···740740/*! Gets an array of identifiers for the active renderers. */
741741DECLSPEC void SDLCALL GPU_GetActiveRendererList(GPU_RendererID* renderers_array);
742742743743-/*! \return The renderer matching the given identifier. */
744744-DECLSPEC GPU_Renderer* SDLCALL GPU_GetRenderer(GPU_RendererID id);
745745-746743/*! \return The current renderer */
747744DECLSPEC GPU_Renderer* SDLCALL GPU_GetCurrentRenderer(void);
748745749746/*! Switches the current renderer to the renderer matching the given identifier. */
750747DECLSPEC void SDLCALL GPU_SetCurrentRenderer(GPU_RendererID id);
748748+749749+/*! \return The renderer matching the given identifier. */
750750+DECLSPEC GPU_Renderer* SDLCALL GPU_GetRenderer(GPU_RendererID id);
751751+752752+DECLSPEC void SDLCALL GPU_FreeRenderer(GPU_Renderer* renderer);
751753752754/*! 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. */
753755DECLSPEC void SDLCALL GPU_ResetRendererState(void);