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Change GPU flag enums to defines (#10681)
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@@ -259,7 +259,7 @@ CreateDepthTexture(Uint32 drawablew, Uint32 drawableh)
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depthtex_createinfo.layerCountOrDepth = 1;
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depthtex_createinfo.levelCount = 1;
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depthtex_createinfo.sampleCount = render_state.sample_count;
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depthtex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT;
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depthtex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET;
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depthtex_createinfo.props = 0;
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result = SDL_CreateGPUTexture(gpu_device, &depthtex_createinfo);
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@@ -285,7 +285,7 @@ CreateMSAATexture(Uint32 drawablew, Uint32 drawableh)
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msaatex_createinfo.layerCountOrDepth = 1;
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msaatex_createinfo.levelCount = 1;
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msaatex_createinfo.sampleCount = render_state.sample_count;
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msaatex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT;
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msaatex_createinfo.usageFlags = SDL_GPU_TEXTUREUSAGE_COLOR_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER;
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msaatex_createinfo.props = 0;
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result = SDL_CreateGPUTexture(gpu_device, &msaatex_createinfo);
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@@ -492,7 +492,7 @@ init_render_state(int msaa)
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/* Create buffers */
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buffer_desc.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX_BIT;
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buffer_desc.usageFlags = SDL_GPU_BUFFERUSAGE_VERTEX;
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buffer_desc.sizeInBytes = sizeof(vertex_data);
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buffer_desc.props = 0;
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render_state.buf_vertex = SDL_CreateGPUBuffer(
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