diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index b2b18a0cc9..760aee59ce 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -229,7 +229,6 @@ * - `shaderClipDistance` * - `drawIndirectFirstInstance` * - `sampleRateShading` - * - `dualSrcBlend` * * You can remove some of these requirements to increase compatibility with * Android devices by using these properties when creating the GPU device with @@ -239,7 +238,6 @@ * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_ANISOTROPY_BOOLEAN - * - SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DUAL_SOURCE_BLENDING_BOOLEAN * * ### D3D12 * @@ -2290,7 +2288,7 @@ extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice( * (SDL_BLENDFACTOR_SRC1_COLOR, SDL_BLENDFACTOR_ONE_MINUS_SRC1_COLOR, * SDL_BLENDFACTOR_SRC1_ALPHA, SDL_BLENDFACTOR_ONE_MINUS_SRC1_ALPHA) are not * supported. Disabling optional features allows the application to run on - * some older Android devices. Defaults to true. + * some older Android devices. Defaults to false. * * These are the current shader format properties: * diff --git a/src/gpu/vulkan/SDL_gpu_vulkan.c b/src/gpu/vulkan/SDL_gpu_vulkan.c index 6aa4c8de02..26c1327814 100644 --- a/src/gpu/vulkan/SDL_gpu_vulkan.c +++ b/src/gpu/vulkan/SDL_gpu_vulkan.c @@ -12618,7 +12618,7 @@ static bool VULKAN_INTERNAL_PrepareVulkan( features->desiredVulkan10DeviceFeatures.depthClamp = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DEPTH_CLAMPING_BOOLEAN, true) ? VK_TRUE : VK_FALSE; features->desiredVulkan10DeviceFeatures.shaderClipDistance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_CLIP_DISTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE; features->desiredVulkan10DeviceFeatures.drawIndirectFirstInstance = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_INDIRECT_DRAW_FIRST_INSTANCE_BOOLEAN, true) ? VK_TRUE : VK_FALSE; - features->desiredVulkan10DeviceFeatures.dualSrcBlend = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DUAL_SOURCE_BLENDING_BOOLEAN, true) ? VK_TRUE : VK_FALSE; + features->desiredVulkan10DeviceFeatures.dualSrcBlend = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_FEATURE_DUAL_SOURCE_BLENDING_BOOLEAN, false) ? VK_TRUE : VK_FALSE; // These features have near universal support so they are always enabled features->desiredVulkan10DeviceFeatures.independentBlend = VK_TRUE;