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Merge SDL-ryan-batching-renderer branch to default.
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@@ -1071,7 +1071,8 @@ GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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return renderer->info.texture_formats[0];
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}
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SDL_ScaleMode SDL_GetScaleMode(void)
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static SDL_ScaleMode SDL_GetScaleMode(void)
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{
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const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
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@@ -1199,7 +1200,7 @@ SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
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/* See what the best texture format is */
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fmt = surface->format;
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if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
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if (fmt->Amask || SDL_HasColorKey(surface)) {
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needAlpha = SDL_TRUE;
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} else {
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needAlpha = SDL_FALSE;
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@@ -1258,7 +1259,7 @@ SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
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SDL_GetSurfaceAlphaMod(surface, &a);
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SDL_SetTextureAlphaMod(texture, a);
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if (SDL_GetColorKey(surface, NULL) == 0) {
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if (SDL_HasColorKey(surface)) {
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/* We converted to a texture with alpha format */
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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} else {
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