SDL constants are all uppercase.
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402012
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16 changed files with 484 additions and 479 deletions
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@ -65,31 +65,31 @@ SDL_RenderDriver GL_RenderDriver = {
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GL_CreateRenderer,
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{
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"opengl",
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(SDL_Renderer_PresentDiscard | SDL_Renderer_PresentVSync |
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SDL_Renderer_Accelerated),
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(SDL_TextureBlendMode_None | SDL_TextureBlendMode_Mask |
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SDL_TextureBlendMode_Blend | SDL_TextureBlendMode_Add |
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SDL_TextureBlendMode_Mod),
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(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast |
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SDL_TextureScaleMode_Slow),
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(SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC |
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SDL_RENDERER_ACCELERATED),
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(SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK |
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SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD |
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SDL_TEXTUREBLENDMODE_MOD),
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(SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
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SDL_TEXTURESCALEMODE_SLOW),
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16,
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{
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SDL_PixelFormat_Index1LSB,
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SDL_PixelFormat_Index1MSB,
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SDL_PixelFormat_Index8,
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SDL_PixelFormat_RGB332,
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SDL_PixelFormat_RGB444,
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SDL_PixelFormat_RGB555,
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SDL_PixelFormat_ARGB4444,
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SDL_PixelFormat_ARGB1555,
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SDL_PixelFormat_RGB565,
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SDL_PixelFormat_RGB24,
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SDL_PixelFormat_BGR24,
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SDL_PixelFormat_RGB888,
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SDL_PixelFormat_BGR888,
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SDL_PixelFormat_ARGB8888,
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SDL_PixelFormat_ABGR8888,
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SDL_PixelFormat_ARGB2101010},
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SDL_PIXELFORMAT_INDEX1LSB,
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SDL_PIXELFORMAT_INDEX1MSB,
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SDL_PIXELFORMAT_INDEX8,
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SDL_PIXELFORMAT_RGB332,
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SDL_PIXELFORMAT_RGB444,
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SDL_PIXELFORMAT_RGB555,
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SDL_PIXELFORMAT_ARGB4444,
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SDL_PIXELFORMAT_ARGB1555,
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SDL_PIXELFORMAT_RGB565,
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SDL_PIXELFORMAT_RGB24,
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SDL_PIXELFORMAT_BGR24,
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SDL_PIXELFORMAT_RGB888,
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SDL_PIXELFORMAT_BGR888,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_ARGB2101010},
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0,
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0}
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};
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@ -236,7 +236,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->driverdata = data;
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renderer->info.flags =
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(SDL_Renderer_PresentDiscard | SDL_Renderer_Accelerated);
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(SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
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if (GL_LoadFunctions(data) < 0) {
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GL_DestroyRenderer(renderer);
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@ -253,13 +253,13 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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return NULL;
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}
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if (flags & SDL_Renderer_PresentVSync) {
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_GL_SetSwapInterval(1);
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} else {
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SDL_GL_SetSwapInterval(0);
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}
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if (SDL_GL_GetSwapInterval() > 0) {
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renderer->info.flags |= SDL_Renderer_PresentVSync;
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
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@ -325,78 +325,78 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GLenum result;
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switch (texture->format) {
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case SDL_PixelFormat_Index1LSB:
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case SDL_PixelFormat_Index1MSB:
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case SDL_PIXELFORMAT_INDEX1LSB:
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case SDL_PIXELFORMAT_INDEX1MSB:
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internalFormat = GL_RGB;
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format = GL_COLOR_INDEX;
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type = GL_BITMAP;
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break;
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case SDL_PixelFormat_Index8:
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case SDL_PIXELFORMAT_INDEX8:
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internalFormat = GL_RGB;
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format = GL_COLOR_INDEX;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_RGB332:
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case SDL_PIXELFORMAT_RGB332:
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internalFormat = GL_R3_G3_B2;
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format = GL_RGB;
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type = GL_UNSIGNED_BYTE_3_3_2;
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break;
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case SDL_PixelFormat_RGB444:
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case SDL_PIXELFORMAT_RGB444:
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internalFormat = GL_RGB4;
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format = GL_RGB;
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type = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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case SDL_PixelFormat_RGB555:
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case SDL_PIXELFORMAT_RGB555:
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internalFormat = GL_RGB5;
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format = GL_RGB;
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type = GL_UNSIGNED_SHORT_5_5_5_1;
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break;
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case SDL_PixelFormat_ARGB4444:
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case SDL_PIXELFORMAT_ARGB4444:
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internalFormat = GL_RGBA4;
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format = GL_BGRA;
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type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
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break;
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case SDL_PixelFormat_ARGB1555:
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case SDL_PIXELFORMAT_ARGB1555:
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internalFormat = GL_RGB5_A1;
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format = GL_BGRA;
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type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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break;
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case SDL_PixelFormat_RGB565:
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case SDL_PIXELFORMAT_RGB565:
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internalFormat = GL_RGB8;
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format = GL_RGB;
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type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case SDL_PixelFormat_RGB24:
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case SDL_PIXELFORMAT_RGB24:
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internalFormat = GL_RGB8;
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format = GL_RGB;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_RGB888:
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case SDL_PIXELFORMAT_RGB888:
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internalFormat = GL_RGB8;
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format = GL_BGRA;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_BGR24:
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case SDL_PIXELFORMAT_BGR24:
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internalFormat = GL_RGB8;
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format = GL_BGR;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_BGR888:
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case SDL_PIXELFORMAT_BGR888:
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internalFormat = GL_RGB8;
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_ARGB8888:
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case SDL_PIXELFORMAT_ARGB8888:
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internalFormat = GL_RGBA8;
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format = GL_BGRA;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_ABGR8888:
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case SDL_PIXELFORMAT_ABGR8888:
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internalFormat = GL_RGBA8;
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PixelFormat_ARGB2101010:
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case SDL_PIXELFORMAT_ARGB2101010:
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internalFormat = GL_RGB10_A2;
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_2_10_10_10_REV;
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@ -465,9 +465,9 @@ static void
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SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
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int pitch)
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{
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if (texture->format == SDL_PixelFormat_Index1LSB) {
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if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) {
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renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
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} else if (texture->format == SDL_PixelFormat_Index1MSB) {
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} else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) {
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renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
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}
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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@ -608,22 +608,22 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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if (blendMode != data->blendMode) {
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switch (blendMode) {
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case SDL_TextureBlendMode_None:
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case SDL_TEXTUREBLENDMODE_NONE:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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data->glDisable(GL_BLEND);
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break;
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case SDL_TextureBlendMode_Mask:
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case SDL_TextureBlendMode_Blend:
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case SDL_TEXTUREBLENDMODE_MASK:
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case SDL_TEXTUREBLENDMODE_BLEND:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case SDL_TextureBlendMode_Add:
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case SDL_TEXTUREBLENDMODE_ADD:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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case SDL_TextureBlendMode_Mod:
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case SDL_TEXTUREBLENDMODE_MOD:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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@ -634,15 +634,15 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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if (scaleMode != data->scaleMode) {
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switch (scaleMode) {
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case SDL_TextureScaleMode_None:
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case SDL_TextureScaleMode_Fast:
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case SDL_TEXTURESCALEMODE_NONE:
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case SDL_TEXTURESCALEMODE_FAST:
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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break;
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case SDL_TextureScaleMode_Slow:
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case SDL_TextureScaleMode_Best:
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case SDL_TEXTURESCALEMODE_SLOW:
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case SDL_TEXTURESCALEMODE_BEST:
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
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