Update SDL3 from 3.2.4 to 3.2.20
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@@ -122,7 +122,6 @@ typedef struct
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ID3D11Texture2D *stagingTexture;
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int lockedTexturePositionX;
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int lockedTexturePositionY;
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D3D11_FILTER scaleMode;
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D3D11_Shader shader;
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const float *YCbCr_matrix;
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#ifdef SDL_HAVE_YUV
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@@ -231,11 +230,14 @@ SDL_PixelFormat D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
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return SDL_PIXELFORMAT_ARGB8888;
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case DXGI_FORMAT_R8G8B8A8_UNORM:
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case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
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return SDL_PIXELFORMAT_ABGR8888;
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case DXGI_FORMAT_B8G8R8X8_UNORM:
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case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB:
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return SDL_PIXELFORMAT_XRGB8888;
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case DXGI_FORMAT_R10G10B10A2_UNORM:
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return SDL_PIXELFORMAT_XBGR2101010;
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return SDL_PIXELFORMAT_ABGR2101010;
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case DXGI_FORMAT_R16G16B16A16_FLOAT:
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return SDL_PIXELFORMAT_RGBA64_FLOAT;
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default:
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@@ -248,13 +250,18 @@ static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 outpu
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switch (format) {
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case SDL_PIXELFORMAT_RGBA64_FLOAT:
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return DXGI_FORMAT_R16G16B16A16_FLOAT;
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case SDL_PIXELFORMAT_XBGR2101010:
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case SDL_PIXELFORMAT_ABGR2101010:
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return DXGI_FORMAT_R10G10B10A2_UNORM;
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case SDL_PIXELFORMAT_ARGB8888:
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if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SDL_PIXELFORMAT_ABGR8888:
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if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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case SDL_PIXELFORMAT_XRGB8888:
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if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
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@@ -278,13 +285,18 @@ static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uin
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switch (format) {
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case SDL_PIXELFORMAT_RGBA64_FLOAT:
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return DXGI_FORMAT_R16G16B16A16_FLOAT;
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case SDL_PIXELFORMAT_XBGR2101010:
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case SDL_PIXELFORMAT_ABGR2101010:
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return DXGI_FORMAT_R10G10B10A2_UNORM;
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case SDL_PIXELFORMAT_ARGB8888:
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if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SDL_PIXELFORMAT_ABGR8888:
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if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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case SDL_PIXELFORMAT_XRGB8888:
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if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
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@@ -1159,7 +1171,6 @@ static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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if (!textureData) {
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return false;
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}
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textureData->scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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texture->internal = textureData;
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@@ -1783,17 +1794,6 @@ static void D3D11_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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SAFE_RELEASE(textureData->stagingTexture);
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}
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static void D3D11_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode)
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{
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D3D11_TextureData *textureData = (D3D11_TextureData *)texture->internal;
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if (!textureData) {
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return;
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}
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textureData->scaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? D3D11_FILTER_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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}
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static bool D3D11_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal;
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@@ -2305,8 +2305,8 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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D3D11_SetupShaderConstants(renderer, cmd, texture, &constants);
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switch (textureData->scaleMode) {
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case D3D11_FILTER_MIN_MAG_MIP_POINT:
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switch (cmd->data.draw.texture_scale_mode) {
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case SDL_SCALEMODE_NEAREST:
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switch (cmd->data.draw.texture_address_mode) {
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case SDL_TEXTURE_ADDRESS_CLAMP:
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textureSampler = rendererData->samplers[D3D11_SAMPLER_NEAREST_CLAMP];
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@@ -2318,7 +2318,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode);
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}
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break;
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case D3D11_FILTER_MIN_MAG_MIP_LINEAR:
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case SDL_SCALEMODE_LINEAR:
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switch (cmd->data.draw.texture_address_mode) {
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case SDL_TEXTURE_ADDRESS_CLAMP:
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textureSampler = rendererData->samplers[D3D11_SAMPLER_LINEAR_CLAMP];
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@@ -2331,7 +2331,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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}
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break;
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default:
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return SDL_SetError("Unknown scale mode: %d", textureData->scaleMode);
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return SDL_SetError("Unknown scale mode: %d", cmd->data.draw.texture_scale_mode);
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}
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#ifdef SDL_HAVE_YUV
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if (textureData->yuv) {
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@@ -2699,7 +2699,6 @@ static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
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#endif
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renderer->LockTexture = D3D11_LockTexture;
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renderer->UnlockTexture = D3D11_UnlockTexture;
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renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
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renderer->SetRenderTarget = D3D11_SetRenderTarget;
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renderer->QueueSetViewport = D3D11_QueueNoOp;
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renderer->QueueSetDrawColor = D3D11_QueueNoOp;
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@@ -2718,8 +2717,9 @@ static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
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renderer->name = D3D11_RenderDriver.name;
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR2101010);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);
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