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Re-add SDL_assert() with non boolean ptr syntax (#8531)
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@@ -237,7 +237,7 @@ static int FlushRenderCommands(SDL_Renderer *renderer)
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{
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int retval;
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SDL_assert((!renderer->render_commands) == (!renderer->render_commands_tail));
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SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
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if (!renderer->render_commands) { /* nothing to do! */
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SDL_assert(renderer->vertex_data_used == 0);
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@@ -335,7 +335,7 @@ static SDL_RenderCommand *AllocateRenderCommand(SDL_Renderer *renderer)
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}
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}
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SDL_assert((!renderer->render_commands) == (!renderer->render_commands_tail));
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SDL_assert((renderer->render_commands == NULL) == (renderer->render_commands_tail == NULL));
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if (renderer->render_commands_tail) {
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renderer->render_commands_tail->next = retval;
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} else {
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@@ -883,13 +883,13 @@ static SDL_INLINE void VerifyDrawQueueFunctions(const SDL_Renderer *renderer)
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{
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/* all of these functions are required to be implemented, even as no-ops, so we don't
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have to check that they aren't NULL over and over. */
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SDL_assert(renderer->QueueSetViewport);
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SDL_assert(renderer->QueueSetDrawColor);
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SDL_assert(renderer->QueueDrawPoints);
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SDL_assert(renderer->QueueDrawLines || renderer->QueueGeometry);
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SDL_assert(renderer->QueueFillRects || renderer->QueueGeometry);
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SDL_assert(renderer->QueueCopy || renderer->QueueGeometry);
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SDL_assert(renderer->RunCommandQueue);
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SDL_assert(renderer->QueueSetViewport != NULL);
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SDL_assert(renderer->QueueSetDrawColor != NULL);
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SDL_assert(renderer->QueueDrawPoints != NULL);
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SDL_assert(renderer->QueueDrawLines != NULL || renderer->QueueGeometry != NULL);
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SDL_assert(renderer->QueueFillRects != NULL || renderer->QueueGeometry != NULL);
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SDL_assert(renderer->QueueCopy != NULL || renderer->QueueGeometry != NULL);
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SDL_assert(renderer->RunCommandQueue != NULL);
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}
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static SDL_RenderLineMethod SDL_GetRenderLineMethod()
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@@ -939,7 +939,7 @@ static int SetupTextureState(D3D_RenderData *data, SDL_Texture *texture, LPDIREC
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{
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D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
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SDL_assert(!*shader);
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SDL_assert(*shader == NULL);
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if (!texturedata) {
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return SDL_SetError("Texture is not currently available");
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@@ -641,7 +641,7 @@ static void SetDrawState(SDL_Surface *surface, SW_DrawStateCache *drawstate)
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if (drawstate->surface_cliprect_dirty) {
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const SDL_Rect *viewport = drawstate->viewport;
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const SDL_Rect *cliprect = drawstate->cliprect;
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SDL_assert_release(viewport); /* the higher level should have forced a SDL_RENDERCMD_SETVIEWPORT */
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SDL_assert_release(viewport != NULL); /* the higher level should have forced a SDL_RENDERCMD_SETVIEWPORT */
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if (cliprect) {
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SDL_Rect clip_rect;
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