Add SDL_CreateGPURenderer
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@@ -1128,21 +1128,26 @@ static void GPU_DestroyRenderer(SDL_Renderer *renderer)
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}
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for (Uint32 i = 0; i < SDL_arraysize(data->samplers); ++i) {
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SDL_ReleaseGPUSampler(data->device, data->samplers[i]);
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if (data->samplers[i]) {
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SDL_ReleaseGPUSampler(data->device, data->samplers[i]);
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}
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}
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if (data->backbuffer.texture) {
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SDL_ReleaseGPUTexture(data->device, data->backbuffer.texture);
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}
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if (renderer->window) {
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if (renderer->window && data->device) {
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SDL_ReleaseWindowFromGPUDevice(data->device, renderer->window);
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}
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ReleaseVertexBuffer(data);
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GPU_DestroyPipelineCache(&data->pipeline_cache);
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GPU_ReleaseShaders(&data->shaders, data->device);
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SDL_DestroyGPUDevice(data->device);
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if (data->device) {
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GPU_ReleaseShaders(&data->shaders, data->device);
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SDL_DestroyGPUDevice(data->device);
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}
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SDL_free(data);
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}
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