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https://github.com/libsdl-org/SDL.git
synced 2026-04-19 23:05:33 +02:00
Simplified SDL_SetProperty() and added SDL_SetPropertyWithCleanup()
Most of the time people won't need to set a cleanup callback, so we can simplify the more commonly used API.
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@@ -929,7 +929,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
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renderer->hidden = SDL_FALSE;
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}
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SDL_SetProperty(SDL_GetWindowProperties(window), SDL_WINDOWRENDERDATA, renderer, NULL, NULL);
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SDL_SetProperty(SDL_GetWindowProperties(window), SDL_WINDOWRENDERDATA, renderer);
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SDL_SetRenderViewport(renderer, NULL);
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@@ -1714,7 +1714,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags)
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data->drawstate.cliprect_enabled_dirty = SDL_TRUE;
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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SDL_SetProperty(SDL_GetRendererProperties(renderer), "SDL.renderer.d3d9.device", data->device, NULL, NULL);
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SDL_SetProperty(SDL_GetRendererProperties(renderer), "SDL.renderer.d3d9.device", data->device);
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return renderer;
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}
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@@ -668,7 +668,7 @@ static HRESULT D3D11_CreateDeviceResources(SDL_Renderer *renderer)
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ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
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ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
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SDL_SetProperty(SDL_GetRendererProperties(renderer), "SDL.renderer.d3d11.device", data->d3dDevice, NULL, NULL);
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SDL_SetProperty(SDL_GetRendererProperties(renderer), "SDL.renderer.d3d11.device", data->d3dDevice);
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done:
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SAFE_RELEASE(d3dDevice);
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@@ -1070,7 +1070,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
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}
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data->srvPoolHead = &data->srvPoolNodes[0];
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SDL_SetProperty(SDL_GetRendererProperties(renderer), "SDL.renderer.d3d12.device", data->d3dDevice, NULL, NULL);
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SDL_SetProperty(SDL_GetRendererProperties(renderer), "SDL.renderer.d3d12.device", data->d3dDevice);
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done:
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SAFE_RELEASE(d3dDevice);
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