Add SDL_HAVE_RENDER_GEOMETRY to compile or not with RenderGeometry support
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11 changed files with 60 additions and 4 deletions
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@ -937,6 +937,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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return 0;
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}
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#if SDL_HAVE_RENDER_GEOMETRY
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static int
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GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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@ -996,6 +997,7 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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return 0;
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}
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#endif
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static int
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SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc)
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@ -1373,6 +1375,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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}
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case SDL_RENDERCMD_GEOMETRY: {
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#if SDL_HAVE_RENDER_GEOMETRY
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SDL_Texture *texture = cmd->data.draw.texture;
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const size_t count = cmd->data.draw.count;
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int ret;
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@ -1386,6 +1389,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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if (ret == 0) {
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data->glDrawArrays(GL_TRIANGLES, 0, (GLsizei) count);
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}
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#endif
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break;
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}
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@ -2183,7 +2187,9 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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renderer->QueueFillRects = GLES2_QueueFillRects;
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renderer->QueueCopy = GLES2_QueueCopy;
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renderer->QueueCopyEx = GLES2_QueueCopyEx;
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#if SDL_HAVE_RENDER_GEOMETRY
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renderer->QueueGeometry = GLES2_QueueGeometry;
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#endif
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renderer->RunCommandQueue = GLES2_RunCommandQueue;
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renderer->RenderReadPixels = GLES2_RenderReadPixels;
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renderer->RenderPresent = GLES2_RenderPresent;
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