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@@ -1017,7 +1017,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
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/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
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renderer->render_command_generation = 1;
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- if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
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+ if (renderer->software) {
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/* Software renderer always uses line method, for speed */
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renderer->line_method = SDL_RENDERLINEMETHOD_LINES;
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} else {
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@@ -1085,11 +1085,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
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SDL_Renderer *renderer;
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window);
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- if (flags & SDL_RENDERER_SOFTWARE) {
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- SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, "software");
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- } else {
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- SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, name);
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- }
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+ SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, name);
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_TRUE);
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}
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@@ -4250,7 +4246,7 @@ int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
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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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+ if (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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@@ -4678,7 +4674,7 @@ int SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
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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 (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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