Add more SDL_HAVE_YUV defines
diff --git a/src/render/SDL_sysrender.h b/src/render/SDL_sysrender.h
index 3150195..596e0ac 100644
--- a/src/render/SDL_sysrender.h
+++ b/src/render/SDL_sysrender.h
@@ -131,6 +131,7 @@
     int (*UpdateTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
                           const SDL_Rect * rect, const void *pixels,
                           int pitch);
+#if SDL_HAVE_YUV
     int (*UpdateTextureYUV) (SDL_Renderer * renderer, SDL_Texture * texture,
                             const SDL_Rect * rect,
                             const Uint8 *Yplane, int Ypitch,
@@ -140,6 +141,7 @@
                             const SDL_Rect * rect,
                             const Uint8 *Yplane, int Ypitch,
                             const Uint8 *UVplane, int UVpitch);
+#endif
     int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
                         const SDL_Rect * rect, void **pixels, int *pitch);
     void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index 8ca6135..ec8f13b 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -1376,6 +1376,7 @@
     return 0;
 }
 
+#if SDL_HAVE_YUV
 static int
 D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
                        const SDL_Rect * rect,
@@ -1426,6 +1427,7 @@
     }
     return 0;
 }
+#endif
 
 static int
 D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
@@ -2539,8 +2541,10 @@
     renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
     renderer->CreateTexture = D3D11_CreateTexture;
     renderer->UpdateTexture = D3D11_UpdateTexture;
+#if SDL_HAVE_YUV
     renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
     renderer->UpdateTextureNV = D3D11_UpdateTextureNV;
+#endif
     renderer->LockTexture = D3D11_LockTexture;
     renderer->UnlockTexture = D3D11_UnlockTexture;
     renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
diff --git a/src/render/metal/SDL_render_metal.m b/src/render/metal/SDL_render_metal.m
index fcb8286..67ac1b6 100644
--- a/src/render/metal/SDL_render_metal.m
+++ b/src/render/metal/SDL_render_metal.m
@@ -803,6 +803,7 @@
     return 0;
 }}
 
+#if SDL_HAVE_YUV
 static int
 METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
                     const SDL_Rect * rect,
@@ -861,6 +862,7 @@
 
     return 0;
 }}
+#endif
 
 static int
 METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
@@ -1877,8 +1879,10 @@
     renderer->SupportsBlendMode = METAL_SupportsBlendMode;
     renderer->CreateTexture = METAL_CreateTexture;
     renderer->UpdateTexture = METAL_UpdateTexture;
+#if SDL_HAVE_YUV
     renderer->UpdateTextureYUV = METAL_UpdateTextureYUV;
     renderer->UpdateTextureNV = METAL_UpdateTextureNV;
+#endif
     renderer->LockTexture = METAL_LockTexture;
     renderer->UnlockTexture = METAL_UnlockTexture;
     renderer->SetTextureScaleMode = METAL_SetTextureScaleMode;
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 722d30e..eb9d790 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -128,11 +128,13 @@
     int pitch;
     SDL_Rect locked_rect;
 
+#if SDL_HAVE_YUV
     /* YUV texture support */
     SDL_bool yuv;
     SDL_bool nv12;
     GLuint utexture;
     GLuint vtexture;
+#endif
 
     GL_FBOList *fbo;
 } GL_TextureData;
@@ -577,6 +579,7 @@
         return -1;
     }
 
+#if SDL_HAVE_YUV
     if (texture->format == SDL_PIXELFORMAT_YV12 ||
         texture->format == SDL_PIXELFORMAT_IYUV) {
         data->yuv = SDL_TRUE;
@@ -626,6 +629,7 @@
         renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
                                  (texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
     }
+#endif
 
     return GL_CheckError("", renderer);
 }
@@ -651,6 +655,7 @@
     renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
                                 rect->h, data->format, data->formattype,
                                 pixels);
+#if SDL_HAVE_YUV
     if (data->yuv) {
         renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
 
@@ -687,10 +692,11 @@
                                     (rect->w + 1)/2, (rect->h + 1)/2,
                                     GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
     }
-
+#endif
     return GL_CheckError("glTexSubImage2D()", renderer);
 }
 
+#if SDL_HAVE_YUV
 static int
 GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
                     const SDL_Rect * rect,
@@ -758,7 +764,7 @@
 
     return GL_CheckError("glTexSubImage2D()", renderer);
 }
-
+#endif
 
 static int
 GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
@@ -800,6 +806,7 @@
     renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
     renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
 
+#if SDL_HAVE_YUV
     if (texture->format == SDL_PIXELFORMAT_YV12 ||
         texture->format == SDL_PIXELFORMAT_IYUV) {
         renderdata->glBindTexture(textype, data->utexture);
@@ -817,6 +824,7 @@
         renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
         renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
     }
+#endif
 }
 
 static int
@@ -1128,6 +1136,7 @@
         shader = SHADER_RGB;
     }
 
+#if SDL_HAVE_YUV
     if (data->shaders) {
         if (texturedata->yuv || texturedata->nv12) {
             switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
@@ -1164,11 +1173,13 @@
             }
         }
     }
+#endif
 
     SetDrawState(data, cmd, shader);
 
     if (texture != data->drawstate.texture) {
         const GLenum textype = data->textype;
+#if SDL_HAVE_YUV
         if (texturedata->yuv) {
             data->glActiveTextureARB(GL_TEXTURE2_ARB);
             data->glBindTexture(textype, texturedata->vtexture);
@@ -1180,6 +1191,7 @@
             data->glActiveTextureARB(GL_TEXTURE1_ARB);
             data->glBindTexture(textype, texturedata->utexture);
         }
+#endif
         data->glActiveTextureARB(GL_TEXTURE0_ARB);
         data->glBindTexture(textype, texturedata->texture);
 
@@ -1471,10 +1483,12 @@
     if (data->texture) {
         renderdata->glDeleteTextures(1, &data->texture);
     }
+#if SDL_HAVE_YUV
     if (data->yuv) {
         renderdata->glDeleteTextures(1, &data->utexture);
         renderdata->glDeleteTextures(1, &data->vtexture);
     }
+#endif
     SDL_free(data->pixels);
     SDL_free(data);
     texture->driverdata = NULL;
@@ -1528,6 +1542,7 @@
     GL_ActivateRenderer(renderer);
 
     data->glEnable(textype);
+#if SDL_HAVE_YUV
     if (texturedata->yuv) {
         data->glActiveTextureARB(GL_TEXTURE2_ARB);
         data->glBindTexture(textype, texturedata->vtexture);
@@ -1537,6 +1552,7 @@
 
         data->glActiveTextureARB(GL_TEXTURE0_ARB);
     }
+#endif
     data->glBindTexture(textype, texturedata->texture);
 
     data->drawstate.texturing = SDL_TRUE;
@@ -1557,6 +1573,7 @@
 
     GL_ActivateRenderer(renderer);
 
+#if SDL_HAVE_YUV
     if (texturedata->yuv) {
         data->glActiveTextureARB(GL_TEXTURE2_ARB);
         data->glDisable(textype);
@@ -1566,6 +1583,7 @@
 
         data->glActiveTextureARB(GL_TEXTURE0_ARB);
     }
+#endif
 
     data->glDisable(textype);
 
@@ -1621,8 +1639,10 @@
     renderer->SupportsBlendMode = GL_SupportsBlendMode;
     renderer->CreateTexture = GL_CreateTexture;
     renderer->UpdateTexture = GL_UpdateTexture;
+#if SDL_HAVE_YUV
     renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
     renderer->UpdateTextureNV = GL_UpdateTextureNV;
+#endif
     renderer->LockTexture = GL_LockTexture;
     renderer->UnlockTexture = GL_UnlockTexture;
     renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index bf6bf93..ce9bf26 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -58,11 +58,13 @@
     GLenum pixel_type;
     void *pixel_data;
     int pitch;
+#if SDL_HAVE_YUV
     /* YUV texture support */
     SDL_bool yuv;
     SDL_bool nv12;
     GLenum texture_v;
     GLenum texture_u;
+#endif
     GLES2_FBOList *fbo;
 } GLES2_TextureData;
 
@@ -1037,6 +1039,7 @@
 
         if (texture) {
             GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
+#if SDL_HAVE_YUV
             if (tdata->yuv) {
                 data->glActiveTexture(GL_TEXTURE2);
                 data->glBindTexture(tdata->texture_type, tdata->texture_v);
@@ -1051,6 +1054,7 @@
 
                 data->glActiveTexture(GL_TEXTURE0);
             }
+#endif
             data->glBindTexture(tdata->texture_type, tdata->texture);
         }
 
@@ -1483,10 +1487,12 @@
 #endif
     data->pixel_format = format;
     data->pixel_type = type;
+#if SDL_HAVE_YUV
     data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
     data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
     data->texture_u = 0;
     data->texture_v = 0;
+#endif
     scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
 
     /* Allocate a blob for image renderdata */
@@ -1494,6 +1500,7 @@
         size_t size;
         data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
         size = texture->h * data->pitch;
+#if SDL_HAVE_YUV
         if (data->yuv) {
             /* Need to add size for the U and V planes */
             size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
@@ -1501,6 +1508,7 @@
             /* Need to add size for the U/V plane */
             size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
         }
+#endif
         data->pixel_data = SDL_calloc(1, size);
         if (!data->pixel_data) {
             SDL_free(data);
@@ -1511,6 +1519,7 @@
     /* Allocate the texture */
     GL_CheckError("", renderer);
 
+#if SDL_HAVE_YUV
     if (data->yuv) {
         renderdata->glGenTextures(1, &data->texture_v);
         if (GL_CheckError("glGenTexures()", renderer) < 0) {
@@ -1554,6 +1563,7 @@
             return -1;
         }
     }
+#endif
 
     renderdata->glGenTextures(1, &data->texture);
     if (GL_CheckError("glGenTexures()", renderer) < 0) {
@@ -1646,6 +1656,7 @@
                     tdata->pixel_type,
                     pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
 
+#if SDL_HAVE_YUV
     if (tdata->yuv) {
         /* Skip to the correct offset into the next texture */
         pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
@@ -1692,10 +1703,12 @@
                 GL_UNSIGNED_BYTE,
                 pixels, 2 * ((pitch + 1) / 2), 2);
     }
+#endif
 
     return GL_CheckError("glTexSubImage2D()", renderer);
 }
 
+#if SDL_HAVE_YUV
 static int
 GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
                     const SDL_Rect * rect,
@@ -1788,7 +1801,7 @@
 
     return GL_CheckError("glTexSubImage2D()", renderer);
 }
-
+#endif
 
 static int
 GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
@@ -1826,6 +1839,7 @@
     GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata;
     GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
 
+#if SDL_HAVE_YUV
     if (data->yuv) {
         renderdata->glActiveTexture(GL_TEXTURE2);
         renderdata->glBindTexture(data->texture_type, data->texture_v);
@@ -1842,6 +1856,7 @@
         renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
         renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
     }
+#endif
 
     renderdata->glActiveTexture(GL_TEXTURE0);
     renderdata->glBindTexture(data->texture_type, data->texture);
@@ -1892,12 +1907,14 @@
     /* Destroy the texture */
     if (tdata) {
         data->glDeleteTextures(1, &tdata->texture);
+#if SDL_HAVE_YUV
         if (tdata->texture_v) {
             data->glDeleteTextures(1, &tdata->texture_v);
         }
         if (tdata->texture_u) {
             data->glDeleteTextures(1, &tdata->texture_u);
         }
+#endif
         SDL_free(tdata->pixel_data);
         SDL_free(tdata);
         texture->driverdata = NULL;
@@ -2167,8 +2184,10 @@
     renderer->SupportsBlendMode   = GLES2_SupportsBlendMode;
     renderer->CreateTexture       = GLES2_CreateTexture;
     renderer->UpdateTexture       = GLES2_UpdateTexture;
+#if SDL_HAVE_YUV
     renderer->UpdateTextureYUV    = GLES2_UpdateTextureYUV;
     renderer->UpdateTextureNV     = GLES2_UpdateTextureNV;
+#endif
     renderer->LockTexture         = GLES2_LockTexture;
     renderer->UnlockTexture       = GLES2_UnlockTexture;
     renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;