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render: Add Suspend/Resume calls for GDK support
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@@ -667,9 +667,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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* This should be called from an event watch in response to an
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* `SDL_EVENT_DID_ENTER_BACKGROUND` event.
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*
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* When using SDL_Render, your event watch should be added _after_ creating
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* the `SDL_Renderer`; this allows the timing of the D3D12 command queue
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* suspension to execute in the correct order.
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* When using SDL_Render, this should be called after calling SDL_GDKSuspendRenderer.
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*
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* When using SDL_GPU, this should be called after calling SDL_GDKSuspendGPU.
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*
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@@ -3082,6 +3082,40 @@ extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderState(SDL_Renderer *renderer, S
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *state);
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#ifdef SDL_PLATFORM_GDK
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/**
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* Call this to suspend Render operations on Xbox when you receive the
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* SDL_EVENT_DID_ENTER_BACKGROUND event.
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*
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* Do NOT call any SDL_Render functions after calling this function! This must
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* also be called before calling SDL_GDKSuspendComplete.
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*
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* \param renderer the renderer which should suspend operation
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*
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* \since This function is available since SDL 3.6.0.
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*
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* \sa SDL_AddEventWatch
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer);
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/**
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* Call this to resume Render operations on Xbox when you receive the
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* SDL_EVENT_WILL_ENTER_FOREGROUND event.
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*
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* When resuming, this function MUST be called before calling any other
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* SDL_Render functions.
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*
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* \param renderer the renderer which should resume operation
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*
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* \since This function is available since SDL 3.6.0.
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*
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* \sa SDL_AddEventWatch
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*/
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extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeRenderer(SDL_Renderer *renderer);
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#endif /* SDL_PLATFORM_GDK */
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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