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Use floating point values for viewport, clip rectangle, and texture sizes
These are integer values internally, but the API has been changed to make it easier to mix other render code with querying those values. Fixes https://github.com/libsdl-org/SDL/issues/7519
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@@ -1453,7 +1453,7 @@ static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *
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SDL_PixelFormatEnum format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888;
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GLint internalFormat;
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GLenum targetFormat, type;
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int w, h;
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float h;
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SDL_Surface *surface;
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GL_ActivateRenderer(renderer);
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@@ -1468,12 +1468,12 @@ static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *
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return NULL;
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}
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SDL_GetCurrentRenderOutputSize(renderer, &w, &h);
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SDL_GetCurrentRenderOutputSize(renderer, NULL, &h);
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data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
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data->glPixelStorei(GL_PACK_ROW_LENGTH, (surface->pitch / SDL_BYTESPERPIXEL(format)));
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data->glReadPixels(rect->x, renderer->target ? rect->y : (h - rect->y) - rect->h,
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data->glReadPixels(rect->x, renderer->target ? rect->y : ((int)h - rect->y) - rect->h,
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rect->w, rect->h, targetFormat, type, surface->pixels);
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if (GL_CheckError("glReadPixels()", renderer) < 0) {
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