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SDL_render_d3d.c: fix build with SDL_LEAN_AND_MEAN
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@ -610,6 +610,7 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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return 0;
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return 0;
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}
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}
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#if SDL_HAVE_YUV
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static int
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static int
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D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect,
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const SDL_Rect * rect,
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@ -636,6 +637,7 @@ D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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}
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return 0;
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return 0;
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}
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}
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#endif
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static int
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static int
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D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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@ -1710,7 +1712,9 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->SupportsBlendMode = D3D_SupportsBlendMode;
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renderer->SupportsBlendMode = D3D_SupportsBlendMode;
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renderer->CreateTexture = D3D_CreateTexture;
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renderer->CreateTexture = D3D_CreateTexture;
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renderer->UpdateTexture = D3D_UpdateTexture;
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renderer->UpdateTexture = D3D_UpdateTexture;
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#if SDL_HAVE_YUV
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renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
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renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
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#endif
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renderer->LockTexture = D3D_LockTexture;
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renderer->LockTexture = D3D_LockTexture;
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renderer->UnlockTexture = D3D_UnlockTexture;
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renderer->UnlockTexture = D3D_UnlockTexture;
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renderer->SetTextureScaleMode = D3D_SetTextureScaleMode;
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renderer->SetTextureScaleMode = D3D_SetTextureScaleMode;
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