static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
    GLfloat minx, miny, maxx, maxy;
    GLfloat minu, maxu, minv, maxv;
    GLfloat vertices[8];
    GLfloat texCoords[8];

    GLES_ActivateRenderer(renderer);

    data->glEnable(GL_TEXTURE_2D);

    data->glBindTexture(texturedata->type, texturedata->texture);

    if (texture->modMode) {
        GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
    } else {
        GLES_SetColor(data, 255, 255, 255, 255);
    }

    GLES_SetBlendMode(data, texture->blendMode);

    GLES_SetTexCoords(data, SDL_TRUE);

    if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
        /* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
        GLint cropRect[4];
        int w, h;
        SDL_Window *window = renderer->window;

        SDL_GetWindowSize(window, &w, &h);
        if (renderer->target) {
            cropRect[0] = srcrect->x;
            cropRect[1] = srcrect->y;
            cropRect[2] = srcrect->w;
            cropRect[3] = srcrect->h;
            data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
                                   cropRect);
            data->glDrawTexfOES(renderer->viewport.x + dstrect->x, renderer->viewport.y + dstrect->y, 0,
                                dstrect->w, dstrect->h);
        } else {
            cropRect[0] = srcrect->x;
            cropRect[1] = srcrect->y + srcrect->h;
            cropRect[2] = srcrect->w;
            cropRect[3] = -srcrect->h;
            data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
                                   cropRect);
            data->glDrawTexfOES(renderer->viewport.x + dstrect->x,
                        h - (renderer->viewport.y + dstrect->y) - dstrect->h, 0,
                        dstrect->w, dstrect->h);
        }
    } else {

        minx = dstrect->x;
        miny = dstrect->y;
        maxx = dstrect->x + dstrect->w;
        maxy = dstrect->y + dstrect->h;

        minu = (GLfloat) srcrect->x / texture->w;
        minu *= texturedata->texw;
        maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
        maxu *= texturedata->texw;
        minv = (GLfloat) srcrect->y / texture->h;
        minv *= texturedata->texh;
        maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
        maxv *= texturedata->texh;

        vertices[0] = minx;
        vertices[1] = miny;
        vertices[2] = maxx;
        vertices[3] = miny;
        vertices[4] = minx;
        vertices[5] = maxy;
        vertices[6] = maxx;
        vertices[7] = maxy;

        texCoords[0] = minu;
        texCoords[1] = minv;
        texCoords[2] = maxu;
        texCoords[3] = minv;
        texCoords[4] = minu;
        texCoords[5] = maxv;
        texCoords[6] = maxu;
        texCoords[7] = maxv;

        data->glVertexPointer(2, GL_FLOAT, 0, vertices);
        data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
        data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    }
    data->glDisable(GL_TEXTURE_2D);

    return 0;
}