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Enable texture wrapping for SDL_RenderGeometry()
Currently wrapping is based on whether texture coordinates are outside of [0,1], but the code is structured so it's easy to add an API to set it and add additional wrapping modes if we want. Fixes https://github.com/libsdl-org/SDL/issues/9238 Closes https://github.com/libsdl-org/SDL/pull/5369
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@@ -23,9 +23,10 @@ typedef struct SDLTest_SurfaceImage_s {
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} SDLTest_SurfaceImage_t;
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/* Test images */
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SDL_Surface *SDLTest_ImageBlit(void);
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SDL_Surface *SDLTest_ImageBlitColor(void);
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SDL_Surface *SDLTest_ImageFace(void);
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SDL_Surface *SDLTest_ImagePrimitives(void);
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SDL_Surface *SDLTest_ImageBlendingBackground(void);
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SDL_Surface *SDLTest_ImageBlendingSprite(void);
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extern SDL_Surface *SDLTest_ImageBlit(void);
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extern SDL_Surface *SDLTest_ImageBlitColor(void);
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extern SDL_Surface *SDLTest_ImageFace(void);
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extern SDL_Surface *SDLTest_ImagePrimitives(void);
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extern SDL_Surface *SDLTest_ImageBlendingBackground(void);
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extern SDL_Surface *SDLTest_ImageBlendingSprite(void);
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extern SDL_Surface *SDLTest_ImageWrappingSprite(void);
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