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Add SDL_SetGPUBlendConstants, SDL_SetGPUStencilReference (#10704)
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@@ -778,8 +778,10 @@ SDL3_0.0.0 {
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SDL_SetEventEnabled;
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SDL_SetEventFilter;
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SDL_SetFloatProperty;
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SDL_SetGPUBlendConstants;
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SDL_SetGPUBufferName;
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SDL_SetGPUScissor;
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SDL_SetGPUStencilReference;
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SDL_SetGPUSwapchainParameters;
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SDL_SetGPUTextureName;
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SDL_SetGPUViewport;
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@@ -803,8 +803,10 @@
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#define SDL_SetEventEnabled SDL_SetEventEnabled_REAL
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#define SDL_SetEventFilter SDL_SetEventFilter_REAL
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#define SDL_SetFloatProperty SDL_SetFloatProperty_REAL
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#define SDL_SetGPUBlendConstants SDL_SetGPUBlendConstants_REAL
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#define SDL_SetGPUBufferName SDL_SetGPUBufferName_REAL
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#define SDL_SetGPUScissor SDL_SetGPUScissor_REAL
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#define SDL_SetGPUStencilReference SDL_SetGPUStencilReference_REAL
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#define SDL_SetGPUSwapchainParameters SDL_SetGPUSwapchainParameters_REAL
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#define SDL_SetGPUTextureName SDL_SetGPUTextureName_REAL
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#define SDL_SetGPUViewport SDL_SetGPUViewport_REAL
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@@ -813,8 +813,10 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_SetCursor,(SDL_Cursor *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_SetEventEnabled,(Uint32 a, SDL_bool b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetEventFilter,(SDL_EventFilter a, void *b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SetFloatProperty,(SDL_PropertiesID a, const char *b, float c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_SetGPUBlendConstants,(SDL_GPURenderPass *a, SDL_FColor b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetGPUBufferName,(SDL_GPUDevice *a, SDL_GPUBuffer *b, const char *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_SetGPUScissor,(SDL_GPURenderPass *a, const SDL_Rect *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_SetGPUStencilReference,(SDL_GPURenderPass *a, Uint8 b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SetGPUSwapchainParameters,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c, SDL_GPUPresentMode d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(void,SDL_SetGPUTextureName,(SDL_GPUDevice *a, SDL_GPUTexture *b, const char *c),(a,b,c),)
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SDL_DYNAPI_PROC(void,SDL_SetGPUViewport,(SDL_GPURenderPass *a, const SDL_GPUViewport *b),(a,b),)
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