Lack of batching for RenderCopy/RenderCopyEx

To be honest guys I’m expecting something much simpler. Lets give an example of following functions:

Code:
SDL_RenderCopies(SDL_Renderer* renderer,
SDL_Texture* texture,
const SDL_Rect** srcrect,
const SDL_Rect** dstrect)

Code:
SDL_RenderCopiesEx(SDL_Renderer* renderer,
SDL_Texture* texture,
const SDL_Rect** srcrect,
const SDL_Rect** dstrect,
const double angle,
const SDL_Point* center,
const SDL_RendererFlip flip)

The only difference between those functions and their equivalents of SDL_RenderCopy and SDL_RenderCopyEx is taking an array of source and destination rectangles. The rest can be taken care of by the programmer. That way the implemention of these functions should be straight forward and should take no more than 10 minutes for both OpenGL and Direct3D. I can make it myself, yes, but I would like to stay up to date with the SDL2 itself and I do not like modifying external libraries I’m relying on.

D3D_RenderCopy uses DrawPrimitiveUP of Direct3D which is almost ready for batch drawing - just add more vertices of the rest rectangles. Desktop OpenGL uses old immediate mode (draw arrays would be much better), but it’s easy to implement it as well. All available renderers within SDL2 are pretty much ready to add batching of the same texture and they require minor changes to SDL_RenderCopy and SDL_RenderCopyEx to make new functions out of them.