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@@ -3782,6 +3782,7 @@ int SDL_RenderGeometry(SDL_Renderer *renderer,
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}
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}
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+#if SDL_VIDEO_RENDER_SW
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static int remap_one_indice(
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int prev,
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int k,
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@@ -4150,6 +4151,7 @@ end:
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return retval;
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}
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+#endif /* SDL_VIDEO_RENDER_SW */
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int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
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SDL_Texture *texture,
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@@ -4247,11 +4249,13 @@ int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
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}
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/* For the software renderer, try to reinterpret triangles as SDL_Rect */
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+#if SDL_VIDEO_RENDER_SW
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if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
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return SDL_SW_RenderGeometryRaw(renderer, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices,
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indices, num_indices, size_indices);
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}
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+#endif
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return QueueCmdGeometry(renderer, texture,
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xy, xy_stride, color, color_stride, uv, uv_stride,
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@@ -4673,12 +4677,14 @@ int SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
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renderer->wanted_vsync = vsync ? SDL_TRUE : SDL_FALSE;
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/* for the software renderer, forward eventually the call to the WindowTexture renderer */
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+#if SDL_VIDEO_RENDER_SW
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if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
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if (SDL_SetWindowTextureVSync(renderer->window, vsync) == 0) {
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renderer->simulate_vsync = SDL_FALSE;
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return 0;
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}
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}
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+#endif
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if (!renderer->SetVSync ||
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renderer->SetVSync(renderer, vsync) != 0) {
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