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https://github.com/libsdl-org/SDL.git
synced 2025-10-01 23:48:29 +00:00
Renamed driverdata to internal
This was done to SDL_DisplayMode for consistency with SDL_Surface and gives it a type so we don't have to do casts in SDL code. I considered switching to an ID and hashing the driver data, etc. but all of that involved a lot of internal code churn and this solution gives us flexibility in how we handle this in the future. After consideration, I made this renaming global across the project, for consistency. Fixes https://github.com/libsdl-org/SDL/issues/10198
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@@ -213,7 +213,7 @@ static const char *GL_TranslateError(GLenum error)
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static void GL_ClearErrors(SDL_Renderer *renderer)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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if (!data->debug_enabled) {
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return;
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@@ -225,7 +225,7 @@ static void GL_ClearErrors(SDL_Renderer *renderer)
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static int GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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int ret = 0;
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if (!data->debug_enabled) {
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@@ -301,7 +301,7 @@ static GLES2_FBOList *GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
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static int GLES2_ActivateRenderer(SDL_Renderer *renderer)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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if (SDL_GL_GetCurrentContext() != data->context) {
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/* Null out the current program to ensure we set it again */
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@@ -319,7 +319,7 @@ static int GLES2_ActivateRenderer(SDL_Renderer *renderer)
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static void GLES2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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if (event->type == SDL_EVENT_WINDOW_MINIMIZED) {
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/* According to Apple documentation, we need to finish drawing NOW! */
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@@ -375,7 +375,7 @@ static GLenum GetBlendEquation(SDL_BlendOperation operation)
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static SDL_bool GLES2_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
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SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
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@@ -1032,7 +1032,7 @@ static int SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, co
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static int SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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SDL_Texture *texture = cmd->data.draw.texture;
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int ret;
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@@ -1156,7 +1156,7 @@ static int SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, vo
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ret = SetDrawState(data, cmd, sourceType, vertices);
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if (texture != data->drawstate.texture) {
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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#if SDL_HAVE_YUV
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if (tdata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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@@ -1182,7 +1182,7 @@ static int SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, vo
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static void GLES2_InvalidateCachedState(SDL_Renderer *renderer)
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{
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GLES2_DrawStateCache *cache = &((GLES2_RenderData *)renderer->driverdata)->drawstate;
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GLES2_DrawStateCache *cache = &((GLES2_RenderData *)renderer->internal)->drawstate;
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cache->viewport_dirty = SDL_TRUE;
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cache->texture = NULL;
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cache->blend = SDL_BLENDMODE_INVALID;
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@@ -1197,7 +1197,7 @@ static void GLES2_InvalidateCachedState(SDL_Renderer *renderer)
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static int GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32));
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#if USE_VERTEX_BUFFER_OBJECTS
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@@ -1399,7 +1399,7 @@ static int GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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static void GLES2_DestroyRenderer(SDL_Renderer *renderer)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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/* Deallocate everything */
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if (data) {
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@@ -1449,7 +1449,7 @@ static void GLES2_DestroyRenderer(SDL_Renderer *renderer)
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static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
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{
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GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal;
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GLES2_TextureData *data;
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GLenum format;
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GLenum type;
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@@ -1618,7 +1618,7 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
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return -1;
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}
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}
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texture->driverdata = data;
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texture->internal = data;
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renderdata->glActiveTexture(GL_TEXTURE0);
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renderdata->glBindTexture(data->texture_type, data->texture);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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@@ -1635,7 +1635,7 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER, data->texture_type);
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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data->fbo = GLES2_GetFBO((GLES2_RenderData *)renderer->driverdata, texture->w, texture->h);
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data->fbo = GLES2_GetFBO((GLES2_RenderData *)renderer->internal, texture->w, texture->h);
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} else {
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data->fbo = NULL;
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}
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@@ -1681,8 +1681,8 @@ static int GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoff
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static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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const void *pixels, int pitch)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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GLES2_ActivateRenderer(renderer);
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@@ -1762,8 +1762,8 @@ static int GLES2_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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GLES2_ActivateRenderer(renderer);
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@@ -1812,8 +1812,8 @@ static int GLES2_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *UVplane, int UVpitch)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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GLES2_ActivateRenderer(renderer);
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@@ -1851,7 +1851,7 @@ static int GLES2_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
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static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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void **pixels, int *pitch)
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{
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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/* Retrieve the buffer/pitch for the specified region */
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*pixels = (Uint8 *)tdata->pixel_data +
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@@ -1864,7 +1864,7 @@ static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const
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static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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SDL_Rect rect;
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/* We do whole texture updates, at least for now */
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@@ -1877,8 +1877,8 @@ static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
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{
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GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *data = (GLES2_TextureData *)texture->driverdata;
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GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal;
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GLES2_TextureData *data = (GLES2_TextureData *)texture->internal;
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GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
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#if SDL_HAVE_YUV
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@@ -1908,7 +1908,7 @@ static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *textu
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static int GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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GLES2_TextureData *texturedata = NULL;
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GLenum status;
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@@ -1917,7 +1917,7 @@ static int GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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if (!texture) {
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data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
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} else {
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texturedata = (GLES2_TextureData *)texture->driverdata;
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texturedata = (GLES2_TextureData *)texture->internal;
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data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
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/* TODO: check if texture pixel format allows this operation */
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data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
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@@ -1932,8 +1932,8 @@ static int GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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GLES2_ActivateRenderer(renderer);
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@@ -1959,13 +1959,13 @@ static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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#endif
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SDL_free(tdata->pixel_data);
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SDL_free(tdata);
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texture->driverdata = NULL;
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texture->internal = NULL;
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}
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}
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static SDL_Surface *GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
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SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
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int w, h;
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SDL_Surface *surface;
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@@ -2091,7 +2091,7 @@ static int GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_
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if (!data) {
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goto error;
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}
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renderer->driverdata = data;
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renderer->internal = data;
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GLES2_InvalidateCachedState(renderer);
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renderer->window = window;
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