mirror of https://github.com/encounter/SDL.git
OpenGLES: remove RenderCopy and RenderCopyEx from back-end
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d192515428
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88548070a5
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@ -57,10 +57,6 @@ SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC_OES(void, glBindFramebufferOES, (GLenum, GLuint))
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SDL_PROC_OES(void, glFramebufferTexture2DOES, (GLenum, GLenum, GLenum, GLuint, GLint))
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SDL_PROC_OES(GLenum, glCheckFramebufferStatusOES, (GLenum))
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SDL_PROC(void, glPushMatrix, (void))
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SDL_PROC(void, glTranslatef, (GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glRotatef, (GLfloat, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glPopMatrix, (void))
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SDL_PROC_OES(void, glDeleteFramebuffersOES, (GLsizei, const GLuint*))
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/* vi: set ts=4 sw=4 expandtab: */
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@ -632,129 +632,6 @@ GLES_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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return 0;
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}
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static int
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GLES_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{
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GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = 1;
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minx = dstrect->x;
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miny = dstrect->y;
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maxx = dstrect->x + dstrect->w;
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maxy = dstrect->y + dstrect->h;
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minu = (GLfloat) srcrect->x / texture->w;
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minu *= texturedata->texw;
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maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
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maxu *= texturedata->texw;
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minv = (GLfloat) srcrect->y / texture->h;
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minv *= texturedata->texh;
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maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
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maxv *= texturedata->texh;
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*(verts++) = minx;
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*(verts++) = miny;
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*(verts++) = maxx;
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*(verts++) = miny;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxu;
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*(verts++) = maxv;
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return 0;
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}
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static int
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GLES_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
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GLfloat minx, miny, maxx, maxy;
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GLfloat centerx, centery;
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GLfloat minu, maxu, minv, maxv;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 19 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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centerx = center->x;
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centery = center->y;
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if (flip & SDL_FLIP_HORIZONTAL) {
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minx = dstrect->w - centerx;
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maxx = -centerx;
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}
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else {
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minx = -centerx;
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maxx = dstrect->w - centerx;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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miny = dstrect->h - centery;
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maxy = -centery;
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}
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else {
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miny = -centery;
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maxy = dstrect->h - centery;
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}
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minu = (GLfloat) srcquad->x / texture->w;
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minu *= texturedata->texw;
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maxu = (GLfloat) (srcquad->x + srcquad->w) / texture->w;
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maxu *= texturedata->texw;
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minv = (GLfloat) srcquad->y / texture->h;
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minv *= texturedata->texh;
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maxv = (GLfloat) (srcquad->y + srcquad->h) / texture->h;
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maxv *= texturedata->texh;
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cmd->data.draw.count = 1;
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*(verts++) = minx;
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*(verts++) = miny;
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*(verts++) = maxx;
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*(verts++) = miny;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxu;
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*(verts++) = maxv;
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*(verts++) = (GLfloat) dstrect->x + centerx;
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*(verts++) = (GLfloat) dstrect->y + centery;
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*(verts++) = (GLfloat) angle;
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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@ -812,7 +689,6 @@ GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *
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}
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return 0;
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}
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#endif
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static void
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SetDrawState(GLES_RenderData *data, const SDL_RenderCommand *cmd)
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@ -1028,35 +904,13 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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break;
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}
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case SDL_RENDERCMD_COPY: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SetCopyState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
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data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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case SDL_RENDERCMD_COPY: /* unused */
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break;
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}
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case SDL_RENDERCMD_COPY_EX: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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const GLfloat translatex = verts[16];
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const GLfloat translatey = verts[17];
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const GLfloat angle = verts[18];
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SetCopyState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glTexCoordPointer(2, GL_FLOAT, 0, verts + 8);
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/* Translate to flip, rotate, translate to position */
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data->glPushMatrix();
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data->glTranslatef(translatex, translatey, 0.0f);
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data->glRotatef(angle, 0.0, 0.0, 1.0);
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data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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data->glPopMatrix();
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case SDL_RENDERCMD_COPY_EX: /* unused */
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break;
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SDL_Texture *texture = cmd->data.draw.texture;
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const size_t count = cmd->data.draw.count;
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@ -1079,7 +933,6 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
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data->glDisableClientState(GL_COLOR_ARRAY);
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#endif
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break;
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}
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@ -1312,11 +1165,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueDrawPoints = GLES_QueueDrawPoints;
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renderer->QueueDrawLines = GLES_QueueDrawLines;
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renderer->QueueFillRects = GLES_QueueFillRects;
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renderer->QueueCopy = GLES_QueueCopy;
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renderer->QueueCopyEx = GLES_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = GLES_QueueGeometry;
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#endif
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renderer->RunCommandQueue = GLES_RunCommandQueue;
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renderer->RenderReadPixels = GLES_RenderReadPixels;
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renderer->RenderPresent = GLES_RenderPresent;
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