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https://github.com/libsdl-org/SDL.git
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Sort exported functions
This commit is contained in:
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12ecdb9dde
commit
f13dc502c6
3 changed files with 18 additions and 18 deletions
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@ -190,6 +190,8 @@ SDL3_0.0.0 {
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SDL_GL_SwapWindow;
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SDL_GL_UnloadLibrary;
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SDL_GPUTextureFormatTexelBlockSize;
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SDL_GPUTextureSupportsFormat;
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SDL_GPUTextureSupportsSampleCount;
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SDL_GUIDToString;
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SDL_GamepadConnected;
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SDL_GamepadEventsEnabled;
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@ -699,6 +701,7 @@ SDL3_0.0.0 {
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SDL_ReleaseGPUShader;
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SDL_ReleaseGPUTexture;
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SDL_ReleaseGPUTransferBuffer;
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SDL_ReleaseWindowFromGPUDevice;
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SDL_ReloadGamepadMappings;
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SDL_RemovePath;
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SDL_RemoveStoragePath;
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@ -888,10 +891,6 @@ SDL3_0.0.0 {
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SDL_StringToGUID;
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SDL_SubmitGPUCommandBuffer;
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SDL_SubmitGPUCommandBufferAndAcquireFence;
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SDL_WindowSupportsGPUPresentMode;
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SDL_GPUTextureSupportsSampleCount;
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SDL_WindowSupportsGPUSwapchainComposition;
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SDL_GPUTextureSupportsFormat;
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SDL_SurfaceHasAlternateImages;
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SDL_SurfaceHasColorKey;
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SDL_SurfaceHasRLE;
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@ -909,7 +908,6 @@ SDL3_0.0.0 {
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SDL_UCS4ToUTF8;
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SDL_UnbindAudioStream;
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SDL_UnbindAudioStreams;
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SDL_ReleaseWindowFromGPUDevice;
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SDL_UnloadObject;
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SDL_UnlockAudioStream;
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SDL_UnlockJoysticks;
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@ -943,8 +941,8 @@ SDL3_0.0.0 {
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SDL_WaitConditionTimeout;
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SDL_WaitEvent;
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SDL_WaitEventTimeout;
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SDL_WaitForGPUIdle;
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SDL_WaitForGPUFences;
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SDL_WaitForGPUIdle;
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SDL_WaitSemaphore;
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SDL_WaitSemaphoreTimeout;
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SDL_WaitThread;
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@ -952,6 +950,8 @@ SDL3_0.0.0 {
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SDL_WarpMouseInWindow;
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SDL_WasInit;
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SDL_WindowHasSurface;
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SDL_WindowSupportsGPUPresentMode;
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SDL_WindowSupportsGPUSwapchainComposition;
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SDL_WriteIO;
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SDL_WriteS16BE;
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SDL_WriteS16LE;
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@ -215,6 +215,8 @@
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#define SDL_GL_SwapWindow SDL_GL_SwapWindow_REAL
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#define SDL_GL_UnloadLibrary SDL_GL_UnloadLibrary_REAL
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#define SDL_GPUTextureFormatTexelBlockSize SDL_GPUTextureFormatTexelBlockSize_REAL
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#define SDL_GPUTextureSupportsFormat SDL_GPUTextureSupportsFormat_REAL
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#define SDL_GPUTextureSupportsSampleCount SDL_GPUTextureSupportsSampleCount_REAL
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#define SDL_GUIDToString SDL_GUIDToString_REAL
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#define SDL_GamepadConnected SDL_GamepadConnected_REAL
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#define SDL_GamepadEventsEnabled SDL_GamepadEventsEnabled_REAL
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@ -724,6 +726,7 @@
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#define SDL_ReleaseGPUShader SDL_ReleaseGPUShader_REAL
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#define SDL_ReleaseGPUTexture SDL_ReleaseGPUTexture_REAL
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#define SDL_ReleaseGPUTransferBuffer SDL_ReleaseGPUTransferBuffer_REAL
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#define SDL_ReleaseWindowFromGPUDevice SDL_ReleaseWindowFromGPUDevice_REAL
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#define SDL_ReloadGamepadMappings SDL_ReloadGamepadMappings_REAL
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#define SDL_RemovePath SDL_RemovePath_REAL
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#define SDL_RemoveStoragePath SDL_RemoveStoragePath_REAL
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@ -913,10 +916,6 @@
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#define SDL_StringToGUID SDL_StringToGUID_REAL
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#define SDL_SubmitGPUCommandBuffer SDL_SubmitGPUCommandBuffer_REAL
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#define SDL_SubmitGPUCommandBufferAndAcquireFence SDL_SubmitGPUCommandBufferAndAcquireFence_REAL
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#define SDL_WindowSupportsGPUPresentMode SDL_WindowSupportsGPUPresentMode_REAL
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#define SDL_GPUTextureSupportsSampleCount SDL_GPUTextureSupportsSampleCount_REAL
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#define SDL_WindowSupportsGPUSwapchainComposition SDL_WindowSupportsGPUSwapchainComposition_REAL
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#define SDL_GPUTextureSupportsFormat SDL_GPUTextureSupportsFormat_REAL
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#define SDL_SurfaceHasAlternateImages SDL_SurfaceHasAlternateImages_REAL
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#define SDL_SurfaceHasColorKey SDL_SurfaceHasColorKey_REAL
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#define SDL_SurfaceHasRLE SDL_SurfaceHasRLE_REAL
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@ -934,7 +933,6 @@
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#define SDL_UCS4ToUTF8 SDL_UCS4ToUTF8_REAL
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#define SDL_UnbindAudioStream SDL_UnbindAudioStream_REAL
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#define SDL_UnbindAudioStreams SDL_UnbindAudioStreams_REAL
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#define SDL_ReleaseWindowFromGPUDevice SDL_ReleaseWindowFromGPUDevice_REAL
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#define SDL_UnloadObject SDL_UnloadObject_REAL
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#define SDL_UnlockAudioStream SDL_UnlockAudioStream_REAL
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#define SDL_UnlockJoysticks SDL_UnlockJoysticks_REAL
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@ -968,8 +966,8 @@
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#define SDL_WaitConditionTimeout SDL_WaitConditionTimeout_REAL
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#define SDL_WaitEvent SDL_WaitEvent_REAL
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#define SDL_WaitEventTimeout SDL_WaitEventTimeout_REAL
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#define SDL_WaitForGPUIdle SDL_WaitForGPUIdle_REAL
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#define SDL_WaitForGPUFences SDL_WaitForGPUFences_REAL
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#define SDL_WaitForGPUIdle SDL_WaitForGPUIdle_REAL
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#define SDL_WaitSemaphore SDL_WaitSemaphore_REAL
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#define SDL_WaitSemaphoreTimeout SDL_WaitSemaphoreTimeout_REAL
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#define SDL_WaitThread SDL_WaitThread_REAL
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@ -977,6 +975,8 @@
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#define SDL_WarpMouseInWindow SDL_WarpMouseInWindow_REAL
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#define SDL_WasInit SDL_WasInit_REAL
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#define SDL_WindowHasSurface SDL_WindowHasSurface_REAL
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#define SDL_WindowSupportsGPUPresentMode SDL_WindowSupportsGPUPresentMode_REAL
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#define SDL_WindowSupportsGPUSwapchainComposition SDL_WindowSupportsGPUSwapchainComposition_REAL
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#define SDL_WriteIO SDL_WriteIO_REAL
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#define SDL_WriteS16BE SDL_WriteS16BE_REAL
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#define SDL_WriteS16LE SDL_WriteS16LE_REAL
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@ -235,6 +235,8 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SetSwapInterval,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GL_SwapWindow,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_GL_UnloadLibrary,(void),(),)
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SDL_DYNAPI_PROC(Uint32,SDL_GPUTextureFormatTexelBlockSize,(SDL_GPUTextureFormat a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_GUIDToString,(SDL_GUID a, char *b, int c),(a,b,c),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadConnected,(SDL_Gamepad *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GamepadEventsEnabled,(void),(),return)
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@ -735,6 +737,7 @@ SDL_DYNAPI_PROC(void,SDL_ReleaseGPUSampler,(SDL_GPUDevice *a, SDL_GPUSampler *b)
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SDL_DYNAPI_PROC(void,SDL_ReleaseGPUShader,(SDL_GPUDevice *a, SDL_GPUShader *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTexture,(SDL_GPUDevice *a, SDL_GPUTexture *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_ReleaseGPUTransferBuffer,(SDL_GPUDevice *a, SDL_GPUTransferBuffer *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_ReleaseWindowFromGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_ReloadGamepadMappings,(void),(),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RemovePath,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RemoveStoragePath,(SDL_Storage *a, const char *b),(a,b),return)
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@ -923,10 +926,6 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_StorageReady,(SDL_Storage *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GUID,SDL_StringToGUID,(const char *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_SubmitGPUCommandBuffer,(SDL_GPUCommandBuffer *a),(a),)
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SDL_DYNAPI_PROC(SDL_GPUFence*,SDL_SubmitGPUCommandBufferAndAcquireFence,(SDL_GPUCommandBuffer *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsSampleCount,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUSampleCount c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_GPUTextureSupportsFormat,(SDL_GPUDevice *a, SDL_GPUTextureFormat b, SDL_GPUTextureType c, SDL_GPUTextureUsageFlags d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasAlternateImages,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasColorKey,(SDL_Surface *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_SurfaceHasRLE,(SDL_Surface *a),(a),return)
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@ -944,7 +943,6 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_TryWaitSemaphore,(SDL_Semaphore *a),(a),return)
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SDL_DYNAPI_PROC(char*,SDL_UCS4ToUTF8,(Uint32 a, char *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_UnbindAudioStream,(SDL_AudioStream *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_UnbindAudioStreams,(SDL_AudioStream **a, int b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_ReleaseWindowFromGPUDevice,(SDL_GPUDevice *a, SDL_Window *b),(a,b),)
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SDL_DYNAPI_PROC(void,SDL_UnloadObject,(void *a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_UnlockAudioStream,(SDL_AudioStream *a),(a),return)
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SDL_DYNAPI_PROC(void,SDL_UnlockJoysticks,(void),(),)
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@ -978,8 +976,8 @@ SDL_DYNAPI_PROC(void,SDL_WaitCondition,(SDL_Condition *a, SDL_Mutex *b),(a,b),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WaitConditionTimeout,(SDL_Condition *a, SDL_Mutex *b, Sint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEvent,(SDL_Event *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WaitEventTimeout,(SDL_Event *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_WaitForGPUFences,(SDL_GPUDevice *a, SDL_bool b, SDL_GPUFence **c, Uint32 d),(a,b,c,d),)
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SDL_DYNAPI_PROC(void,SDL_WaitForGPUIdle,(SDL_GPUDevice *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_WaitSemaphore,(SDL_Semaphore *a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WaitSemaphoreTimeout,(SDL_Semaphore *a, Sint32 b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_WaitThread,(SDL_Thread *a, int *b),(a,b),)
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@ -987,6 +985,8 @@ SDL_DYNAPI_PROC(SDL_bool,SDL_WarpMouseGlobal,(float a, float b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_WarpMouseInWindow,(SDL_Window *a, float b, float c),(a,b,c),)
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SDL_DYNAPI_PROC(SDL_InitFlags,SDL_WasInit,(SDL_InitFlags a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WindowHasSurface,(SDL_Window *a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUPresentMode,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUPresentMode c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WindowSupportsGPUSwapchainComposition,(SDL_GPUDevice *a, SDL_Window *b, SDL_GPUSwapchainComposition c),(a,b,c),return)
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SDL_DYNAPI_PROC(size_t,SDL_WriteIO,(SDL_IOStream *a, const void *b, size_t c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS16BE,(SDL_IOStream *a, Sint16 b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_WriteS16LE,(SDL_IOStream *a, Sint16 b),(a,b),return)
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