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This means it doesn't have to block while the current frame finishes using the vertex buffer; it just moves on to the next, probably-not-in-use buffer. |
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SDL_render_d3d11.c | ||
SDL_render_winrt.cpp | ||
SDL_render_winrt.h | ||
SDL_shaders_d3d11.c | ||
SDL_shaders_d3d11.h |