textureData is only needed when SDL is built with YUV support
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@@ -1602,8 +1602,10 @@ static int GL_BindTexture(SDL_Renderer *renderer, SDL_Texture *texture, float *t
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static int GL_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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static int GL_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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{
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
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const GLenum textype = data->textype;
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const GLenum textype = data->textype;
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#if SDL_HAVE_YUV
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GL_TextureData *texturedata = (GL_TextureData *)texture->driverdata;
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#endif
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GL_ActivateRenderer(renderer);
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GL_ActivateRenderer(renderer);
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