
 }
 
 static void METAL_BindFragmentStorageBuffers(
@@ -2463,7 +2463,7 @@ static void METAL_BindFragmentStorageBuffers(
             bufferContainer->activeBuffer->handle;
     }
 
-    metalCommandBuffer->needFragmentStorageBufferBind = SDL_TRUE;
+    metalCommandBuffer->needFragmentStorageBufferBind = true;
 }
 
 // This function assumes that it's called from within an autorelease pool
@@ -2480,7 +2480,7 @@ static void METAL_INTERNAL_BindGraphicsResources(
                                                    withRange:NSMakeRange(0, graphicsPipeline->vertexSamplerCount)];
         [commandBuffer->renderEncoder setVertexTextures:commandBuffer->vertexTextures
                                               withRange:NSMakeRange(0, graphicsPipeline->vertexSamplerCount)];
-        commandBuffer->needVertexSamplerBind = SDL_FALSE;
+        commandBuffer->needVertexSamplerBind = false;
     }
 
     // Vertex Storage Textures
@@ -2489,7 +2489,7 @@ static void METAL_INTERNAL_BindGraphicsResources(
         [commandBuffer->renderEncoder setVertexTextures:commandBuffer->vertexStorageTextures
                                               withRange:NSMakeRange(graphicsPipeline->vertexSamplerCount,
                                                                     graphicsPipeline->vertexStorageTextureCount)];
-        commandBuffer->needVertexStorageTextureBind = SDL_FALSE;
+        commandBuffer->needVertexStorageTextureBind = false;
     }
 
     // Vertex Storage Buffers
@@ -2499,7 +2499,7 @@ static void METAL_INTERNAL_BindGraphicsResources(
                                                offsets:offsets
                                              withRange:NSMakeRange(graphicsPipeline->vertexUniformBufferCount,
                                                                    graphicsPipeline->vertexStorageBufferCount)];
-        commandBuffer->needVertexStorageBufferBind = SDL_FALSE;
+        commandBuffer->needVertexStorageBufferBind = false;
     }
 
     // Vertex Uniform Buffers
@@ -2511,7 +2511,7 @@ static void METAL_INTERNAL_BindGraphicsResources(
                          offset:commandBuffer->vertexUniformBuffers[i]->drawOffset
                         atIndex:i];
         }
-        commandBuffer->needVertexUniformBind = SDL_FALSE;
+        commandBuffer->needVertexUniformBind = false;
     }
 
     // Fragment Samplers+Textures
@@ -2521,7 +2521,7 @@ static void METAL_INTERNAL_BindGraphicsResources(
                                                      withRange:NSMakeRange(0, graphicsPipeline->fragmentSamplerCount)];
         [commandBuffer->renderEncoder setFragmentTextures:commandBuffer->fragmentTextures
                                                 withRange:NSMakeRange(0, graphicsPipeline->fragmentSamplerCount)];
-        commandBuffer->needFragmentSamplerBind = SDL_FALSE;
+        commandBuffer->needFragmentSamplerBind = false;
     }
 
     // Fragment Storage Textures
@@ -2530,7 +2530,7 @@ static void METAL_INTERNAL_BindGraphicsResources(
         [commandBuffer->renderEncoder setFragmentTextures:commandBuffer->fragmentStorageTextures
                                                 withRange:NSMakeRange(graphicsPipeline->fragmentSamplerCount,
                                                                       graphicsPipeline->fragmentStorageTextureCount)];
-        commandBuffer->needFragmentStorageTextureBind = SDL_FALSE;
+        commandBuffer->needFragmentStorageTextureBind = false;
     }
 
     // Fragment Storage Buffers
@@ -2540,7 +2540,7 @@ static void METAL_INTERNAL_BindGraphicsResources(
                                                  offsets:offsets
                                                withRange:NSMakeRange(graphicsPipeline->fragmentUniformBufferCount,
                                                                      graphicsPipeline->fragmentStorageBufferCount)];
-        commandBuffer->needFragmentStorageBufferBind = SDL_FALSE;
+        commandBuffer->needFragmentStorageBufferBind = false;
     }
 
     // Fragment Uniform Buffers
@@ -2551,7 +2551,7 @@ static void METAL_INTERNAL_BindGraphicsResources(
                            offset:commandBuffer->fragmentUniformBuffers[i]->drawOffset
                           atIndex:i];
         }
-        commandBuffer->needFragmentUniformBind = SDL_FALSE;
+        commandBuffer->needFragmentUniformBind = false;
     }
 }
 
@@ -2576,7 +2576,7 @@ static void METAL_INTERNAL_BindComputeResources(
                                                            computePipeline->readOnlyStorageTextureCount,
                                                            computePipeline->writeOnlyStorageTextureCount)];
         }
-        commandBuffer->needComputeTextureBind = SDL_FALSE;
+        commandBuffer->needComputeTextureBind = false;
     }
 
     if (commandBuffer->needComputeBufferBind) {
@@ -2596,7 +2596,7 @@ static void METAL_INTERNAL_BindComputeResources(
                                                               computePipeline->readOnlyStorageBufferCount,
                                                           computePipeline->writeOnlyStorageBufferCount)];
         }
-        commandBuffer->needComputeBufferBind = SDL_FALSE;
+        commandBuffer->needComputeBufferBind = false;
     }
 
     if (commandBuffer->needComputeUniformBind) {
@@ -2607,7 +2607,7 @@ static void METAL_INTERNAL_BindComputeResources(
                   atIndex:i];
         }
 
-        commandBuffer->needComputeUniformBind = SDL_FALSE;
+        commandBuffer->needComputeUniformBind = false;
     }
 }
 
@@ -2808,11 +2808,11 @@ static void METAL_INTERNAL_PushUniformData(
     metalUniformBuffer->writeOffset += alignedDataLength;
 
     if (shaderStage == SDL_GPU_SHADERSTAGE_VERTEX) {
-        metalCommandBuffer->needVertexUniformBind = SDL_TRUE;
+        metalCommandBuffer->needVertexUniformBind = true;
     } else if (shaderStage == SDL_GPU_SHADERSTAGE_FRAGMENT) {
-        metalCommandBuffer->needFragmentUniformBind = SDL_TRUE;
+        metalCommandBuffer->needFragmentUniformBind = true;
     } else if (shaderStage == SDL_GPU_SHADERSTAGE_COMPUTE) {
-        metalCommandBuffer->needComputeUniformBind = SDL_TRUE;
+        metalCommandBuffer->needComputeUniformBind = true;
     } else {
         SDL_LogError(SDL_LOG_CATEGORY_GPU, "Unrecognized shader stage!");
     }
@@ -2858,7 +2858,7 @@ static void METAL_Blit(
     SDL_GPUBlitRegion *destination,
     SDL_FlipMode flipMode,
     SDL_GPUFilter filterMode,
-    SDL_bool cycle)
+    bool cycle)
 {
     MetalCommandBuffer *metalCommandBuffer = (MetalCommandBuffer *)commandBuffer;
     MetalRenderer *renderer = (MetalRenderer *)metalCommandBuffer->renderer;
@@ -2917,7 +2917,7 @@ static void METAL_BeginComputePass(
                                                                   slices:NSMakeRange(storageTextureBindings[i].layer, 1)];
 
             metalCommandBuffer->computeWriteOnlyTextures[i] = textureView;
-            metalCommandBuffer->needComputeTextureBind = SDL_TRUE;
+            metalCommandBuffer->needComputeTextureBind = true;
         }
 
         for (Uint32 i = 0; i < storageBufferBindingCount; i += 1) {
@@ -2933,7 +2933,7 @@ static void METAL_BeginComputePass(
                 buffer);
 
             metalCommandBuffer->computeWriteOnlyBuffers[i] = buffer->handle;
-            metalCommandBuffer->needComputeBufferBind = SDL_TRUE;
+            metalCommandBuffer->needComputeBufferBind = true;
         }
     }
 }
@@ -2957,7 +2957,7 @@ static void METAL_BindComputePipeline(
             }
         }
 
-        metalCommandBuffer->needComputeUniformBind = SDL_TRUE;
+        metalCommandBuffer->needComputeUniformBind = true;
     }
 }
 
@@ -2981,7 +2981,7 @@ static void METAL_BindComputeStorageTextures(
             textureContainer->activeTexture->handle;
     }
 
-    metalCommandBuffer->needComputeTextureBind = SDL_TRUE;
+    metalCommandBuffer->needComputeTextureBind = true;
 }
 
 static void METAL_BindComputeStorageBuffers(
@@ -3004,7 +3004,7 @@ static void METAL_BindComputeStorageBuffers(
             bufferContainer->activeBuffer->handle;
     }
 
-    metalCommandBuffer->needComputeBufferBind = SDL_TRUE;
+    metalCommandBuffer->needComputeBufferBind = true;
 }
 
 static void METAL_PushComputeUniformData(
@@ -3254,13 +3254,13 @@ static void METAL_INTERNAL_PerformPendingDestroys(
 
 static void METAL_WaitForFences(
     SDL_GPURenderer *driverData,
-    SDL_bool waitAll,
+    bool waitAll,
     SDL_GPUFence **pFences,
     Uint32 fenceCount)
 {
     @autoreleasepool {
         MetalRenderer *renderer = (MetalRenderer *)driverData;
-        SDL_bool waiting;
+        bool waiting;
 
         if (waitAll) {
             for (Uint32 i = 0; i < fenceCount; i += 1) {
@@ -3284,7 +3284,7 @@ static void METAL_WaitForFences(
     }
 }
 
-static SDL_bool METAL_QueryFence(
+static bool METAL_QueryFence(
     SDL_GPURenderer *driverData,
     SDL_GPUFence *fence)
 {
@@ -3300,19 +3300,19 @@ static MetalWindowData *METAL_INTERNAL_FetchWindowData(SDL_Window *window)
     return (MetalWindowData *)SDL_GetPointerProperty(properties, WINDOW_PROPERTY_DATA, NULL);
 }
 
-static SDL_bool METAL_SupportsSwapchainComposition(
+static bool METAL_SupportsSwapchainComposition(
     SDL_GPURenderer *driverData,
     SDL_Window *window,
     SDL_GPUSwapchainComposition swapchainComposition)
 {
 #ifndef SDL_PLATFORM_MACOS
     if (swapchainComposition == SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2048) {
-        return SDL_FALSE;
+        return false;
     }
 #endif
 
     if (@available(macOS 11.0, *)) {
-        return SDL_TRUE;
+        return true;
     } else {
         return swapchainComposition != SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2048;
     }
@@ -3382,7 +3382,7 @@ static Uint8 METAL_INTERNAL_CreateSwapchain(
     return 1;
 }
 
-static SDL_bool METAL_SupportsPresentMode(
+static bool METAL_SupportsPresentMode(
     SDL_GPURenderer *driverData,
     SDL_Window *window,
     SDL_GPUPresentMode presentMode)
@@ -3392,13 +3392,13 @@ static SDL_bool METAL_SupportsPresentMode(
     case SDL_GPU_PRESENTMODE_IMMEDIATE:
 #endif
     case SDL_GPU_PRESENTMODE_VSYNC:
-        return SDL_TRUE;
+        return true;
     default:
-        return SDL_FALSE;
+        return false;
     }
 }
 
-static SDL_bool METAL_ClaimWindow(
+static bool METAL_ClaimWindow(
     SDL_GPURenderer *driverData,
     SDL_Window *window)
 {
@@ -3426,15 +3426,15 @@ static SDL_bool METAL_ClaimWindow(
 
                 SDL_UnlockMutex(renderer->windowLock);
 
-                return SDL_TRUE;
+                return true;
             } else {
                 SDL_LogError(SDL_LOG_CATEGORY_GPU, "Could not create swapchain, failed to claim window!");
                 SDL_free(windowData);
-                return SDL_FALSE;
+                return false;
             }
         } else {
             SDL_LogWarn(SDL_LOG_CATEGORY_GPU, "Window already claimed!");
-            return SDL_FALSE;
+            return false;
         }
     }
 }
@@ -3528,7 +3528,7 @@ static SDL_GPUTextureFormat METAL_GetSwapchainTextureFormat(
     return windowData->textureContainer.header.info.format;
 }
 
-static SDL_bool METAL_SetSwapchainParameters(
+static bool METAL_SetSwapchainParameters(
     SDL_GPURenderer *driverData,
     SDL_Window *window,
     SDL_GPUSwapchainComposition swapchainComposition,
@@ -3540,17 +3540,17 @@ static SDL_bool METAL_SetSwapchainParameters(
 
         if (windowData == NULL) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Cannot set swapchain parameters, window has not been claimed!");
-            return SDL_FALSE;
+            return false;
         }
 
         if (!METAL_SupportsSwapchainComposition(driverData, window, swapchainComposition)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Swapchain composition not supported!");
-            return SDL_FALSE;
+            return false;
         }
 
         if (!METAL_SupportsPresentMode(driverData, window, presentMode)) {
             SDL_LogError(SDL_LOG_CATEGORY_GPU, "Present mode not supported!");
-            return SDL_FALSE;
+            return false;
         }
 
         METAL_Wait(driverData);
@@ -3569,7 +3569,7 @@ static SDL_bool METAL_SetSwapchainParameters(
 
         windowData->textureContainer.header.info.format = SwapchainCompositionToFormat[swapchainComposition];
 
-        return SDL_TRUE;
+        return true;
     }
 }
 
@@ -3669,7 +3669,7 @@ static void METAL_Wait(
 
 // Format Info
 
-static SDL_bool METAL_SupportsTextureFormat(
+static bool METAL_SupportsTextureFormat(
     SDL_GPURenderer *driverData,
     SDL_GPUTextureFormat format,
     SDL_GPUTextureType type,
@@ -3681,7 +3681,7 @@ static SDL_bool METAL_SupportsTextureFormat(
         // Only depth textures can be used as... depth textures
         if ((usage & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT)) {
             if (!IsDepthFormat(format)) {
-                return SDL_FALSE;
+                return false;
             }
         }
 
@@ -3705,11 +3705,11 @@ static SDL_bool METAL_SupportsTextureFormat(
                     [renderer->device supportsBCTextureCompression] &&
                     !(usage & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT));
             } else {
-                return SDL_FALSE;
+                return false;
             }
 #else
             // FIXME: iOS 16.4+ allows these formats!
-            return SDL_FALSE;
+            return false;
 #endif
 
         // Requires D24S8 support
@@ -3718,18 +3718,18 @@ static SDL_bool METAL_SupportsTextureFormat(
 #ifdef SDL_PLATFORM_MACOS
             return [renderer->device isDepth24Stencil8PixelFormatSupported];
 #else
-            return SDL_FALSE;
+            return false;
 #endif
 
         default:
-            return SDL_TRUE;
+            return true;
         }
     }
 }
 
 // Device Creation
 
-static SDL_bool METAL_PrepareDriver(SDL_VideoDevice *_this)
+static bool METAL_PrepareDriver(SDL_VideoDevice *_this)
 {
     // FIXME: Add a macOS / iOS version check! Maybe support >= 10.14?
     return (_this->Metal_CreateView != NULL);
@@ -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(bool debugMode, bool preferLowPower, SDL_PropertiesID props)
 {
     @autoreleasepool {
         MetalRenderer *renderer;

File diff suppressed because it is too large
+ 154 - 154
src/gpu/vulkan/SDL_gpu_vulkan.c


+ 1 - 1
src/thread/windows/SDL_syssem.c

@@ -252,7 +252,7 @@ static bool SDL_WaitSemaphoreTimeoutNS_kern(SDL_Semaphore *_sem, Sint64 timeoutN
     DWORD dwMilliseconds;
 
     if (!sem) {
-        return SDL_TRUE;
+        return true;
     }
 
     if (timeoutNS < 0) {

+ 1 - 1
src/video/SDL_pixels.c

@@ -578,7 +578,7 @@ SDL_PixelFormat SDL_GetPixelFormatForMasks(int bpp, Uint32 Rmask, Uint32 Gmask,
 static SDL_HashTable *SDL_format_details;
 static SDL_Mutex *SDL_format_details_lock;
 
-static SDL_bool SDL_InitPixelFormatDetails(SDL_PixelFormatDetails *details, SDL_PixelFormat format)
+static bool SDL_InitPixelFormatDetails(SDL_PixelFormatDetails *details, SDL_PixelFormat format)
 {
     int bpp;
     Uint32 Rmask, Gmask, Bmask, Amask;

+ 2 - 2
src/video/android/SDL_androidwindow.c

@@ -65,7 +65,7 @@ bool Android_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Proper
 
     data = (SDL_WindowData *)SDL_calloc(1, sizeof(*data));
     if (!data) {
-        result = SDL_FALSE;
+        result = false;
         goto endfunction;
     }
 
@@ -86,7 +86,7 @@ bool Android_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Proper
         if (data->egl_surface == EGL_NO_SURFACE) {
             ANativeWindow_release(data->native_window);
             SDL_free(data);
-            result = SDL_FALSE;
+            result = false;
             goto endfunction;
         }
     }

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