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render: Added SDL_RenderFlush().
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@ -876,6 +876,31 @@ extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture * texture);
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*/
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extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer * renderer);
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/**
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* \brief Force the rendering context to flush any pending commands to the
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* underlying rendering API.
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*
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* You do not need to (and in fact, shouldn't) call this function unless
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* you are planning to call into OpenGL/Direct3D/Metal/whatever directly
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* in addition to using an SDL_Renderer.
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*
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* This is for a very-specific case: if you are using SDL's render API,
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* you asked for a specific renderer backend (OpenGL, Direct3D, etc),
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* you set SDL_HINT_RENDER_BATCHING to "1", and you plan to make
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* OpenGL/D3D/whatever calls in addition to SDL render API calls. If all of
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* this applies, you should call SDL_RenderFlush() between calls to SDL's
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* render API and the low-level API you're using in cooperation.
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*
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* In all other cases, you can ignore this function. This is only here to
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* get maximum performance out of a specific situation. In all other cases,
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* SDL will do the right thing, perhaps at a performance loss.
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*
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* This function is first available in SDL 2.0.10, and is not needed in
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* 2.0.9 and earlier, as earlier versions did not queue rendering commands
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* at all, instead flushing them to the OS immediately.
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*/
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extern DECLSPEC int SDLCALL SDL_RenderFlush(SDL_Renderer * renderer);
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/**
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* \brief Bind the texture to the current OpenGL/ES/ES2 context for use with
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@ -696,3 +696,4 @@
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#define SDL_SensorUpdate SDL_SensorUpdate_REAL
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#define SDL_IsTablet SDL_IsTablet_REAL
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#define SDL_GetDisplayOrientation SDL_GetDisplayOrientation_REAL
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#define SDL_RenderFlush SDL_RenderFlush_REAL
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@ -738,3 +738,4 @@ SDL_DYNAPI_PROC(void,SDL_SensorClose,(SDL_Sensor *a),(a),)
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SDL_DYNAPI_PROC(void,SDL_SensorUpdate,(void),(),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_IsTablet,(void),(),return)
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SDL_DYNAPI_PROC(SDL_DisplayOrientation,SDL_GetDisplayOrientation,(int a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderFlush,(SDL_Renderer *a),(a),return)
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@ -254,6 +254,12 @@ FlushRenderCommandsIfNotBatching(SDL_Renderer *renderer)
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return renderer->batching ? 0 : FlushRenderCommands(renderer);
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}
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int
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SDL_RenderFlush(SDL_Renderer * renderer)
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{
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return FlushRenderCommands(renderer);
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}
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static SDL_AllocVertGap *
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AllocateVertexGap(SDL_Renderer *renderer)
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{
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