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Added support for using Android hardware buffers with the Vulkan renderer
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@@ -806,6 +806,9 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Rende
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* with the texture, if you want to wrap an existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER`: the VkImageLayout for the
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* VkImage, defaults to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
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* - `SDL_PROP_TEXTURE_CREATE_VULKAN_ANDROID_HARDWARE_BUFFER_POINTER`: the AHardwareBuffer to sample from, if you want to use an existing Android hardware buffer as the texture. You must use SDL_PIXELFORMAT_EXTERNAL_OES for the texture format.
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* You can't directly update the texture or use it as a render target. If the Android buffer contents change, you must recreate the texture to pick up the changes.
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* The texture holds a reference to the buffer, so you can release your own reference once the texture has been created.
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*
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* With the GPU renderer:
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*
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@@ -869,6 +872,7 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Re
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#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v"
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#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture"
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#define SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER "SDL.texture.create.vulkan.layout"
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#define SDL_PROP_TEXTURE_CREATE_VULKAN_ANDROID_HARDWARE_BUFFER_POINTER "SDL.texture.create.vulkan.android_hardware_buffer"
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#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER "SDL.texture.create.gpu.texture"
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#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_POINTER "SDL.texture.create.gpu.texture_uv"
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#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_POINTER "SDL.texture.create.gpu.texture_u"
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