Update other backends to current API
The only other backend besides the Wii U one to use `render_target` is the SDLTexture one.
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4 changed files with 11 additions and 5 deletions
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@ -812,8 +812,10 @@ void RenderBackend_DrawScreen(void)
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// Surface management
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// Surface management
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// ====================
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// ====================
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height, bool render_target)
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{
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{
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(void)render_target;
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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if (surface == NULL)
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if (surface == NULL)
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@ -101,8 +101,10 @@ void RenderBackend_DrawScreen(void)
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Backend_PrintError("Couldn't put window surface on screen: %s", SDL_GetError());
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Backend_PrintError("Couldn't put window surface on screen: %s", SDL_GetError());
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}
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}
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height, bool render_target)
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{
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{
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(void)render_target;
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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if (surface == NULL)
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if (surface == NULL)
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@ -236,14 +236,14 @@ void RenderBackend_DrawScreen(void)
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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}
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}
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height, bool render_target)
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{
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{
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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if (surface == NULL)
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if (surface == NULL)
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return NULL;
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return NULL;
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surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, render_target ? SDL_TEXTUREACCESS_TARGET : 0, width, height);
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if (surface->texture == NULL)
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if (surface->texture == NULL)
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{
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{
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@ -65,8 +65,10 @@ void RenderBackend_DrawScreen(void)
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framebuffer.pitch = pitch;
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framebuffer.pitch = pitch;
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}
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}
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height, bool render_target)
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{
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{
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(void)render_target;
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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if (surface == NULL)
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if (surface == NULL)
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