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Removed the limit on the number of supported renderer texture formats
Fixes https://github.com/libsdl-org/SDL/issues/9056
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@@ -2801,10 +2801,20 @@ static int D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_
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renderer->RenderPresent = D3D11_RenderPresent;
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renderer->DestroyTexture = D3D11_DestroyTexture;
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renderer->DestroyRenderer = D3D11_DestroyRenderer;
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renderer->info = D3D11_RenderDriver.info;
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renderer->driverdata = data;
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D3D11_InvalidateCachedState(renderer);
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renderer->info.name = D3D11_RenderDriver.name;
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR2101010);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_P010);
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#if SDL_WINAPI_FAMILY_PHONE
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/* VSync is required in Windows Phone, at least for Win Phone 8.0 and 8.1.
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* Failure to use it seems to either result in:
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@@ -2844,24 +2854,7 @@ static int D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_
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}
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SDL_RenderDriver D3D11_RenderDriver = {
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D3D11_CreateRenderer,
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{
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"direct3d11",
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SDL_RENDERER_PRESENTVSYNC, /* flags. see SDL_RendererFlags */
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9, /* num_texture_formats */
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{ /* texture_formats */
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SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_XRGB8888,
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SDL_PIXELFORMAT_XBGR2101010,
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SDL_PIXELFORMAT_RGBA64_FLOAT,
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SDL_PIXELFORMAT_YV12,
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SDL_PIXELFORMAT_IYUV,
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SDL_PIXELFORMAT_NV12,
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SDL_PIXELFORMAT_NV21,
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SDL_PIXELFORMAT_P010 },
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0, /* max_texture_width: will be filled in later */
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0 /* max_texture_height: will be filled in later */
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}
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D3D11_CreateRenderer, "direct3d11"
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};
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#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
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