mirror of https://github.com/bjornbytes/lovr.git
Rename lovr.graphics.getSupported and getSystemLimits;
"Features" and "Limits" will be the standard terminology used now.
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@ -352,8 +352,8 @@ static int l_lovrGraphicsHasWindow(lua_State *L) {
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return 1;
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}
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static int l_lovrGraphicsGetSupported(lua_State* L) {
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const GpuFeatures* features = lovrGraphicsGetSupported();
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static int l_lovrGraphicsGetFeatures(lua_State* L) {
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const GpuFeatures* features = lovrGraphicsGetFeatures();
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lua_newtable(L);
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lua_pushboolean(L, features->compute);
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lua_setfield(L, -2, "compute");
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@ -362,7 +362,7 @@ static int l_lovrGraphicsGetSupported(lua_State* L) {
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return 1;
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}
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static int l_lovrGraphicsGetSystemLimits(lua_State* L) {
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static int l_lovrGraphicsGetLimits(lua_State* L) {
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const GpuLimits* limits = lovrGraphicsGetLimits();
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lua_newtable(L);
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lua_pushnumber(L, limits->pointSizes[1]);
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@ -957,7 +957,7 @@ static int l_lovrGraphicsNewShaderBlock(lua_State* L) {
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lua_pop(L, 1);
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}
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lovrAssert(type == BLOCK_UNIFORM || lovrGraphicsGetSupported()->compute, "Compute blocks are not supported on this system");
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lovrAssert(type == BLOCK_UNIFORM || lovrGraphicsGetFeatures()->compute, "Compute blocks are not supported on this system");
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size_t size = lovrShaderComputeUniformLayout(&uniforms);
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Buffer* buffer = lovrBufferCreate(size, NULL, type == BLOCK_COMPUTE ? BUFFER_SHADER_STORAGE : BUFFER_UNIFORM, usage, readable);
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ShaderBlock* block = lovrShaderBlockCreate(type, buffer, &uniforms);
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@ -1417,8 +1417,8 @@ static const luaL_Reg lovrGraphics[] = {
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{ "getDimensions", l_lovrGraphicsGetDimensions },
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{ "getPixelDensity", l_lovrGraphicsGetPixelDensity },
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{ "hasWindow", l_lovrGraphicsHasWindow },
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{ "getSupported", l_lovrGraphicsGetSupported },
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{ "getSystemLimits", l_lovrGraphicsGetSystemLimits },
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{ "getFeatures", l_lovrGraphicsGetFeatures },
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{ "getLimits", l_lovrGraphicsGetLimits },
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{ "getStats", l_lovrGraphicsGetStats },
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// State
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@ -202,7 +202,7 @@ int lovrGraphicsGetHeight(void);
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float lovrGraphicsGetPixelDensity(void);
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void lovrGraphicsSetCamera(Camera* camera, bool clear);
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Buffer* lovrGraphicsGetIdentityBuffer(void);
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#define lovrGraphicsGetSupported lovrGpuGetSupported
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#define lovrGraphicsGetFeatures lovrGpuGetFeatures
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#define lovrGraphicsGetLimits lovrGpuGetLimits
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#define lovrGraphicsGetStats lovrGpuGetStats
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@ -322,6 +322,6 @@ void lovrGpuDirtyTexture(void);
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void* lovrGpuLock(void);
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void lovrGpuUnlock(void* lock);
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void lovrGpuDestroyLock(void* lock);
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const GpuFeatures* lovrGpuGetSupported(void);
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const GpuFeatures* lovrGpuGetFeatures(void);
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const GpuLimits* lovrGpuGetLimits(void);
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const GpuStats* lovrGpuGetStats(void);
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@ -1184,7 +1184,7 @@ void lovrGpuDestroyLock(void* lock) {
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#endif
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}
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const GpuFeatures* lovrGpuGetSupported() {
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const GpuFeatures* lovrGpuGetFeatures() {
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return &state.features;
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}
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