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extend the code hidden by SDL_HAVE_YUV
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@@ -1902,7 +1902,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
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data->shaders ? "ENABLED" : "DISABLED");
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#if SDL_HAVE_YUV
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/* We support YV12 textures using 3 textures and a shader */
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if (data->shaders && data->num_texture_units >= 3) {
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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@@ -1910,7 +1910,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
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}
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#endif
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#ifdef __MACOSX__
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
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#endif
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