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Update SDL_render_d3d11.c
Fix D3D11 compilation
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@ -1866,7 +1866,7 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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}
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}
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static int
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static int
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GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
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SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
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{
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{
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int i;
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int i;
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@ -1885,10 +1885,10 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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verts->pos.x = v->position.x * scale_x;
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verts->pos.x = v->position.x * scale_x;
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verts->pos.y = v->position.y * scale_y;
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verts->pos.y = v->position.y * scale_y;
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verts->pos.z = 0.0f;
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verts->pos.z = 0.0f;
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verts->color.r = v->color.r / 255.0f;
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verts->color.x = v->color.r / 255.0f;
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verts->color.g = v->color.g / 255.0f;
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verts->color.y = v->color.g / 255.0f;
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verts->color.b = v->color.b / 255.0f;
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verts->color.z = v->color.b / 255.0f;
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verts->color.a = v->color.a / 255.0f;
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verts->color.w = v->color.a / 255.0f;
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if (texture) {
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if (texture) {
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verts->tex.x = v->tex_coord.x / texture->w;
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verts->tex.x = v->tex_coord.x / texture->w;
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