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Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
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@@ -1020,6 +1020,7 @@ D3D_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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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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D3D_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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@@ -1071,6 +1072,7 @@ D3D_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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}
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return 0;
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}
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#endif
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static int
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UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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@@ -1486,6 +1488,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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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 size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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SetDrawState(data, cmd);
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@@ -1495,6 +1498,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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const Vertex* verts = (Vertex*)(((Uint8*)vertices) + first);
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IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLELIST, (UINT) count, verts, sizeof(Vertex));
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}
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#endif
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break;
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}
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@@ -1792,7 +1796,9 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueFillRects = D3D_QueueFillRects;
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renderer->QueueCopy = D3D_QueueCopy;
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renderer->QueueCopyEx = D3D_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = D3D_QueueGeometry;
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#endif
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renderer->RunCommandQueue = D3D_RunCommandQueue;
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renderer->RenderReadPixels = D3D_RenderReadPixels;
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renderer->RenderPresent = D3D_RenderPresent;
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