···592592 /*! Current display target */
593593 GPU_Target* current_context_target;
594594595595+ /*! 0 for inverted, 1 for mathematical */
596596+ Uint8 coordinate_mode;
597597+595598 struct GPU_RendererImpl* impl;
596599};
597600···779782/*! Reapplies the renderer state to the backend API (e.g. OpenGL, Direct3D). Use this if you want SDL_gpu to be able to render after you've used direct backend calls. */
780783DECLSPEC void SDLCALL GPU_ResetRendererState(void);
781784785785+/*! Sets the coordinate mode for this renderer. Target and image coordinates will be either "inverted" (0,0 is the upper left corner, y increases downward) or "mathematical" (0,0 is the bottom-left corner, y increases upward).
786786+ * The default is inverted (0), as this is traditional for 2D graphics.
787787+ * \param inverted 0 is for inverted coordinates, 1 is for mathematical coordinates */
788788+DECLSPEC void SDLCALL GPU_SetCoordinateMode(Uint8 use_math_coords);
789789+790790+DECLSPEC Uint8 SDLCALL GPU_GetCoordinateMode(void);
791791+782792// End of RendererControls
783793/*! @} */
784794···879889880890/*! Sets the given target's viewport. */
881891DECLSPEC void SDLCALL GPU_SetViewport(GPU_Target* target, GPU_Rect viewport);
892892+893893+/*! Resets the given target's viewport to the entire target area. */
894894+DECLSPEC void SDLCALL GPU_UnsetViewport(GPU_Target* target);
882895883896/*! \return A GPU_Camera with position (0, 0, -10), angle of 0, and zoom of 1. */
884897DECLSPEC GPU_Camera SDLCALL GPU_GetDefaultCamera(void);