mirror of https://github.com/encounter/SDL.git
OpenGL: remove RenderCopy and RenderCopyEx from back-end
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@ -1001,108 +1001,6 @@ GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRe
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return 0;
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}
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static int
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GL_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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GL_TextureData *texturedata = (GL_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, 8 * 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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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++) = maxy;
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*(verts++) = minu;
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*(verts++) = maxu;
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*(verts++) = minv;
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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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GL_QueueCopyEx(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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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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GL_TextureData *texturedata = (GL_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, 11 * 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) 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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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++) = maxy;
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*(verts++) = minu;
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*(verts++) = maxu;
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*(verts++) = minv;
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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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GL_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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@ -1160,7 +1058,6 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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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(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
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@ -1395,65 +1292,13 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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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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const GLfloat minx = verts[0];
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const GLfloat miny = verts[1];
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const GLfloat maxx = verts[2];
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const GLfloat maxy = verts[3];
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const GLfloat minu = verts[4];
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const GLfloat maxu = verts[5];
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const GLfloat minv = verts[6];
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const GLfloat maxv = verts[7];
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SetCopyState(data, cmd);
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data->glBegin(GL_TRIANGLE_STRIP);
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data->glTexCoord2f(minu, minv);
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data->glVertex2f(minx, miny);
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data->glTexCoord2f(maxu, minv);
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data->glVertex2f(maxx, miny);
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data->glTexCoord2f(minu, maxv);
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data->glVertex2f(minx, maxy);
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data->glTexCoord2f(maxu, maxv);
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data->glVertex2f(maxx, maxy);
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data->glEnd();
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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 minx = verts[0];
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const GLfloat miny = verts[1];
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const GLfloat maxx = verts[2];
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const GLfloat maxy = verts[3];
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const GLfloat minu = verts[4];
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const GLfloat maxu = verts[5];
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const GLfloat minv = verts[6];
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const GLfloat maxv = verts[7];
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const GLfloat translatex = verts[8];
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const GLfloat translatey = verts[9];
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const GLdouble angle = verts[10];
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SetCopyState(data, cmd);
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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->glRotated(angle, 0.0, 0.0, 1.0);
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data->glBegin(GL_TRIANGLE_STRIP);
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data->glTexCoord2f(minu, minv);
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data->glVertex2f(minx, miny);
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data->glTexCoord2f(maxu, minv);
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data->glVertex2f(maxx, miny);
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data->glTexCoord2f(minu, maxv);
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data->glVertex2f(minx, maxy);
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data->glTexCoord2f(maxu, maxv);
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data->glVertex2f(maxx, maxy);
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data->glEnd();
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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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@ -1491,7 +1336,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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data->glEnd();
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data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
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}
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#endif
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break;
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}
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@ -1833,11 +1677,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueDrawPoints = GL_QueueDrawPoints;
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renderer->QueueDrawLines = GL_QueueDrawLines;
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renderer->QueueFillRects = GL_QueueFillRects;
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renderer->QueueCopy = GL_QueueCopy;
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renderer->QueueCopyEx = GL_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = GL_QueueGeometry;
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#endif
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renderer->RunCommandQueue = GL_RunCommandQueue;
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renderer->RenderReadPixels = GL_RenderReadPixels;
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renderer->RenderPresent = GL_RenderPresent;
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