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Added support for using the GPU renderer as an offscreen renderer
SDL_CreateGPURenderer() now allows passing in an existing GPU device and passing in a NULL window to create an offscreen renderer. Also renamed SDL_SetRenderGPUState() to SDL_SetGPURenderState().
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@@ -1315,7 +1315,7 @@ const static struct {
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SDL_SYMBOL_ITEM(SDL_GetDefaultTextureScaleMode),
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SDL_SYMBOL_ITEM(SDL_CreateGPURenderState),
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SDL_SYMBOL_ITEM(SDL_SetGPURenderStateFragmentUniforms),
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SDL_SYMBOL_ITEM(SDL_SetRenderGPUState),
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SDL_SYMBOL_ITEM(SDL_SetGPURenderState),
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SDL_SYMBOL_ITEM(SDL_DestroyGPURenderState),
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SDL_SYMBOL_ITEM(SDL_SetWindowProgressState),
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SDL_SYMBOL_ITEM(SDL_SetWindowProgressValue),
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@@ -1334,6 +1334,7 @@ const static struct {
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SDL_SYMBOL_ITEM(SDL_GetGPUTextureFormatFromPixelFormat),
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SDL_SYMBOL_ITEM(SDL_SetTexturePalette),
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SDL_SYMBOL_ITEM(SDL_GetTexturePalette),
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SDL_SYMBOL_ITEM(SDL_GetGPURendererDevice),
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/* extra symbols go here (don't modify this line) */
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{ NULL, NULL }
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};
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