mirror of
https://github.com/libsdl-org/SDL.git
synced 2026-02-10 05:48:38 +00:00
Removed SDL_RENDERER_ACCELERATED and SDL_RENDERER_SOFTWARE
These flags are unnecessary and have always been a source of confusion.
This commit is contained in:
@@ -1017,7 +1017,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
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/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
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renderer->render_command_generation = 1;
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if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
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if (renderer->software) {
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/* Software renderer always uses line method, for speed */
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renderer->line_method = SDL_RENDERLINEMETHOD_LINES;
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} else {
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@@ -1085,11 +1085,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
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SDL_Renderer *renderer;
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window);
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if (flags & SDL_RENDERER_SOFTWARE) {
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SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, "software");
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} else {
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SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, name);
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}
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SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, name);
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_TRUE);
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}
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@@ -4250,7 +4246,7 @@ int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
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/* For the software renderer, try to reinterpret triangles as SDL_Rect */
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#if SDL_VIDEO_RENDER_SW
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if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
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if (renderer->software) {
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return SDL_SW_RenderGeometryRaw(renderer, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices,
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indices, num_indices, size_indices);
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@@ -4678,7 +4674,7 @@ int SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
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/* for the software renderer, forward eventually the call to the WindowTexture renderer */
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#if SDL_VIDEO_RENDER_SW
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if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
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if (renderer->software) {
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if (SDL_SetWindowTextureVSync(renderer->window, vsync) == 0) {
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renderer->simulate_vsync = SDL_FALSE;
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return 0;
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@@ -220,6 +220,7 @@ struct SDL_Renderer
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/* The current renderer info */
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SDL_RendererInfo info;
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SDL_bool software;
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/* The window associated with the renderer */
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SDL_Window *window;
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@@ -1631,7 +1631,6 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
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renderer->DestroyRenderer = D3D_DestroyRenderer;
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renderer->SetVSync = D3D_SetVSync;
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renderer->info = D3D_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = data;
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D3D_InvalidateCachedState(renderer);
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@@ -1748,7 +1747,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
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SDL_RenderDriver D3D_RenderDriver = {
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D3D_CreateRenderer,
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{ "direct3d",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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SDL_RENDERER_PRESENTVSYNC,
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1,
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{ SDL_PIXELFORMAT_ARGB8888 },
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0,
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@@ -2794,7 +2794,6 @@ SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_p
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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->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = data;
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D3D11_InvalidateCachedState(renderer);
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@@ -2840,8 +2839,7 @@ 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_ACCELERATED |
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SDL_RENDERER_PRESENTVSYNC), /* flags. see SDL_RendererFlags */
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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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@@ -3232,7 +3232,6 @@ SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_p
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renderer->DestroyTexture = D3D12_DestroyTexture;
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renderer->DestroyRenderer = D3D12_DestroyRenderer;
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renderer->info = D3D12_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = data;
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D3D12_InvalidateCachedState(renderer);
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@@ -3263,8 +3262,7 @@ SDL_RenderDriver D3D12_RenderDriver = {
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D3D12_CreateRenderer,
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{
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"direct3d12",
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(SDL_RENDERER_ACCELERATED |
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SDL_RENDERER_PRESENTVSYNC), /* flags. see SDL_RendererFlags */
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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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@@ -2155,7 +2155,6 @@ static SDL_Renderer *METAL_CreateRenderer(SDL_Window *window, SDL_PropertiesID c
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renderer->GetMetalCommandEncoder = METAL_GetMetalCommandEncoder;
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renderer->info = METAL_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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#if (defined(SDL_PLATFORM_MACOS) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
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if (@available(macOS 10.13, *)) {
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@@ -2214,7 +2213,7 @@ SDL_RenderDriver METAL_RenderDriver = {
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METAL_CreateRenderer,
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{
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"metal",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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SDL_RENDERER_PRESENTVSYNC,
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10,
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{ SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_ABGR8888,
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@@ -1612,32 +1612,6 @@ static int GL_SetVSync(SDL_Renderer *renderer, const int vsync)
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return retval;
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}
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static SDL_bool GL_IsProbablyAccelerated(const GL_RenderData *data)
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{
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/*const char *vendor = (const char *) data->glGetString(GL_VENDOR);*/
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const char *renderer = (const char *)data->glGetString(GL_RENDERER);
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#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK)
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if (SDL_strcmp(renderer, "GDI Generic") == 0) {
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return SDL_FALSE; /* Microsoft's fallback software renderer. Fix your system! */
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}
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#endif
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#ifdef SDL_PLATFORM_APPLE
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if (SDL_strcmp(renderer, "Apple Software Renderer") == 0) {
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return SDL_FALSE; /* (a probably very old) Apple software-based OpenGL. */
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}
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#endif
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if (SDL_strcmp(renderer, "Software Rasterizer") == 0) {
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return SDL_FALSE; /* (a probably very old) Software Mesa, or some other generic thing. */
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}
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/* !!! FIXME: swrast? llvmpipe? softpipe? */
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return SDL_TRUE;
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}
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static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
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{
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SDL_Renderer *renderer;
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@@ -1739,10 +1713,6 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
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goto error;
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}
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if (GL_IsProbablyAccelerated(data)) {
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renderer->info.flags |= SDL_RENDERER_ACCELERATED;
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}
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#ifdef SDL_PLATFORM_MACOS
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/* Enable multi-threaded rendering */
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/* Disabled until Ryan finishes his VBO/PBO code...
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@@ -1919,7 +1889,7 @@ error:
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SDL_RenderDriver GL_RenderDriver = {
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GL_CreateRenderer,
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{ "opengl",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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SDL_RENDERER_PRESENTVSYNC,
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4,
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{ SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_ABGR8888,
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@@ -2099,7 +2099,6 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, SDL_PropertiesID c
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goto error;
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}
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renderer->info = GLES2_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = data;
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GLES2_InvalidateCachedState(renderer);
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renderer->window = window;
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@@ -2264,7 +2263,7 @@ error:
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SDL_RenderDriver GLES2_RenderDriver = {
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GLES2_CreateRenderer,
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{ "opengles2",
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(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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SDL_RENDERER_PRESENTVSYNC,
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4,
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{ SDL_PIXELFORMAT_RGBA32,
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SDL_PIXELFORMAT_BGRA32,
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@@ -704,7 +704,6 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, SDL_PropertiesID cre
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renderer->DestroyRenderer = PS2_DestroyRenderer;
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renderer->SetVSync = PS2_SetVSync;
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renderer->info = PS2_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = data;
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PS2_InvalidateCachedState(renderer);
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renderer->window = window;
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@@ -719,7 +718,7 @@ SDL_RenderDriver PS2_RenderDriver = {
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.CreateRenderer = PS2_CreateRenderer,
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.info = {
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.name = "PS2 gsKit",
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.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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.flags = SDL_RENDERER_PRESENTVSYNC,
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.num_texture_formats = 2,
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.texture_formats = {
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[0] = SDL_PIXELFORMAT_ABGR1555,
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@@ -1336,7 +1336,6 @@ SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_pro
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renderer->DestroyRenderer = PSP_DestroyRenderer;
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renderer->SetVSync = PSP_SetVSync;
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renderer->info = PSP_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = data;
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PSP_InvalidateCachedState(renderer);
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renderer->window = window;
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@@ -1414,7 +1413,7 @@ SDL_RenderDriver PSP_RenderDriver = {
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.CreateRenderer = PSP_CreateRenderer,
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.info = {
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.name = "PSP",
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.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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.flags = SDL_RENDERER_PRESENTVSYNC,
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.num_texture_formats = 4,
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.texture_formats = {
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[0] = SDL_PIXELFORMAT_BGR565,
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@@ -1131,6 +1131,7 @@ SDL_Renderer *SW_CreateRendererForSurface(SDL_Surface *surface, SDL_PropertiesID
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return NULL;
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}
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renderer->magic = &SDL_renderer_magic;
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renderer->software = SDL_TRUE;
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data = (SW_RenderData *)SDL_calloc(1, sizeof(*data));
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if (!data) {
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@@ -1217,8 +1218,8 @@ static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, SDL_PropertiesID crea
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SDL_RenderDriver SW_RenderDriver = {
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SW_CreateRenderer,
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{ "software",
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(SDL_RENDERER_SOFTWARE | SDL_RENDERER_PRESENTVSYNC),
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{ SDL_SOFTWARE_RENDERER,
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SDL_RENDERER_PRESENTVSYNC,
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0,
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{ /* formats filled in later */
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SDL_PIXELFORMAT_UNKNOWN },
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@@ -103,7 +103,7 @@ SDL_RenderDriver VITA_GXM_RenderDriver = {
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.CreateRenderer = VITA_GXM_CreateRenderer,
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.info = {
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.name = "VITA gxm",
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.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
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.flags = SDL_RENDERER_PRESENTVSYNC,
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.num_texture_formats = 8,
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.texture_formats = {
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[0] = SDL_PIXELFORMAT_ABGR8888,
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@@ -261,7 +261,6 @@ SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, SDL_PropertiesID creat
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renderer->SetVSync = VITA_GXM_SetVSync;
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renderer->info = VITA_GXM_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = data;
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VITA_GXM_InvalidateCachedState(renderer);
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renderer->window = window;
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@@ -4094,7 +4094,6 @@ SDL_Renderer *VULKAN_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_
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renderer->DestroyTexture = VULKAN_DestroyTexture;
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renderer->DestroyRenderer = VULKAN_DestroyRenderer;
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renderer->info = VULKAN_RenderDriver.info;
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renderer->info.flags = SDL_RENDERER_ACCELERATED;
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renderer->driverdata = rendererData;
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VULKAN_InvalidateCachedState(renderer);
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@@ -4135,8 +4134,7 @@ SDL_RenderDriver VULKAN_RenderDriver = {
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VULKAN_CreateRenderer,
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{
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"vulkan",
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(SDL_RENDERER_ACCELERATED |
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SDL_RENDERER_PRESENTVSYNC), /* flags. see SDL_RendererFlags */
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SDL_RENDERER_PRESENTVSYNC, /* flags. see SDL_RendererFlags */
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4, /* num_texture_formats */
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{ /* texture_formats */
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SDL_PIXELFORMAT_ARGB8888,
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