
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.