diff --git a/CMakeLists.txt b/CMakeLists.txt
index ef53c7116..358f32f3a 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -2118,7 +2118,6 @@ elseif(VITA)
 
     if(HAVE_PIGS_IN_BLANKET_H)
       set(SDL_VIDEO_OPENGL_ES2 1)
-      set(SDL_VIDEO_RENDER_VITA_GLES2 1)
       list(APPEND EXTRA_LIBS
         pib
       )
diff --git a/include/SDL_config.h.cmake b/include/SDL_config.h.cmake
index 78d3c6a1d..0446547e0 100644
--- a/include/SDL_config.h.cmake
+++ b/include/SDL_config.h.cmake
@@ -416,7 +416,6 @@
 #cmakedefine SDL_VIDEO_RENDER_OGL_ES2 @SDL_VIDEO_RENDER_OGL_ES2@
 #cmakedefine SDL_VIDEO_RENDER_DIRECTFB @SDL_VIDEO_RENDER_DIRECTFB@
 #cmakedefine SDL_VIDEO_RENDER_METAL @SDL_VIDEO_RENDER_METAL@
-#cmakedefine SDL_VIDEO_RENDER_VITA_GLES2 @SDL_VIDEO_RENDER_VITA_GLES2@
 #cmakedefine SDL_VIDEO_RENDER_VITA_GXM @SDL_VIDEO_RENDER_VITA_GXM@
 
 /* Enable OpenGL support */
diff --git a/src/render/vitagles2/SDL_gles2funcs.h b/src/render/vitagles2/SDL_gles2funcs.h
deleted file mode 100644
index 94cfb8749..000000000
--- a/src/render/vitagles2/SDL_gles2funcs.h
+++ /dev/null
@@ -1,77 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
-
-  This software is provided 'as-is', without any express or implied
-  warranty.  In no event will the authors be held liable for any damages
-  arising from the use of this software.
-
-  Permission is granted to anyone to use this software for any purpose,
-  including commercial applications, and to alter it and redistribute it
-  freely, subject to the following restrictions:
-
-  1. The origin of this software must not be misrepresented; you must not
-     claim that you wrote the original software. If you use this software
-     in a product, an acknowledgment in the product documentation would be
-     appreciated but is not required.
-  2. Altered source versions must be plainly marked as such, and must not be
-     misrepresented as being the original software.
-  3. This notice may not be removed or altered from any source distribution.
-*/
-
-SDL_PROC(void, glActiveTexture, (GLenum))
-SDL_PROC(void, glAttachShader, (GLuint, GLuint))
-SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
-SDL_PROC(void, glBindTexture, (GLenum, GLuint))
-SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum))
-SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
-SDL_PROC(void, glClear, (GLbitfield))
-SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
-SDL_PROC(void, glCompileShader, (GLuint))
-SDL_PROC(GLuint, glCreateProgram, (void))
-SDL_PROC(GLuint, glCreateShader, (GLenum))
-SDL_PROC(void, glDeleteProgram, (GLuint))
-SDL_PROC(void, glDeleteShader, (GLuint))
-SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
-SDL_PROC(void, glDisable, (GLenum))
-SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
-SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
-SDL_PROC(void, glEnable, (GLenum))
-SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
-SDL_PROC(void, glFinish, (void))
-SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
-SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
-SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
-SDL_PROC(const GLubyte *, glGetString, (GLenum))
-SDL_PROC(GLenum, glGetError, (void))
-SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
-SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
-SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
-SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
-SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
-SDL_PROC(void, glLinkProgram, (GLuint))
-SDL_PROC(void, glPixelStorei, (GLenum, GLint))
-SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*))
-SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
-SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
-SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *))
-SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
-SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
-SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
-SDL_PROC(void, glUniform1i, (GLint, GLint))
-SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
-SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
-SDL_PROC(void, glUseProgram, (GLuint))
-SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
-SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
-SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
-SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
-SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
-SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
-SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
-SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*))
-SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
-SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *))
-SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
-SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
-SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))
diff --git a/src/render/vitagles2/SDL_render_gles2vita.c b/src/render/vitagles2/SDL_render_gles2vita.c
deleted file mode 100644
index 97a23ce16..000000000
--- a/src/render/vitagles2/SDL_render_gles2vita.c
+++ /dev/null
@@ -1,2107 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
-
-  This software is provided 'as-is', without any express or implied
-  warranty.  In no event will the authors be held liable for any damages
-  arising from the use of this software.
-
-  Permission is granted to anyone to use this software for any purpose,
-  including commercial applications, and to alter it and redistribute it
-  freely, subject to the following restrictions:
-
-  1. The origin of this software must not be misrepresented; you must not
-     claim that you wrote the original software. If you use this software
-     in a product, an acknowledgment in the product documentation would be
-     appreciated but is not required.
-  2. Altered source versions must be plainly marked as such, and must not be
-     misrepresented as being the original software.
-  3. This notice may not be removed or altered from any source distribution.
-*/
-#include "../../SDL_internal.h"
-
-#if SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED
-
-#include "SDL_assert.h"
-#include "SDL_hints.h"
-#include "SDL_opengles2.h"
-#include "../SDL_sysrender.h"
-#include "../../video/SDL_blit.h"
-#include "SDL_shaders_gles2vita.h"
-
-//#include <psp2/gxm.h>
-//#include <psp2/types.h>
-//#include <psp2/kernel/sysmem.h>
-
-/* To prevent unnecessary window recreation,
- * these should match the defaults selected in SDL_GL_ResetAttributes
- */
-#define RENDERER_CONTEXT_MAJOR 2
-#define RENDERER_CONTEXT_MINOR 0
-
-/* Used to re-create the window with OpenGL ES capability */
-extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
-
-/*************************************************************************************************
- * Context structures                                                                            *
- *************************************************************************************************/
-
-typedef struct VITA_GLES2_FBOList VITA_GLES2_FBOList;
-
-struct VITA_GLES2_FBOList
-{
-   Uint32 w, h;
-   GLuint FBO;
-   VITA_GLES2_FBOList *next;
-};
-
-typedef struct VITA_GLES2_TextureData
-{
-    GLenum texture;
-    GLenum texture_type;
-    GLenum pixel_format;
-    GLenum pixel_type;
-    void *pixel_data;
-    int pitch;
-    /* YUV texture support */
-    SDL_bool yuv;
-    SDL_bool nv12;
-    GLenum texture_v;
-    GLenum texture_u;
-    VITA_GLES2_FBOList *fbo;
-} VITA_GLES2_TextureData;
-
-typedef struct VITA_GLES2_ShaderCacheEntry
-{
-    GLuint id;
-    VITA_GLES2_ShaderType type;
-    const VITA_GLES2_ShaderInstance *instance;
-    int references;
-    struct VITA_GLES2_ShaderCacheEntry *prev;
-    struct VITA_GLES2_ShaderCacheEntry *next;
-} VITA_GLES2_ShaderCacheEntry;
-
-typedef struct VITA_GLES2_ShaderCache
-{
-    int count;
-    VITA_GLES2_ShaderCacheEntry *head;
-} VITA_GLES2_ShaderCache;
-
-typedef struct VITA_GLES2_ProgramCacheEntry
-{
-    GLuint id;
-    VITA_GLES2_ShaderCacheEntry *vertex_shader;
-    VITA_GLES2_ShaderCacheEntry *fragment_shader;
-    GLuint uniform_locations[16];
-    Uint32 color;
-    GLfloat projection[4][4];
-    struct VITA_GLES2_ProgramCacheEntry *prev;
-    struct VITA_GLES2_ProgramCacheEntry *next;
-} VITA_GLES2_ProgramCacheEntry;
-
-typedef struct VITA_GLES2_ProgramCache
-{
-    int count;
-    VITA_GLES2_ProgramCacheEntry *head;
-    VITA_GLES2_ProgramCacheEntry *tail;
-} VITA_GLES2_ProgramCache;
-
-typedef enum
-{
-    VITA_GLES2_ATTRIBUTE_POSITION = 0,
-    VITA_GLES2_ATTRIBUTE_TEXCOORD = 1,
-    VITA_GLES2_ATTRIBUTE_ANGLE = 2,
-    VITA_GLES2_ATTRIBUTE_CENTER = 3,
-} VITA_GLES2_Attribute;
-
-typedef enum
-{
-    VITA_GLES2_UNIFORM_PROJECTION,
-    VITA_GLES2_UNIFORM_TEXTURE,
-    VITA_GLES2_UNIFORM_COLOR,
-    VITA_GLES2_UNIFORM_TEXTURE_U,
-    VITA_GLES2_UNIFORM_TEXTURE_V
-} VITA_GLES2_Uniform;
-
-typedef enum
-{
-    VITA_GLES2_IMAGESOURCE_INVALID,
-    VITA_GLES2_IMAGESOURCE_SOLID,
-    VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR,
-    VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB,
-    VITA_GLES2_IMAGESOURCE_TEXTURE_RGB,
-    VITA_GLES2_IMAGESOURCE_TEXTURE_BGR,
-    VITA_GLES2_IMAGESOURCE_TEXTURE_YUV,
-    VITA_GLES2_IMAGESOURCE_TEXTURE_NV12,
-    VITA_GLES2_IMAGESOURCE_TEXTURE_NV21,
-    VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES
-} VITA_GLES2_ImageSource;
-
-typedef struct
-{
-    SDL_Rect viewport;
-    SDL_bool viewport_dirty;
-    SDL_Texture *texture;
-    SDL_Texture *target;
-    SDL_BlendMode blend;
-    SDL_bool cliprect_enabled_dirty;
-    SDL_bool cliprect_enabled;
-    SDL_bool cliprect_dirty;
-    SDL_Rect cliprect;
-    SDL_bool texturing;
-    SDL_bool is_copy_ex;
-    Uint32 color;
-    Uint32 clear_color;
-    int drawablew;
-    int drawableh;
-    VITA_GLES2_ProgramCacheEntry *program;
-    GLfloat projection[4][4];
-} VITA_GLES2_DrawStateCache;
-
-typedef struct VITA_GLES2_RenderData
-{
-    SDL_GLContext *context;
-
-    SDL_bool debug_enabled;
-
-#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
-#include "SDL_gles2funcs.h"
-#undef SDL_PROC
-
-    VITA_GLES2_FBOList *framebuffers;
-    GLuint window_framebuffer;
-
-    int shader_format_count;
-    GLenum *shader_formats;
-    VITA_GLES2_ShaderCache shader_cache;
-    VITA_GLES2_ProgramCache program_cache;
-    Uint8 clear_r, clear_g, clear_b, clear_a;
-
-    GLuint vertex_buffers[8];
-    size_t vertex_buffer_size[8];
-    int current_vertex_buffer;
-    VITA_GLES2_DrawStateCache drawstate;
-} VITA_GLES2_RenderData;
-
-#define VITA_GLES2_MAX_CACHED_PROGRAMS 8
-
-static const float inv255f = 1.0f / 255.0f;
-
-
-SDL_FORCE_INLINE const char*
-GL_TranslateError (GLenum error)
-{
-#define GL_ERROR_TRANSLATE(e) case e: return #e;
-    switch (error) {
-    GL_ERROR_TRANSLATE(GL_INVALID_ENUM)
-    GL_ERROR_TRANSLATE(GL_INVALID_VALUE)
-    GL_ERROR_TRANSLATE(GL_INVALID_OPERATION)
-    GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY)
-    GL_ERROR_TRANSLATE(GL_NO_ERROR)
-    default:
-        return "UNKNOWN";
-}
-#undef GL_ERROR_TRANSLATE
-}
-
-SDL_FORCE_INLINE void
-GL_ClearErrors(SDL_Renderer *renderer)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
-
-    if (!data->debug_enabled) {
-        return;
-    }
-    while (data->glGetError() != GL_NO_ERROR) {
-        /* continue; */
-    }
-}
-
-SDL_FORCE_INLINE int
-GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
-    int ret = 0;
-
-    if (!data->debug_enabled) {
-        return 0;
-    }
-    /* check gl errors (can return multiple errors) */
-    for (;;) {
-        GLenum error = data->glGetError();
-        if (error != GL_NO_ERROR) {
-            if (prefix == NULL || prefix[0] == '\0') {
-                prefix = "generic";
-            }
-            SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
-            ret = -1;
-        } else {
-            break;
-        }
-    }
-    return ret;
-}
-
-#if 0
-#define GL_CheckError(prefix, renderer)
-#else
-#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
-#endif
-
-/*************************************************************************************************
- * Renderer state APIs                                                                           *
- *************************************************************************************************/
-
-static int VITA_GLES2_LoadFunctions(VITA_GLES2_RenderData * data)
-{
-#define SDL_PROC(ret,func,params) data->func=func;
-#include "SDL_gles2funcs.h"
-#undef SDL_PROC
-    return 0;
-}
-
-static VITA_GLES2_FBOList *
-VITA_GLES2_GetFBO(VITA_GLES2_RenderData *data, Uint32 w, Uint32 h)
-{
-   VITA_GLES2_FBOList *result = data->framebuffers;
-   while ((result) && ((result->w != w) || (result->h != h)) ) {
-       result = result->next;
-   }
-   if (result == NULL) {
-       result = SDL_malloc(sizeof(VITA_GLES2_FBOList));
-       result->w = w;
-       result->h = h;
-       data->glGenFramebuffers(1, &result->FBO);
-       result->next = data->framebuffers;
-       data->framebuffers = result;
-   }
-   return result;
-}
-
-static int
-VITA_GLES2_ActivateRenderer(SDL_Renderer * renderer)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-
-    if (SDL_GL_GetCurrentContext() != data->context) {
-        /* Null out the current program to ensure we set it again */
-        data->drawstate.program = NULL;
-
-        if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
-            return -1;
-        }
-    }
-
-    GL_ClearErrors(renderer);
-
-    return 0;
-}
-
-static void
-VITA_GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-
-    if (event->event == SDL_WINDOWEVENT_MINIMIZED) {
-        /* According to Apple documentation, we need to finish drawing NOW! */
-        data->glFinish();
-    }
-}
-
-static int
-VITA_GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
-{
-    SDL_GL_GetDrawableSize(renderer->window, w, h);
-    return 0;
-}
-
-static GLenum GetBlendFunc(SDL_BlendFactor factor)
-{
-    switch (factor) {
-    case SDL_BLENDFACTOR_ZERO:
-        return GL_ZERO;
-    case SDL_BLENDFACTOR_ONE:
-        return GL_ONE;
-    case SDL_BLENDFACTOR_SRC_COLOR:
-        return GL_SRC_COLOR;
-    case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR:
-        return GL_ONE_MINUS_SRC_COLOR;
-    case SDL_BLENDFACTOR_SRC_ALPHA:
-        return GL_SRC_ALPHA;
-    case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA:
-        return GL_ONE_MINUS_SRC_ALPHA;
-    case SDL_BLENDFACTOR_DST_COLOR:
-        return GL_DST_COLOR;
-    case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR:
-        return GL_ONE_MINUS_DST_COLOR;
-    case SDL_BLENDFACTOR_DST_ALPHA:
-        return GL_DST_ALPHA;
-    case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA:
-        return GL_ONE_MINUS_DST_ALPHA;
-    default:
-        return GL_INVALID_ENUM;
-    }
-}
-
-static GLenum GetBlendEquation(SDL_BlendOperation operation)
-{
-    switch (operation) {
-    case SDL_BLENDOPERATION_ADD:
-        return GL_FUNC_ADD;
-    case SDL_BLENDOPERATION_SUBTRACT:
-        return GL_FUNC_SUBTRACT;
-    case SDL_BLENDOPERATION_REV_SUBTRACT:
-        return GL_FUNC_REVERSE_SUBTRACT;
-    default:
-        return GL_INVALID_ENUM;
-    }
-}
-
-static SDL_bool
-VITA_GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
-{
-    SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
-    SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
-    SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode);
-    SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode);
-    SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode);
-    SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode);
-
-    if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM ||
-        GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM ||
-        GetBlendEquation(colorOperation) == GL_INVALID_ENUM ||
-        GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM ||
-        GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM ||
-        GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) {
-        return SDL_FALSE;
-    }
-    return SDL_TRUE;
-}
-
-
-static void
-VITA_GLES2_EvictShader(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderCacheEntry *entry)
-{
-    /* Unlink the shader from the cache */
-    if (entry->next) {
-        entry->next->prev = entry->prev;
-    }
-    if (entry->prev) {
-        entry->prev->next = entry->next;
-    }
-    if (data->shader_cache.head == entry) {
-        data->shader_cache.head = entry->next;
-    }
-    --data->shader_cache.count;
-
-    /* Deallocate the shader */
-    data->glDeleteShader(entry->id);
-    SDL_free(entry);
-}
-
-static VITA_GLES2_ProgramCacheEntry *
-VITA_GLES2_CacheProgram(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderCacheEntry *vertex,
-                   VITA_GLES2_ShaderCacheEntry *fragment)
-{
-    VITA_GLES2_ProgramCacheEntry *entry;
-    VITA_GLES2_ShaderCacheEntry *shaderEntry;
-    GLint linkSuccessful;
-
-    /* Check if we've already cached this program */
-    entry = data->program_cache.head;
-    while (entry) {
-        if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) {
-            break;
-        }
-        entry = entry->next;
-    }
-    if (entry) {
-        if (data->program_cache.head != entry) {
-            if (entry->next) {
-                entry->next->prev = entry->prev;
-            }
-            if (entry->prev) {
-                entry->prev->next = entry->next;
-            }
-            entry->prev = NULL;
-            entry->next = data->program_cache.head;
-            data->program_cache.head->prev = entry;
-            data->program_cache.head = entry;
-        }
-        return entry;
-    }
-
-    /* Create a program cache entry */
-    entry = (VITA_GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(VITA_GLES2_ProgramCacheEntry));
-    if (!entry) {
-        SDL_OutOfMemory();
-        return NULL;
-    }
-    entry->vertex_shader = vertex;
-    entry->fragment_shader = fragment;
-
-    /* Create the program and link it */
-    entry->id = data->glCreateProgram();
-    data->glAttachShader(entry->id, vertex->id);
-    data->glAttachShader(entry->id, fragment->id);
-    data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_POSITION, "a_position");
-    data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
-    data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_ANGLE, "a_angle");
-    data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_CENTER, "a_center");
-    data->glLinkProgram(entry->id);
-    data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful);
-    if (!linkSuccessful) {
-        data->glDeleteProgram(entry->id);
-        SDL_free(entry);
-        SDL_SetError("Failed to link shader program");
-        return NULL;
-    }
-
-    /* Predetermine locations of uniform variables */
-    entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] =
-        data->glGetUniformLocation(entry->id, "u_projection");
-    entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V] =
-        data->glGetUniformLocation(entry->id, "u_texture_v");
-    entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U] =
-        data->glGetUniformLocation(entry->id, "u_texture_u");
-    entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE] =
-        data->glGetUniformLocation(entry->id, "u_texture");
-    entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR] =
-        data->glGetUniformLocation(entry->id, "u_color");
-
-    entry->color = 0;
-
-    data->glUseProgram(entry->id);
-    if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V] != -1) {
-        data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V], 2);  /* always texture unit 2. */
-    }
-    if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U] != -1) {
-        data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U], 1);  /* always texture unit 1. */
-    }
-    if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE] != -1) {
-        data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE], 0);  /* always texture unit 0. */
-    }
-    if (entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] != -1) {
-        data->glUniformMatrix4fv(entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
-    }
-    if (entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR] != -1) {
-        data->glUniform4f(entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
-    }
-
-    /* Cache the linked program */
-    if (data->program_cache.head) {
-        entry->next = data->program_cache.head;
-        data->program_cache.head->prev = entry;
-    } else {
-        data->program_cache.tail = entry;
-    }
-    data->program_cache.head = entry;
-    ++data->program_cache.count;
-
-    /* Increment the refcount of the shaders we're using */
-    ++vertex->references;
-    ++fragment->references;
-
-    /* Evict the last entry from the cache if we exceed the limit */
-    if (data->program_cache.count > VITA_GLES2_MAX_CACHED_PROGRAMS) {
-        shaderEntry = data->program_cache.tail->vertex_shader;
-        if (--shaderEntry->references <= 0) {
-            VITA_GLES2_EvictShader(data, shaderEntry);
-        }
-        shaderEntry = data->program_cache.tail->fragment_shader;
-        if (--shaderEntry->references <= 0) {
-            VITA_GLES2_EvictShader(data, shaderEntry);
-        }
-        data->glDeleteProgram(data->program_cache.tail->id);
-        data->program_cache.tail = data->program_cache.tail->prev;
-        if (data->program_cache.tail != NULL) {
-            SDL_free(data->program_cache.tail->next);
-            data->program_cache.tail->next = NULL;
-        }
-        --data->program_cache.count;
-    }
-    return entry;
-}
-
-static VITA_GLES2_ShaderCacheEntry *
-VITA_GLES2_CacheShader(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderType type)
-{
-    const VITA_GLES2_Shader *shader;
-    const VITA_GLES2_ShaderInstance *instance = NULL;
-    VITA_GLES2_ShaderCacheEntry *entry = NULL;
-    GLint compileSuccessful = GL_FALSE;
-    int i, j;
-
-    /* Find the corresponding shader */
-    shader = VITA_GLES2_GetShader(type);
-    if (!shader) {
-        SDL_SetError("No shader matching the requested characteristics was found");
-        return NULL;
-    }
-
-    /* Find a matching shader instance that's supported on this hardware */
-    for (i = 0; i < shader->instance_count && !instance; ++i) {
-        for (j = 0; j < data->shader_format_count && !instance; ++j) {
-            if (!shader->instances[i]) {
-                continue;
-            }
-            if (shader->instances[i]->format != data->shader_formats[j]) {
-                continue;
-            }
-            instance = shader->instances[i];
-        }
-    }
-    if (!instance) {
-        SDL_SetError("The specified shader cannot be loaded on the current platform");
-        return NULL;
-    }
-
-    /* Check if we've already cached this shader */
-    entry = data->shader_cache.head;
-    while (entry) {
-        if (entry->instance == instance) {
-            break;
-        }
-        entry = entry->next;
-    }
-    if (entry) {
-        return entry;
-    }
-
-    /* Create a shader cache entry */
-    entry = (VITA_GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(VITA_GLES2_ShaderCacheEntry));
-    if (!entry) {
-        SDL_OutOfMemory();
-        return NULL;
-    }
-    entry->type = type;
-    entry->instance = instance;
-
-    /* Compile or load the selected shader instance */
-    entry->id = data->glCreateShader(instance->type);
-    if (instance->format == (GLenum)-1) {
-        data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
-        data->glCompileShader(entry->id);
-        data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
-    } else {
-        data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
-        compileSuccessful = GL_TRUE;
-    }
-    if (!compileSuccessful) {
-        SDL_bool isstack = SDL_FALSE;
-        char *info = NULL;
-        int length = 0;
-
-        data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
-        if (length > 0) {
-            info = SDL_small_alloc(char, length, &isstack);
-            if (info) {
-                data->glGetShaderInfoLog(entry->id, length, &length, info);
-            }
-        }
-        if (info) {
-            SDL_SetError("Failed to load the shader: %s", info);
-            SDL_small_free(info, isstack);
-        } else {
-            SDL_SetError("Failed to load the shader");
-        }
-        data->glDeleteShader(entry->id);
-        SDL_free(entry);
-        return NULL;
-    }
-
-    /* Link the shader entry in at the front of the cache */
-    if (data->shader_cache.head) {
-        entry->next = data->shader_cache.head;
-        data->shader_cache.head->prev = entry;
-    }
-    data->shader_cache.head = entry;
-    ++data->shader_cache.count;
-    return entry;
-}
-
-static int
-VITA_GLES2_SelectProgram(VITA_GLES2_RenderData *data, VITA_GLES2_ImageSource source, int w, int h)
-{
-    VITA_GLES2_ShaderCacheEntry *vertex = NULL;
-    VITA_GLES2_ShaderCacheEntry *fragment = NULL;
-    VITA_GLES2_ShaderType vtype, ftype;
-    VITA_GLES2_ProgramCacheEntry *program;
-
-    /* Select an appropriate shader pair for the specified modes */
-    vtype = VITA_GLES2_SHADER_VERTEX_DEFAULT;
-    switch (source) {
-    case VITA_GLES2_IMAGESOURCE_SOLID:
-        ftype = VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC;
-        break;
-    case VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR:
-        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
-        break;
-    case VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB:
-        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
-        break;
-    case VITA_GLES2_IMAGESOURCE_TEXTURE_RGB:
-        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
-        break;
-    case VITA_GLES2_IMAGESOURCE_TEXTURE_BGR:
-        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
-        break;
-    case VITA_GLES2_IMAGESOURCE_TEXTURE_YUV:
-        switch (SDL_GetYUVConversionModeForResolution(w, h)) {
-        case SDL_YUV_CONVERSION_JPEG:
-            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
-            break;
-        case SDL_YUV_CONVERSION_BT601:
-            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
-            break;
-        case SDL_YUV_CONVERSION_BT709:
-            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
-            break;
-        default:
-            SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
-            goto fault;
-        }
-        break;
-    case VITA_GLES2_IMAGESOURCE_TEXTURE_NV12:
-        switch (SDL_GetYUVConversionModeForResolution(w, h)) {
-        case SDL_YUV_CONVERSION_JPEG:
-            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
-            break;
-        case SDL_YUV_CONVERSION_BT601:
-            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
-            break;
-        case SDL_YUV_CONVERSION_BT709:
-            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
-            break;
-        default:
-            SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
-            goto fault;
-        }
-        break;
-    case VITA_GLES2_IMAGESOURCE_TEXTURE_NV21:
-        switch (SDL_GetYUVConversionModeForResolution(w, h)) {
-        case SDL_YUV_CONVERSION_JPEG:
-            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
-            break;
-        case SDL_YUV_CONVERSION_BT601:
-            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
-            break;
-        case SDL_YUV_CONVERSION_BT709:
-            ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
-            break;
-        default:
-            SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
-            goto fault;
-        }
-        break;
-    case VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
-        ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
-        break;
-    default:
-        goto fault;
-    }
-
-    /* Load the requested shaders */
-    vertex = VITA_GLES2_CacheShader(data, vtype);
-    if (!vertex) {
-        goto fault;
-    }
-    fragment = VITA_GLES2_CacheShader(data, ftype);
-    if (!fragment) {
-        goto fault;
-    }
-
-    /* Check if we need to change programs at all */
-    if (data->drawstate.program &&
-        data->drawstate.program->vertex_shader == vertex &&
-        data->drawstate.program->fragment_shader == fragment) {
-        return 0;
-    }
-
-    /* Generate a matching program */
-    program = VITA_GLES2_CacheProgram(data, vertex, fragment);
-    if (!program) {
-        goto fault;
-    }
-
-    /* Select that program in OpenGL */
-    data->glUseProgram(program->id);
-
-    /* Set the current program */
-    data->drawstate.program = program;
-
-    /* Clean up and return */
-    return 0;
-fault:
-    if (vertex && vertex->references <= 0) {
-        VITA_GLES2_EvictShader(data, vertex);
-    }
-    if (fragment && fragment->references <= 0) {
-        VITA_GLES2_EvictShader(data, fragment);
-    }
-    data->drawstate.program = NULL;
-    return -1;
-}
-
-static int
-VITA_GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
-{
-    return 0;  /* nothing to do in this backend. */
-}
-
-static int
-VITA_GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
-{
-
-    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 4, &cmd->data.draw.first);
-
-    int i;
-
-    if (!verts) {
-        return -1;
-    }
-
-    cmd->data.draw.count = count;
-    for (i = 0; i < count; i++) {
-        *(verts++) = 0.5f + points[i].x;
-        *(verts++) = 0.5f + points[i].y;
-    }
-
-    return 0;
-}
-
-static int
-VITA_GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
-{
-    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 4, &cmd->data.draw.first);
-
-    int i;
-
-    if (!verts) {
-        return -1;
-    }
-
-    cmd->data.draw.count = count;
-
-    for (i = 0; i < count; i++) {
-        const SDL_FRect *rect = &rects[i];
-        const GLfloat minx = rect->x;
-        const GLfloat maxx = rect->x + rect->w;
-        const GLfloat miny = rect->y;
-        const GLfloat maxy = rect->y + rect->h;
-        *(verts++) = minx;
-        *(verts++) = miny;
-        *(verts++) = maxx;
-        *(verts++) = miny;
-        *(verts++) = minx;
-        *(verts++) = maxy;
-        *(verts++) = maxx;
-        *(verts++) = maxy;
-    }
-
-    return 0;
-}
-
-static int
-VITA_GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
-                          const SDL_Rect * srcrect, const SDL_FRect * dstrect)
-{
-    GLfloat minx, miny, maxx, maxy;
-    GLfloat minu, maxu, minv, maxv;
-    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 4, &cmd->data.draw.first);
-
-    if (!verts) {
-        return -1;
-    }
-
-    cmd->data.draw.count = 1;
-
-    minx = dstrect->x;
-    miny = dstrect->y;
-    maxx = dstrect->x + dstrect->w;
-    maxy = dstrect->y + dstrect->h;
-
-    minu = (GLfloat) srcrect->x / texture->w;
-    maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
-    minv = (GLfloat) srcrect->y / texture->h;
-    maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
-
-    *(verts++) = minx;
-    *(verts++) = miny;
-    *(verts++) = maxx;
-    *(verts++) = miny;
-    *(verts++) = minx;
-    *(verts++) = maxy;
-    *(verts++) = maxx;
-    *(verts++) = maxy;
-
-    *(verts++) = minu;
-    *(verts++) = minv;
-    *(verts++) = maxu;
-    *(verts++) = minv;
-    *(verts++) = minu;
-    *(verts++) = maxv;
-    *(verts++) = maxu;
-    *(verts++) = maxv;
-
-    return 0;
-}
-
-static int
-VITA_GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
-                        const SDL_Rect * srcquad, const SDL_FRect * dstrect,
-                        const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
-{
-    /* render expects cos value - 1 (see VITA_GLES2_VertexSrc_Default_) */
-    const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
-    const GLfloat s = (GLfloat) SDL_sin(radian_angle);
-    const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
-    const GLfloat centerx = center->x + dstrect->x;
-    const GLfloat centery = center->y + dstrect->y;
-    GLfloat minx, miny, maxx, maxy;
-    GLfloat minu, maxu, minv, maxv;
-    GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 4, &cmd->data.draw.first);
-
-    if (!verts) {
-        return -1;
-    }
-
-    if (flip & SDL_FLIP_HORIZONTAL) {
-        minx = dstrect->x + dstrect->w;
-        maxx = dstrect->x;
-    } else {
-        minx = dstrect->x;
-        maxx = dstrect->x + dstrect->w;
-    }
-
-    if (flip & SDL_FLIP_VERTICAL) {
-        miny = dstrect->y + dstrect->h;
-        maxy = dstrect->y;
-    } else {
-        miny = dstrect->y;
-        maxy = dstrect->y + dstrect->h;
-    }
-
-    minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w);
-    maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w);
-    minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h);
-    maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h);
-
-
-    cmd->data.draw.count = 1;
-
-    *(verts++) = minx;
-    *(verts++) = miny;
-    *(verts++) = maxx;
-    *(verts++) = miny;
-    *(verts++) = minx;
-    *(verts++) = maxy;
-    *(verts++) = maxx;
-    *(verts++) = maxy;
-
-    *(verts++) = minu;
-    *(verts++) = minv;
-    *(verts++) = maxu;
-    *(verts++) = minv;
-    *(verts++) = minu;
-    *(verts++) = maxv;
-    *(verts++) = maxu;
-    *(verts++) = maxv;
-
-    *(verts++) = s;
-    *(verts++) = c;
-    *(verts++) = s;
-    *(verts++) = c;
-    *(verts++) = s;
-    *(verts++) = c;
-    *(verts++) = s;
-    *(verts++) = c;
-
-    *(verts++) = centerx;
-    *(verts++) = centery;
-    *(verts++) = centerx;
-    *(verts++) = centery;
-    *(verts++) = centerx;
-    *(verts++) = centery;
-    *(verts++) = centerx;
-    *(verts++) = centery;
-
-    return 0;
-}
-
-static int
-SetDrawState(VITA_GLES2_RenderData *data, const SDL_RenderCommand *cmd, const VITA_GLES2_ImageSource imgsrc)
-{
-    const SDL_bool was_copy_ex = data->drawstate.is_copy_ex;
-    const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX);
-    SDL_Texture *texture = cmd->data.draw.texture;
-    const SDL_BlendMode blend = cmd->data.draw.blend;
-    VITA_GLES2_ProgramCacheEntry *program;
-
-    SDL_assert((texture != NULL) == (imgsrc != VITA_GLES2_IMAGESOURCE_SOLID));
-
-    if (data->drawstate.viewport_dirty) {
-        const SDL_Rect *viewport = &data->drawstate.viewport;
-        data->glViewport(viewport->x,
-                         data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h),
-                         viewport->w, viewport->h);
-        if (viewport->w && viewport->h) {
-            data->drawstate.projection[0][0] = 2.0f / viewport->w;
-            data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h;
-            data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f;
-        }
-        data->drawstate.viewport_dirty = SDL_FALSE;
-    }
-
-    if (data->drawstate.cliprect_enabled_dirty) {
-        if (!data->drawstate.cliprect_enabled) {
-            data->glDisable(GL_SCISSOR_TEST);
-        } else {
-            data->glEnable(GL_SCISSOR_TEST);
-        }
-        data->drawstate.cliprect_enabled_dirty = SDL_FALSE;
-    }
-
-    if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) {
-        const SDL_Rect *viewport = &data->drawstate.viewport;
-        const SDL_Rect *rect = &data->drawstate.cliprect;
-        data->glScissor(viewport->x + rect->x,
-                        data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h,
-                        rect->w, rect->h);
-        data->drawstate.cliprect_dirty = SDL_FALSE;
-    }
-
-    if (texture != data->drawstate.texture) {
-        if ((texture != NULL) != data->drawstate.texturing) {
-            if (texture == NULL) {
-                data->glDisableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_TEXCOORD);
-                data->drawstate.texturing = SDL_FALSE;
-            } else {
-                data->glEnableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_TEXCOORD);
-                data->drawstate.texturing = SDL_TRUE;
-            }
-        }
-
-        if (texture) {
-            VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *) texture->driverdata;
-            if (tdata->yuv) {
-                data->glActiveTexture(GL_TEXTURE2);
-                data->glBindTexture(tdata->texture_type, tdata->texture_v);
-
-                data->glActiveTexture(GL_TEXTURE1);
-                data->glBindTexture(tdata->texture_type, tdata->texture_u);
-
-                data->glActiveTexture(GL_TEXTURE0);
-            } else if (tdata->nv12) {
-                data->glActiveTexture(GL_TEXTURE1);
-                data->glBindTexture(tdata->texture_type, tdata->texture_u);
-
-                data->glActiveTexture(GL_TEXTURE0);
-            }
-            data->glBindTexture(tdata->texture_type, tdata->texture);
-        }
-
-        data->drawstate.texture = texture;
-    }
-
-    if (texture) {
-        data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
-    }
-
-    if (VITA_GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
-        return -1;
-    }
-
-    program = data->drawstate.program;
-
-    if (program->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] != -1) {
-        if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)) != 0) {
-            data->glUniformMatrix4fv(program->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection);
-            SDL_memcpy(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection));
-        }
-    }
-
-    if (program->uniform_locations[VITA_GLES2_UNIFORM_COLOR] != -1) {
-        if (data->drawstate.color != program->color) {
-            const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
-            const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
-            const Uint8 b = (data->drawstate.color >> 0) & 0xFF;
-            const Uint8 a = (data->drawstate.color >> 24) & 0xFF;
-            data->glUniform4f(program->uniform_locations[VITA_GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
-            program->color = data->drawstate.color;
-        }
-    }
-
-    if (blend != data->drawstate.blend) {
-        if (blend == SDL_BLENDMODE_NONE) {
-            data->glDisable(GL_BLEND);
-        } else {
-            data->glEnable(GL_BLEND);
-            data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)),
-                                      GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)),
-                                      GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)),
-                                      GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend)));
-            data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)),
-                                          GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend)));
-        }
-        data->drawstate.blend = blend;
-    }
-
-    /* all drawing commands use this */
-    data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first);
-
-    if (is_copy_ex != was_copy_ex) {
-        if (is_copy_ex) {
-            data->glEnableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_ANGLE);
-            data->glEnableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_CENTER);
-        } else {
-            data->glDisableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_ANGLE);
-            data->glDisableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_CENTER);
-        }
-        data->drawstate.is_copy_ex = is_copy_ex;
-    }
-
-    if (is_copy_ex) {
-        data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 16)));
-        data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 24)));
-    }
-
-    return 0;
-}
-
-static int
-SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
-    VITA_GLES2_ImageSource sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;
-    SDL_Texture *texture = cmd->data.draw.texture;
-
-    /* Pick an appropriate shader */
-    if (renderer->target) {
-        /* Check if we need to do color mapping between the source and render target textures */
-        if (renderer->target->format != texture->format) {
-            switch (texture->format) {
-            case SDL_PIXELFORMAT_ARGB8888:
-                switch (renderer->target->format) {
-                case SDL_PIXELFORMAT_ABGR8888:
-                case SDL_PIXELFORMAT_BGR888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
-                    break;
-                case SDL_PIXELFORMAT_RGB888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;
-                    break;
-                }
-                break;
-            case SDL_PIXELFORMAT_ABGR8888:
-                switch (renderer->target->format) {
-                case SDL_PIXELFORMAT_ARGB8888:
-                case SDL_PIXELFORMAT_RGB888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
-                    break;
-                case SDL_PIXELFORMAT_BGR888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;
-                    break;
-                }
-                break;
-            case SDL_PIXELFORMAT_RGB888:
-                switch (renderer->target->format) {
-                case SDL_PIXELFORMAT_ABGR8888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
-                    break;
-                case SDL_PIXELFORMAT_ARGB8888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_BGR;
-                    break;
-                case SDL_PIXELFORMAT_BGR888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
-                    break;
-                }
-                break;
-            case SDL_PIXELFORMAT_BGR888:
-                switch (renderer->target->format) {
-                case SDL_PIXELFORMAT_ABGR8888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_BGR;
-                    break;
-                case SDL_PIXELFORMAT_ARGB8888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_RGB;
-                    break;
-                case SDL_PIXELFORMAT_RGB888:
-                    sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
-                    break;
-                }
-                break;
-            case SDL_PIXELFORMAT_IYUV:
-            case SDL_PIXELFORMAT_YV12:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_YUV;
-                break;
-            case SDL_PIXELFORMAT_NV12:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV12;
-                break;
-            case SDL_PIXELFORMAT_NV21:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV21;
-                break;
-            case SDL_PIXELFORMAT_EXTERNAL_OES:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
-                break;
-            default:
-                return SDL_SetError("Unsupported texture format");
-            }
-        } else {
-            sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;   /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
-        }
-    } else {
-        switch (texture->format) {
-            case SDL_PIXELFORMAT_ARGB8888:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB;
-                break;
-            case SDL_PIXELFORMAT_ABGR8888:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR;
-                break;
-            case SDL_PIXELFORMAT_RGB888:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_RGB;
-                break;
-            case SDL_PIXELFORMAT_BGR888:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_BGR;
-                break;
-            case SDL_PIXELFORMAT_IYUV:
-            case SDL_PIXELFORMAT_YV12:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_YUV;
-                break;
-            case SDL_PIXELFORMAT_NV12:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV12;
-                break;
-            case SDL_PIXELFORMAT_NV21:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV21;
-                break;
-            case SDL_PIXELFORMAT_EXTERNAL_OES:
-                sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES;
-                break;
-            default:
-                return SDL_SetError("Unsupported texture format");
-        }
-    }
-
-    return SetDrawState(data, cmd, sourceType);
-}
-
-static int
-VITA_GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
-    const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
-    const int vboidx = data->current_vertex_buffer;
-    const GLuint vbo = data->vertex_buffers[vboidx];
-    size_t i;
-
-    if (VITA_GLES2_ActivateRenderer(renderer) < 0) {
-        return -1;
-    }
-
-    data->drawstate.target = renderer->target;
-    if (!data->drawstate.target) {
-        SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh);
-    }
-
-    /* upload the new VBO data for this set of commands. */
-    /* NULL/zero vertices could happen SetRenderTarget is the first render command */
-    if (vertsize > 0 && vertices != NULL)
-    {
-        data->glBindBuffer(GL_ARRAY_BUFFER, vbo);
-        if (data->vertex_buffer_size[vboidx] < vertsize) {
-            data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_DYNAMIC_DRAW);
-            data->vertex_buffer_size[vboidx] = vertsize;
-        } else {
-            data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices);
-        }
-    }
-
-    /* cycle through a few VBOs so the GL has some time with the data before we replace it. */
-    data->current_vertex_buffer++;
-    if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) {
-        data->current_vertex_buffer = 0;
-    }
-
-    data->glDisable(GL_DEPTH_TEST);
-    data->glDisable(GL_CULL_FACE);
-
-    while (cmd) {
-        switch (cmd->command) {
-            case SDL_RENDERCMD_SETDRAWCOLOR: {
-                const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
-                const Uint8 g = cmd->data.color.g;
-                const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
-                const Uint8 a = cmd->data.color.a;
-                data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b);
-                break;
-            }
-
-            case SDL_RENDERCMD_SETVIEWPORT: {
-                SDL_Rect *viewport = &data->drawstate.viewport;
-                if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) {
-                    SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect));
-                    data->drawstate.viewport_dirty = SDL_TRUE;
-                }
-                break;
-            }
-
-            case SDL_RENDERCMD_SETCLIPRECT: {
-                const SDL_Rect *rect = &cmd->data.cliprect.rect;
-                if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) {
-                    data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled;
-                    data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
-                }
-
-                if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) {
-                    SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect));
-                    data->drawstate.cliprect_dirty = SDL_TRUE;
-                }
-                break;
-            }
-
-            case SDL_RENDERCMD_CLEAR: {
-                const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
-                const Uint8 g = cmd->data.color.g;
-                const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
-                const Uint8 a = cmd->data.color.a;
-                const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
-                if (color != data->drawstate.clear_color) {
-                    const GLfloat fr = ((GLfloat) r) * inv255f;
-                    const GLfloat fg = ((GLfloat) g) * inv255f;
-                    const GLfloat fb = ((GLfloat) b) * inv255f;
-                    const GLfloat fa = ((GLfloat) a) * inv255f;
-                    data->glClearColor(fr, fg, fb, fa);
-                    data->drawstate.clear_color = color;
-                }
-
-                if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) {
-                    data->glDisable(GL_SCISSOR_TEST);
-                    data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled;
-                }
-
-                data->glClear(GL_COLOR_BUFFER_BIT);
-                break;
-            }
-
-            case SDL_RENDERCMD_DRAW_POINTS: {
-                if (SetDrawState(data, cmd, VITA_GLES2_IMAGESOURCE_SOLID) == 0) {
-                    data->glDrawArrays(GL_POINTS, 0, (GLsizei) cmd->data.draw.count);
-                }
-                break;
-            }
-
-            case SDL_RENDERCMD_DRAW_LINES: {
-                const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
-                const size_t count = cmd->data.draw.count;
-                if (SetDrawState(data, cmd, VITA_GLES2_IMAGESOURCE_SOLID) == 0) {
-                    if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
-                        /* GL_LINE_LOOP takes care of the final segment */
-                        data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1));
-                    } else {
-                        data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
-                        /* We need to close the endpoint of the line */
-                        data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
-                    }
-                }
-                break;
-            }
-
-            case SDL_RENDERCMD_FILL_RECTS: {
-                const size_t count = cmd->data.draw.count;
-                size_t offset = 0;
-                if (SetDrawState(data, cmd, VITA_GLES2_IMAGESOURCE_SOLID) == 0) {
-                    for (i = 0; i < count; ++i, offset += 4) {
-                        data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4);
-                    }
-                }
-                break;
-            }
-
-            case SDL_RENDERCMD_COPY:
-            case SDL_RENDERCMD_COPY_EX: {
-                if (SetCopyState(renderer, cmd) == 0) {
-                    data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-                }
-                break;
-            }
-
-            case SDL_RENDERCMD_NO_OP:
-                break;
-        }
-
-        cmd = cmd->next;
-    }
-
-    return GL_CheckError("", renderer);
-}
-
-static void
-VITA_GLES2_DestroyRenderer(SDL_Renderer *renderer)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-
-    /* Deallocate everything */
-    if (data) {
-        VITA_GLES2_ActivateRenderer(renderer);
-
-        {
-            VITA_GLES2_ShaderCacheEntry *entry;
-            VITA_GLES2_ShaderCacheEntry *next;
-            entry = data->shader_cache.head;
-            while (entry) {
-                data->glDeleteShader(entry->id);
-                next = entry->next;
-                SDL_free(entry);
-                entry = next;
-            }
-        }
-        {
-            VITA_GLES2_ProgramCacheEntry *entry;
-            VITA_GLES2_ProgramCacheEntry *next;
-            entry = data->program_cache.head;
-            while (entry) {
-                data->glDeleteProgram(entry->id);
-                next = entry->next;
-                SDL_free(entry);
-                entry = next;
-            }
-        }
-
-        if (data->context) {
-            while (data->framebuffers) {
-                VITA_GLES2_FBOList *nextnode = data->framebuffers->next;
-                data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
-                GL_CheckError("", renderer);
-                SDL_free(data->framebuffers);
-                data->framebuffers = nextnode;
-            }
-
-            data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
-            GL_CheckError("", renderer);
-
-            SDL_GL_DeleteContext(data->context);
-        }
-
-        SDL_free(data->shader_formats);
-        SDL_free(data);
-    }
-    SDL_free(renderer);
-}
-
-static int
-VITA_GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
-{
-    VITA_GLES2_RenderData *renderdata = (VITA_GLES2_RenderData *)renderer->driverdata;
-    VITA_GLES2_TextureData *data;
-    GLenum format;
-    GLenum type;
-    GLenum scaleMode;
-
-    VITA_GLES2_ActivateRenderer(renderer);
-
-    renderdata->drawstate.texture = NULL;  /* we trash this state. */
-
-    /* Determine the corresponding GLES texture format params */
-    switch (texture->format)
-    {
-    case SDL_PIXELFORMAT_ARGB8888:
-    case SDL_PIXELFORMAT_ABGR8888:
-    case SDL_PIXELFORMAT_RGB888:
-    case SDL_PIXELFORMAT_BGR888:
-        format = GL_RGBA;
-        type = GL_UNSIGNED_BYTE;
-        break;
-    case SDL_PIXELFORMAT_IYUV:
-    case SDL_PIXELFORMAT_YV12:
-    case SDL_PIXELFORMAT_NV12:
-    case SDL_PIXELFORMAT_NV21:
-        format = GL_LUMINANCE;
-        type = GL_UNSIGNED_BYTE;
-        break;
-    default:
-        return SDL_SetError("Texture format not supported");
-    }
-
-    if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES &&
-        texture->access != SDL_TEXTUREACCESS_STATIC) {
-        return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES");
-    }
-
-    /* Allocate a texture struct */
-    data = (VITA_GLES2_TextureData *)SDL_calloc(1, sizeof(VITA_GLES2_TextureData));
-    if (!data) {
-        return SDL_OutOfMemory();
-    }
-    data->texture = 0;
-    data->texture_type = GL_TEXTURE_2D;
-    data->pixel_format = format;
-    data->pixel_type = type;
-    data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
-    data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
-    data->texture_u = 0;
-    data->texture_v = 0;
-    scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
-
-    /* Allocate a blob for image renderdata */
-    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
-        size_t size;
-        data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
-        size = texture->h * data->pitch;
-        if (data->yuv) {
-            /* Need to add size for the U and V planes */
-            size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
-        } else if (data->nv12) {
-            /* Need to add size for the U/V plane */
-            size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
-        }
-        data->pixel_data = SDL_calloc(1, size);
-        if (!data->pixel_data) {
-            SDL_free(data);
-            return SDL_OutOfMemory();
-        }
-    }
-
-    /* Allocate the texture */
-    GL_CheckError("", renderer);
-
-    if (data->yuv) {
-        renderdata->glGenTextures(1, &data->texture_v);
-        if (GL_CheckError("glGenTexures()", renderer) < 0) {
-            return -1;
-        }
-        renderdata->glActiveTexture(GL_TEXTURE2);
-        renderdata->glBindTexture(data->texture_type, data->texture_v);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-        renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
-
-        renderdata->glGenTextures(1, &data->texture_u);
-        if (GL_CheckError("glGenTexures()", renderer) < 0) {
-            return -1;
-        }
-        renderdata->glActiveTexture(GL_TEXTURE1);
-        renderdata->glBindTexture(data->texture_type, data->texture_u);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-        renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
-        if (GL_CheckError("glTexImage2D()", renderer) < 0) {
-            return -1;
-        }
-    } else if (data->nv12) {
-        renderdata->glGenTextures(1, &data->texture_u);
-        if (GL_CheckError("glGenTexures()", renderer) < 0) {
-            return -1;
-        }
-        renderdata->glActiveTexture(GL_TEXTURE1);
-        renderdata->glBindTexture(data->texture_type, data->texture_u);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-        renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
-        if (GL_CheckError("glTexImage2D()", renderer) < 0) {
-            return -1;
-        }
-    }
-
-    renderdata->glGenTextures(1, &data->texture);
-    if (GL_CheckError("glGenTexures()", renderer) < 0) {
-        return -1;
-    }
-    texture->driverdata = data;
-    renderdata->glActiveTexture(GL_TEXTURE0);
-    renderdata->glBindTexture(data->texture_type, data->texture);
-    renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
-    renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
-    renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
-        renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
-        if (GL_CheckError("glTexImage2D()", renderer) < 0) {
-            return -1;
-        }
-    }
-
-    if (texture->access == SDL_TEXTUREACCESS_TARGET) {
-       data->fbo = VITA_GLES2_GetFBO(renderer->driverdata, texture->w, texture->h);
-    } else {
-       data->fbo = NULL;
-    }
-
-    return GL_CheckError("", renderer);
-}
-
-static int
-VITA_GLES2_TexSubImage2D(VITA_GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp)
-{
-    Uint8 *blob = NULL;
-    Uint8 *src;
-    int src_pitch;
-    int y;
-
-    if ((width == 0) || (height == 0) || (bpp == 0)) {
-        return 0;  /* nothing to do */
-    }
-
-    /* Reformat the texture data into a tightly packed array */
-    src_pitch = width * bpp;
-    src = (Uint8 *)pixels;
-    if (pitch != src_pitch) {
-        blob = (Uint8 *)SDL_malloc(src_pitch * height);
-        if (!blob) {
-            return SDL_OutOfMemory();
-        }
-        src = blob;
-        for (y = 0; y < height; ++y)
-        {
-            SDL_memcpy(src, pixels, src_pitch);
-            src += src_pitch;
-            pixels = (Uint8 *)pixels + pitch;
-        }
-        src = blob;
-    }
-
-    data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src);
-    if (blob) {
-        SDL_free(blob);
-    }
-    return 0;
-}
-
-static int
-VITA_GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
-                    const void *pixels, int pitch)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-    VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata;
-
-    VITA_GLES2_ActivateRenderer(renderer);
-
-    /* Bail out if we're supposed to update an empty rectangle */
-    if (rect->w <= 0 || rect->h <= 0) {
-        return 0;
-    }
-
-    data->drawstate.texture = NULL;  /* we trash this state. */
-
-    /* Create a texture subimage with the supplied data */
-    data->glBindTexture(tdata->texture_type, tdata->texture);
-    VITA_GLES2_TexSubImage2D(data, tdata->texture_type,
-                    rect->x,
-                    rect->y,
-                    rect->w,
-                    rect->h,
-                    tdata->pixel_format,
-                    tdata->pixel_type,
-                    pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
-
-    if (tdata->yuv) {
-        /* Skip to the correct offset into the next texture */
-        pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
-        if (texture->format == SDL_PIXELFORMAT_YV12) {
-            data->glBindTexture(tdata->texture_type, tdata->texture_v);
-        } else {
-            data->glBindTexture(tdata->texture_type, tdata->texture_u);
-        }
-        VITA_GLES2_TexSubImage2D(data, tdata->texture_type,
-                rect->x / 2,
-                rect->y / 2,
-                (rect->w + 1) / 2,
-                (rect->h + 1) / 2,
-                tdata->pixel_format,
-                tdata->pixel_type,
-                pixels, (pitch + 1) / 2, 1);
-
-
-        /* Skip to the correct offset into the next texture */
-        pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2));
-        if (texture->format == SDL_PIXELFORMAT_YV12) {
-            data->glBindTexture(tdata->texture_type, tdata->texture_u);
-        } else {
-            data->glBindTexture(tdata->texture_type, tdata->texture_v);
-        }
-        VITA_GLES2_TexSubImage2D(data, tdata->texture_type,
-                rect->x / 2,
-                rect->y / 2,
-                (rect->w + 1) / 2,
-                (rect->h + 1) / 2,
-                tdata->pixel_format,
-                tdata->pixel_type,
-                pixels, (pitch + 1) / 2, 1);
-    } else if (tdata->nv12) {
-        /* Skip to the correct offset into the next texture */
-        pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
-        data->glBindTexture(tdata->texture_type, tdata->texture_u);
-        VITA_GLES2_TexSubImage2D(data, tdata->texture_type,
-                rect->x / 2,
-                rect->y / 2,
-                (rect->w + 1) / 2,
-                (rect->h + 1) / 2,
-                GL_LUMINANCE_ALPHA,
-                GL_UNSIGNED_BYTE,
-                pixels, 2 * ((pitch + 1) / 2), 2);
-    }
-
-    return GL_CheckError("glTexSubImage2D()", renderer);
-}
-
-static int
-VITA_GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
-                    const SDL_Rect * rect,
-                    const Uint8 *Yplane, int Ypitch,
-                    const Uint8 *Uplane, int Upitch,
-                    const Uint8 *Vplane, int Vpitch)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-    VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata;
-
-    VITA_GLES2_ActivateRenderer(renderer);
-
-    /* Bail out if we're supposed to update an empty rectangle */
-    if (rect->w <= 0 || rect->h <= 0) {
-        return 0;
-    }
-
-    data->drawstate.texture = NULL;  /* we trash this state. */
-
-    data->glBindTexture(tdata->texture_type, tdata->texture_v);
-    VITA_GLES2_TexSubImage2D(data, tdata->texture_type,
-                    rect->x / 2,
-                    rect->y / 2,
-                    (rect->w + 1) / 2,
-                    (rect->h + 1) / 2,
-                    tdata->pixel_format,
-                    tdata->pixel_type,
-                    Vplane, Vpitch, 1);
-
-    data->glBindTexture(tdata->texture_type, tdata->texture_u);
-    VITA_GLES2_TexSubImage2D(data, tdata->texture_type,
-                    rect->x / 2,
-                    rect->y / 2,
-                    (rect->w + 1) / 2,
-                    (rect->h + 1) / 2,
-                    tdata->pixel_format,
-                    tdata->pixel_type,
-                    Uplane, Upitch, 1);
-
-    data->glBindTexture(tdata->texture_type, tdata->texture);
-    VITA_GLES2_TexSubImage2D(data, tdata->texture_type,
-                    rect->x,
-                    rect->y,
-                    rect->w,
-                    rect->h,
-                    tdata->pixel_format,
-                    tdata->pixel_type,
-                    Yplane, Ypitch, 1);
-
-    return GL_CheckError("glTexSubImage2D()", renderer);
-}
-
-static int
-VITA_GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
-                  void **pixels, int *pitch)
-{
-    VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata;
-
-    /* Retrieve the buffer/pitch for the specified region */
-    *pixels = (Uint8 *)tdata->pixel_data +
-              (tdata->pitch * rect->y) +
-              (rect->x * SDL_BYTESPERPIXEL(texture->format));
-    *pitch = tdata->pitch;
-
-    return 0;
-}
-
-static void
-VITA_GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
-{
-    VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata;
-    SDL_Rect rect;
-
-    /* We do whole texture updates, at least for now */
-    rect.x = 0;
-    rect.y = 0;
-    rect.w = texture->w;
-    rect.h = texture->h;
-    VITA_GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch);
-}
-
-static void
-VITA_GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode)
-{
-    VITA_GLES2_RenderData *renderdata = (VITA_GLES2_RenderData *) renderer->driverdata;
-    VITA_GLES2_TextureData *data = (VITA_GLES2_TextureData *) texture->driverdata;
-    GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
-
-    if (data->yuv) {
-        renderdata->glActiveTexture(GL_TEXTURE2);
-        renderdata->glBindTexture(data->texture_type, data->texture_v);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
-
-        renderdata->glActiveTexture(GL_TEXTURE1);
-        renderdata->glBindTexture(data->texture_type, data->texture_u);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
-    } else if (data->nv12) {
-        renderdata->glActiveTexture(GL_TEXTURE1);
-        renderdata->glBindTexture(data->texture_type, data->texture_u);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
-        renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
-    }
-
-    renderdata->glActiveTexture(GL_TEXTURE0);
-    renderdata->glBindTexture(data->texture_type, data->texture);
-    renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
-    renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
-}
-
-static int
-VITA_GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata;
-    VITA_GLES2_TextureData *texturedata = NULL;
-    GLenum status;
-
-    data->drawstate.viewport_dirty = SDL_TRUE;
-
-    if (texture == NULL) {
-        data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
-    } else {
-        texturedata = (VITA_GLES2_TextureData *) texture->driverdata;
-        data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
-        /* TODO: check if texture pixel format allows this operation */
-        data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
-        /* Check FBO status */
-        status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
-        if (status != GL_FRAMEBUFFER_COMPLETE) {
-            return SDL_SetError("glFramebufferTexture2D() failed");
-        }
-    }
-    return 0;
-}
-
-static void
-VITA_GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-    VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata;
-
-    VITA_GLES2_ActivateRenderer(renderer);
-
-    if (data->drawstate.texture == texture) {
-        data->drawstate.texture = NULL;
-    }
-    if (data->drawstate.target == texture) {
-        data->drawstate.target = NULL;
-    }
-
-    /* Destroy the texture */
-    if (tdata) {
-        data->glDeleteTextures(1, &tdata->texture);
-        if (tdata->texture_v) {
-            data->glDeleteTextures(1, &tdata->texture_v);
-        }
-        if (tdata->texture_u) {
-            data->glDeleteTextures(1, &tdata->texture_u);
-        }
-        SDL_free(tdata->pixel_data);
-        SDL_free(tdata);
-        texture->driverdata = NULL;
-    }
-}
-
-static int
-VITA_GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
-                    Uint32 pixel_format, void * pixels, int pitch)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-    Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
-    size_t buflen;
-    void *temp_pixels;
-    int temp_pitch;
-    Uint8 *src, *dst, *tmp;
-    int w, h, length, rows;
-    int status;
-
-    temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
-    buflen = rect->h * temp_pitch;
-    if (buflen == 0) {
-        return 0;  /* nothing to do. */
-    }
-
-    temp_pixels = SDL_malloc(buflen);
-    if (!temp_pixels) {
-        return SDL_OutOfMemory();
-    }
-
-    SDL_GetRendererOutputSize(renderer, &w, &h);
-
-    data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
-                       rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
-    if (GL_CheckError("glReadPixels()", renderer) < 0) {
-        return -1;
-    }
-
-    /* Flip the rows to be top-down if necessary */
-    if (!renderer->target) {
-        SDL_bool isstack;
-        length = rect->w * SDL_BYTESPERPIXEL(temp_format);
-        src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
-        dst = (Uint8*)temp_pixels;
-        tmp = SDL_small_alloc(Uint8, length, &isstack);
-        rows = rect->h / 2;
-        while (rows--) {
-            SDL_memcpy(tmp, dst, length);
-            SDL_memcpy(dst, src, length);
-            SDL_memcpy(src, tmp, length);
-            dst += temp_pitch;
-            src -= temp_pitch;
-        }
-        SDL_small_free(tmp, isstack);
-    }
-
-    status = SDL_ConvertPixels(rect->w, rect->h,
-                               temp_format, temp_pixels, temp_pitch,
-                               pixel_format, pixels, pitch);
-    SDL_free(temp_pixels);
-
-    return status;
-}
-
-static void
-VITA_GLES2_RenderPresent(SDL_Renderer *renderer)
-{
-    /* Tell the video driver to swap buffers */
-    SDL_GL_SwapWindow(renderer->window);
-}
-
-
-/*************************************************************************************************
- * Bind/unbinding of textures
- *************************************************************************************************/
-static int VITA_GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
-static int VITA_GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture);
-
-static int VITA_GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-    VITA_GLES2_TextureData *texturedata = (VITA_GLES2_TextureData *)texture->driverdata;
-    VITA_GLES2_ActivateRenderer(renderer);
-
-    data->glBindTexture(texturedata->texture_type, texturedata->texture);
-    data->drawstate.texture = texture;
-
-    if (texw) {
-        *texw = 1.0;
-    }
-    if (texh) {
-        *texh = 1.0;
-    }
-
-    return 0;
-}
-
-static int VITA_GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
-{
-    VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata;
-    VITA_GLES2_TextureData *texturedata = (VITA_GLES2_TextureData *)texture->driverdata;
-    VITA_GLES2_ActivateRenderer(renderer);
-
-    data->glBindTexture(texturedata->texture_type, 0);
-    data->drawstate.texture = NULL;
-
-    return 0;
-}
-
-
-/*************************************************************************************************
- * Renderer instantiation                                                                        *
- *************************************************************************************************/
-
-static SDL_Renderer *
-VITA_GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
-{
-    SDL_Renderer *renderer;
-    VITA_GLES2_RenderData *data;
-    GLint nFormats;
-    GLboolean hasCompiler;
-    GLint window_framebuffer;
-    GLint value;
-    Uint32 window_flags = 0;
-
-    window_flags = SDL_GetWindowFlags(window);
-
-    if (!(window_flags & SDL_WINDOW_OPENGL)) {
-        if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
-            goto error;
-        }
-    }
-
-    /* Create the renderer struct */
-    renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
-    if (!renderer) {
-        SDL_OutOfMemory();
-        goto error;
-    }
-
-    data = (VITA_GLES2_RenderData *)SDL_calloc(1, sizeof(VITA_GLES2_RenderData));
-    if (!data) {
-        SDL_free(renderer);
-        SDL_OutOfMemory();
-        goto error;
-    }
-
-    renderer->info = VITA_GLES2_RenderDriver.info;
-    renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
-    renderer->driverdata = data;
-    renderer->window = window;
-
-    /* Create an OpenGL ES 2.0 context */
-    data->context = SDL_GL_CreateContext(window);
-    if (!data->context) {
-        SDL_free(renderer);
-        SDL_free(data);
-        goto error;
-    }
-    if (SDL_GL_MakeCurrent(window, data->context) < 0) {
-        SDL_GL_DeleteContext(data->context);
-        SDL_free(renderer);
-        SDL_free(data);
-        goto error;
-    }
-
-    if (VITA_GLES2_LoadFunctions(data) < 0) {
-        SDL_GL_DeleteContext(data->context);
-        SDL_free(renderer);
-        SDL_free(data);
-        goto error;
-    }
-
-    if (flags & SDL_RENDERER_PRESENTVSYNC) {
-        SDL_GL_SetSwapInterval(1);
-    } else {
-        SDL_GL_SetSwapInterval(0);
-    }
-
-    if (SDL_GL_GetSwapInterval() > 0) {
-        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
-    }
-
-    /* Check for debug output support */
-    if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
-        (value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
-        data->debug_enabled = SDL_TRUE;
-    }
-
-    value = 0;
-    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
-    renderer->info.max_texture_width = value;
-    value = 0;
-    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
-    renderer->info.max_texture_height = value;
-
-    data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
-    hasCompiler = GL_TRUE;
-    if (hasCompiler) {
-        ++nFormats;
-    }
-
-    data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
-    if (!data->shader_formats) {
-        VITA_GLES2_DestroyRenderer(renderer);
-        SDL_OutOfMemory();
-        goto error;
-    }
-    data->shader_format_count = nFormats;
-    data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
-    if (hasCompiler) {
-        data->shader_formats[nFormats - 1] = (GLenum)-1;
-    }
-
-    /* we keep a few of these and cycle through them, so data can live for a few frames. */
-    data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
-
-    data->framebuffers = NULL;
-    data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
-    data->window_framebuffer = (GLuint)window_framebuffer;
-
-    /* Populate the function pointers for the module */
-    renderer->WindowEvent         = VITA_GLES2_WindowEvent;
-    renderer->GetOutputSize       = VITA_GLES2_GetOutputSize;
-    renderer->SupportsBlendMode   = VITA_GLES2_SupportsBlendMode;
-    renderer->CreateTexture       = VITA_GLES2_CreateTexture;
-    renderer->UpdateTexture       = VITA_GLES2_UpdateTexture;
-    renderer->UpdateTextureYUV    = VITA_GLES2_UpdateTextureYUV;
-    renderer->LockTexture         = VITA_GLES2_LockTexture;
-    renderer->UnlockTexture       = VITA_GLES2_UnlockTexture;
-    renderer->SetTextureScaleMode = VITA_GLES2_SetTextureScaleMode;
-    renderer->SetRenderTarget     = VITA_GLES2_SetRenderTarget;
-
-    renderer->QueueSetViewport    = VITA_GLES2_QueueSetViewport;
-    renderer->QueueSetDrawColor   = VITA_GLES2_QueueSetViewport;  /* SetViewport and SetDrawColor are (currently) no-ops. */
-    renderer->QueueDrawPoints     = VITA_GLES2_QueueDrawPoints;
-    renderer->QueueDrawLines      = VITA_GLES2_QueueDrawPoints;  /* lines and points queue vertices the same way. */
-    renderer->QueueFillRects      = VITA_GLES2_QueueFillRects;
-    renderer->QueueCopy           = VITA_GLES2_QueueCopy;
-    renderer->QueueCopyEx         = VITA_GLES2_QueueCopyEx;
-    renderer->RunCommandQueue     = VITA_GLES2_RunCommandQueue;
-    renderer->RenderReadPixels    = VITA_GLES2_RenderReadPixels;
-    renderer->RenderPresent       = VITA_GLES2_RenderPresent;
-    renderer->DestroyTexture      = VITA_GLES2_DestroyTexture;
-    renderer->DestroyRenderer     = VITA_GLES2_DestroyRenderer;
-    renderer->GL_BindTexture      = VITA_GLES2_BindTexture;
-    renderer->GL_UnbindTexture    = VITA_GLES2_UnbindTexture;
-
-// TODO. See shaders
-//    renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
-//    renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
-//    renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
-//    renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
-
-    /* Set up parameters for rendering */
-    data->glActiveTexture(GL_TEXTURE0);
-    data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
-    data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
-    data->glEnableVertexAttribArray(VITA_GLES2_ATTRIBUTE_POSITION);
-    data->glDisableVertexAttribArray(VITA_GLES2_ATTRIBUTE_TEXCOORD);
-
-    data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
-
-    data->drawstate.blend = SDL_BLENDMODE_INVALID;
-    data->drawstate.color = 0xFFFFFFFF;
-    data->drawstate.clear_color = 0xFFFFFFFF;
-    data->drawstate.projection[3][0] = -1.0f;
-    data->drawstate.projection[3][3] = 1.0f;
-
-    GL_CheckError("", renderer);
-
-    return renderer;
-
-error:
-    return NULL;
-}
-
-SDL_RenderDriver VITA_GLES2_RenderDriver = {
-    VITA_GLES2_CreateRenderer,
-    {
-        "VITA gles2",
-        (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
-        4,
-        {
-        SDL_PIXELFORMAT_ARGB8888,
-        SDL_PIXELFORMAT_ABGR8888,
-        SDL_PIXELFORMAT_RGB888,
-        SDL_PIXELFORMAT_BGR888
-        },
-        0,
-        0
-    }
-};
-
-#endif /* SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/src/render/vitagles2/SDL_shaders_gles2vita.c b/src/render/vitagles2/SDL_shaders_gles2vita.c
deleted file mode 100644
index 87ad13d50..000000000
--- a/src/render/vitagles2/SDL_shaders_gles2vita.c
+++ /dev/null
@@ -1,563 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
-
-  This software is provided 'as-is', without any express or implied
-  warranty.  In no event will the authors be held liable for any damages
-  arising from the use of this software.
-
-  Permission is granted to anyone to use this software for any purpose,
-  including commercial applications, and to alter it and redistribute it
-  freely, subject to the following restrictions:
-
-  1. The origin of this software must not be misrepresented; you must not
-     claim that you wrote the original software. If you use this software
-     in a product, an acknowledgment in the product documentation would be
-     appreciated but is not required.
-  2. Altered source versions must be plainly marked as such, and must not be
-     misrepresented as being the original software.
-  3. This notice may not be removed or altered from any source distribution.
-*/
-#include "../../SDL_internal.h"
-
-#if SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED
-
-#include "SDL_video.h"
-#include "SDL_opengles2.h"
-#include "SDL_shaders_gles2vita.h"
-#include "SDL_stdinc.h"
-
-/* While Vita is gles2-compliant, shaders should be in Cg format, not glsl */
-
-/*************************************************************************************************
- * Vertex/fragment shader source                                                                 *
- *************************************************************************************************/
-/* Notes on a_angle:
-   * It is a vector containing sin and cos for rotation matrix
-   * To get correct rotation for most cases when a_angle is disabled cos
-     value is decremented by 1.0 to get proper output with 0.0 which is
-     default value
-*/
-static const Uint8 VITA_GLES2_VertexSrc_Default_[] = " \
-    struct _Output { \
-      float2 v_texCoord : TEXCOORD0; \
-      float4 position : POSITION; \
-      float pointsize    : PSIZE; \
-    }; \
-\
-    _Output main( \
-        uniform float4x4 u_projection, \
-        float2 a_position, \
-        float2 a_texCoord, \
-        float2 a_angle, \
-        float2 a_center \
-    ) \
-    { \
-        _Output OUT; \
-\
-        float s = a_angle[0]; \
-        float c = a_angle[1] + 1.0; \
-        float2x2 rotationMatrix = float2x2(c, s, -s, c); \
-        float2 position = mul((a_position - a_center) + a_center, rotationMatrix); \
-\
-        OUT.v_texCoord = a_texCoord; \
-        OUT.position =  mul(float4(position, 0.0, 1.0), u_projection);\
-        OUT.pointsize = 1.0; \
-        return OUT; \
-    } \
-";
-
-static const Uint8 VITA_GLES2_FragmentSrc_SolidSrc_[] = " \
-    float4 main(uniform float4 u_color : COLOR) : COLOR \
-    { \
-        return u_color; \
-    } \
-";
-
-static const Uint8 VITA_GLES2_FragmentSrc_TextureABGRSrc_[] = " \
-    float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
-    { \
-        float4 color = tex2D(u_texture, v_texCoord); \
-        return color * u_color; \
-    } \
-";
-
-/* ARGB to ABGR conversion */
-static const Uint8 VITA_GLES2_FragmentSrc_TextureARGBSrc_[] = " \
-    float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
-    { \
-        float4 abgr = tex2D(u_texture, v_texCoord); \
-        float4 color = abgr; \
-        color.r = abgr.b; \
-        color.b = abgr.r; \
-        return color * u_color; \
-    } \
-";
-
-/* RGB to ABGR conversion */
-static const Uint8 VITA_GLES2_FragmentSrc_TextureRGBSrc_[] = " \
-    float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
-    { \
-        float4 abgr = tex2D(u_texture, v_texCoord); \
-        float4 color = abgr; \
-        color.r = abgr.b; \
-        color.b = abgr.r; \
-        color.a = 1.0; \
-        return color * u_color; \
-    } \
-";
-
-/* BGR to ABGR conversion */
-static const Uint8 VITA_GLES2_FragmentSrc_TextureBGRSrc_[] = " \
-    float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
-    { \
-        float4 abgr = tex2D(u_texture, v_texCoord); \
-        float4 color = abgr; \
-        color.a = 1.0; \
-        return color * u_color; \
-    } \
-";
-
-// VITA : TODO
-
-#define JPEG_SHADER_CONSTANTS                                   \
-"// YUV offset \n"                                              \
-"const vec3 offset = vec3(0, -0.501960814, -0.501960814);\n"    \
-"\n"                                                            \
-"// RGB coefficients \n"                                        \
-"const mat3 matrix = mat3( 1,       1,        1,\n"             \
-"                          0,      -0.3441,   1.772,\n"         \
-"                          1.402,  -0.7141,   0);\n"            \
-
-#define BT601_SHADER_CONSTANTS                                  \
-"// YUV offset \n"                                              \
-"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
-"\n"                                                            \
-"// RGB coefficients \n"                                        \
-"const mat3 matrix = mat3( 1.1644,  1.1644,   1.1644,\n"        \
-"                          0,      -0.3918,   2.0172,\n"        \
-"                          1.596,  -0.813,    0);\n"            \
-
-#define BT709_SHADER_CONSTANTS                                  \
-"// YUV offset \n"                                              \
-"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
-"\n"                                                            \
-"// RGB coefficients \n"                                        \
-"const mat3 matrix = mat3( 1.1644,  1.1644,   1.1644,\n"        \
-"                          0,      -0.2132,   2.1124,\n"        \
-"                          1.7927, -0.5329,   0);\n"            \
-
-
-#define YUV_SHADER_PROLOGUE                                     \
-"precision mediump float;\n"                                    \
-"uniform sampler2D u_texture;\n"                                \
-"uniform sampler2D u_texture_u;\n"                              \
-"uniform sampler2D u_texture_v;\n"                              \
-"uniform vec4 u_color;\n"                                  \
-"varying vec2 v_texCoord;\n"                                    \
-"\n"                                                            \
-
-#define YUV_SHADER_BODY                                         \
-"\n"                                                            \
-"void main()\n"                                                 \
-"{\n"                                                           \
-"    mediump vec3 yuv;\n"                                       \
-"    lowp vec3 rgb;\n"                                          \
-"\n"                                                            \
-"    // Get the YUV values \n"                                  \
-"    yuv.x = texture2D(u_texture,   v_texCoord).r;\n"           \
-"    yuv.y = texture2D(u_texture_u, v_texCoord).r;\n"           \
-"    yuv.z = texture2D(u_texture_v, v_texCoord).r;\n"           \
-"\n"                                                            \
-"    // Do the color transform \n"                              \
-"    yuv += offset;\n"                                          \
-"    rgb = matrix * yuv;\n"                                     \
-"\n"                                                            \
-"    // That was easy. :) \n"                                   \
-"    gl_FragColor = vec4(rgb, 1);\n"                            \
-"    gl_FragColor *= u_color;\n"                           \
-"}"                                                             \
-
-#define NV12_SHADER_BODY                                        \
-"\n"                                                            \
-"void main()\n"                                                 \
-"{\n"                                                           \
-"    mediump vec3 yuv;\n"                                       \
-"    lowp vec3 rgb;\n"                                          \
-"\n"                                                            \
-"    // Get the YUV values \n"                                  \
-"    yuv.x = texture2D(u_texture,   v_texCoord).r;\n"           \
-"    yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n"         \
-"\n"                                                            \
-"    // Do the color transform \n"                              \
-"    yuv += offset;\n"                                          \
-"    rgb = matrix * yuv;\n"                                     \
-"\n"                                                            \
-"    // That was easy. :) \n"                                   \
-"    gl_FragColor = vec4(rgb, 1);\n"                            \
-"    gl_FragColor *= u_color;\n"                           \
-"}"                                                             \
-
-#define NV21_SHADER_BODY                                        \
-"\n"                                                            \
-"void main()\n"                                                 \
-"{\n"                                                           \
-"    mediump vec3 yuv;\n"                                       \
-"    lowp vec3 rgb;\n"                                          \
-"\n"                                                            \
-"    // Get the YUV values \n"                                  \
-"    yuv.x = texture2D(u_texture,   v_texCoord).r;\n"           \
-"    yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n"         \
-"\n"                                                            \
-"    // Do the color transform \n"                              \
-"    yuv += offset;\n"                                          \
-"    rgb = matrix * yuv;\n"                                     \
-"\n"                                                            \
-"    // That was easy. :) \n"                                   \
-"    gl_FragColor = vec4(rgb, 1);\n"                            \
-"    gl_FragColor *= u_color;\n"                           \
-"}"                                                             \
-
-/* YUV to ABGR conversion */
-static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
-        YUV_SHADER_PROLOGUE \
-        JPEG_SHADER_CONSTANTS \
-        YUV_SHADER_BODY \
-;
-static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
-        YUV_SHADER_PROLOGUE \
-        BT601_SHADER_CONSTANTS \
-        YUV_SHADER_BODY \
-;
-static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
-        YUV_SHADER_PROLOGUE \
-        BT709_SHADER_CONSTANTS \
-        YUV_SHADER_BODY \
-;
-
-/* NV12 to ABGR conversion */
-static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
-        YUV_SHADER_PROLOGUE \
-        JPEG_SHADER_CONSTANTS \
-        NV12_SHADER_BODY \
-;
-static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
-        YUV_SHADER_PROLOGUE \
-        BT601_SHADER_CONSTANTS \
-        NV12_SHADER_BODY \
-;
-static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
-        YUV_SHADER_PROLOGUE \
-        BT709_SHADER_CONSTANTS \
-        NV12_SHADER_BODY \
-;
-
-/* NV21 to ABGR conversion */
-static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
-        YUV_SHADER_PROLOGUE \
-        JPEG_SHADER_CONSTANTS \
-        NV21_SHADER_BODY \
-;
-static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
-        YUV_SHADER_PROLOGUE \
-        BT601_SHADER_CONSTANTS \
-        NV21_SHADER_BODY \
-;
-static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
-        YUV_SHADER_PROLOGUE \
-        BT709_SHADER_CONSTANTS \
-        NV21_SHADER_BODY \
-;
-
-/* Custom Android video format texture */
-static const Uint8 VITA_GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
-    #extension GL_OES_EGL_image_external : require\n\
-    precision mediump float; \
-    uniform samplerExternalOES u_texture; \
-    uniform vec4 u_color; \
-    varying vec2 v_texCoord; \
-    \
-    void main() \
-    { \
-        gl_FragColor = texture2D(u_texture, v_texCoord); \
-        gl_FragColor *= u_color; \
-    } \
-";
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_VertexSrc_Default = {
-    GL_VERTEX_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_VertexSrc_Default_),
-    VITA_GLES2_VertexSrc_Default_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_SolidSrc = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_SolidSrc_),
-    VITA_GLES2_FragmentSrc_SolidSrc_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureABGRSrc = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureABGRSrc_),
-    VITA_GLES2_FragmentSrc_TextureABGRSrc_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureARGBSrc = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureARGBSrc_),
-    VITA_GLES2_FragmentSrc_TextureARGBSrc_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureRGBSrc = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureRGBSrc_),
-    VITA_GLES2_FragmentSrc_TextureRGBSrc_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureBGRSrc = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureBGRSrc_),
-    VITA_GLES2_FragmentSrc_TextureBGRSrc_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_),
-    VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT601Src = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT601Src_),
-    VITA_GLES2_FragmentSrc_TextureYUVBT601Src_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT709Src = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT709Src_),
-    VITA_GLES2_FragmentSrc_TextureYUVBT709Src_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_),
-    VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT601Src = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT601Src_),
-    VITA_GLES2_FragmentSrc_TextureNV12BT601Src_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT709Src = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT709Src_),
-    VITA_GLES2_FragmentSrc_TextureNV21BT709Src_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_),
-    VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT601Src = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT601Src_),
-    VITA_GLES2_FragmentSrc_TextureNV21BT601Src_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT709Src = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT709Src_),
-    VITA_GLES2_FragmentSrc_TextureNV12BT709Src_
-};
-
-static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureExternalOESSrc = {
-    GL_FRAGMENT_SHADER,
-    VITA_GLES2_SOURCE_SHADER,
-    sizeof(VITA_GLES2_FragmentSrc_TextureExternalOESSrc_),
-    VITA_GLES2_FragmentSrc_TextureExternalOESSrc_
-};
-
-
-/*************************************************************************************************
- * Vertex/fragment shader definitions                                                            *
- *************************************************************************************************/
-
-static VITA_GLES2_Shader VITA_GLES2_VertexShader_Default = {
-    1,
-    {
-        &VITA_GLES2_VertexSrc_Default
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_SolidSrc = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_SolidSrc
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureABGRSrc = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureABGRSrc
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureARGBSrc = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureARGBSrc
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureRGBSrc = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureRGBSrc
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureBGRSrc = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureBGRSrc
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVJPEGSrc = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT601Src = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureYUVBT601Src
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT709Src = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureYUVBT709Src
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12JPEGSrc = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT601Src = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureNV12BT601Src
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT709Src = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureNV12BT709Src
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21JPEGSrc = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT601Src = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureNV21BT601Src
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT709Src = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureNV21BT709Src
-    }
-};
-
-static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureExternalOESSrc = {
-    1,
-    {
-        &VITA_GLES2_FragmentSrc_TextureExternalOESSrc
-    }
-};
-
-
-/*************************************************************************************************
- * Shader selector                                                                               *
- *************************************************************************************************/
-
-const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type)
-{
-    switch (type) {
-    case VITA_GLES2_SHADER_VERTEX_DEFAULT:
-        return &VITA_GLES2_VertexShader_Default;
-    case VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC:
-        return &VITA_GLES2_FragmentShader_SolidSrc;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
-        return &VITA_GLES2_FragmentShader_TextureABGRSrc;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
-        return &VITA_GLES2_FragmentShader_TextureARGBSrc;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
-        return &VITA_GLES2_FragmentShader_TextureRGBSrc;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
-        return &VITA_GLES2_FragmentShader_TextureBGRSrc;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
-        return &VITA_GLES2_FragmentShader_TextureYUVJPEGSrc;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
-        return &VITA_GLES2_FragmentShader_TextureYUVBT601Src;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
-        return &VITA_GLES2_FragmentShader_TextureYUVBT709Src;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
-        return &VITA_GLES2_FragmentShader_TextureNV12JPEGSrc;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
-        return &VITA_GLES2_FragmentShader_TextureNV12BT601Src;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
-        return &VITA_GLES2_FragmentShader_TextureNV12BT709Src;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
-        return &VITA_GLES2_FragmentShader_TextureNV21JPEGSrc;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
-        return &VITA_GLES2_FragmentShader_TextureNV21BT601Src;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
-        return &VITA_GLES2_FragmentShader_TextureNV21BT709Src;
-    case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
-        return &VITA_GLES2_FragmentShader_TextureExternalOESSrc;
-    default:
-        return NULL;
-    }
-}
-
-#endif /* SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/src/render/vitagles2/SDL_shaders_gles2vita.h b/src/render/vitagles2/SDL_shaders_gles2vita.h
deleted file mode 100644
index dd7091591..000000000
--- a/src/render/vitagles2/SDL_shaders_gles2vita.h
+++ /dev/null
@@ -1,70 +0,0 @@
-/*
-  Simple DirectMedia Layer
-  Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
-
-  This software is provided 'as-is', without any express or implied
-  warranty.  In no event will the authors be held liable for any damages
-  arising from the use of this software.
-
-  Permission is granted to anyone to use this software for any purpose,
-  including commercial applications, and to alter it and redistribute it
-  freely, subject to the following restrictions:
-
-  1. The origin of this software must not be misrepresented; you must not
-     claim that you wrote the original software. If you use this software
-     in a product, an acknowledgment in the product documentation would be
-     appreciated but is not required.
-  2. Altered source versions must be plainly marked as such, and must not be
-     misrepresented as being the original software.
-  3. This notice may not be removed or altered from any source distribution.
-*/
-#include "../../SDL_internal.h"
-
-#ifndef SDL_shaders_gles2vita_h_
-#define SDL_shaders_gles2vita_h_
-
-#if SDL_VIDEO_RENDER_VITA_GLES2
-
-typedef struct VITA_GLES2_ShaderInstance
-{
-    GLenum type;
-    GLenum format;
-    int length;
-    const void *data;
-} VITA_GLES2_ShaderInstance;
-
-typedef struct VITA_GLES2_Shader
-{
-    int instance_count;
-    const VITA_GLES2_ShaderInstance *instances[4];
-} VITA_GLES2_Shader;
-
-typedef enum
-{
-    VITA_GLES2_SHADER_VERTEX_DEFAULT,
-    VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC,
-    VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC
-} VITA_GLES2_ShaderType;
-
-#define VITA_GLES2_SOURCE_SHADER (GLenum)-1
-
-const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type);
-
-#endif /* SDL_VIDEO_RENDER_VITA_GLES2 */
-
-#endif /* SDL_shaders_gles2vita_h_ */
-
-/* vi: set ts=4 sw=4 expandtab: */