SDL3 Now Implements Render Batching For Direct3D, Metal & Vulkan

Render batching is important for lowering CPU overhead and increasing overall efficiency by allowing multiple calls to be combined into a single draw call on the GPU. When dealing with the same material this can lead to a significant performance improvement -- for those using SDL's render interface.
For over two years has been a bug report noting SDL's lack of batch rendering support for the SDL_Render interface. Sam Lantinga with Valve implemented the batch rendering and noted in that bug report this week that "it turns out this was pretty easy to do" and so he went ahead and implemented it.
This merge on Monday landed the render batching for the D3D11, D3D12. Metal, and Vulkan back-ends.
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