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Added SDL_CreateRendererWithProperties() and SDL_CreateTextureWithProperties()

Sam Lantinga 1 år sedan
förälder
incheckning
1c64366b80

+ 98 - 29
include/SDL3/SDL_render.h

@@ -195,7 +195,6 @@ extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
  */
 extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
 
-
 /**
  * Create a window and default renderer.
  *
@@ -215,14 +214,13 @@ extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
  */
 extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, Uint32 window_flags, SDL_Window **window, SDL_Renderer **renderer);
 
-
 /**
  * Create a 2D rendering context for a window.
  *
  * If you want a specific renderer, you can specify its name here. A list of
  * available renderers can be obtained by calling SDL_GetRenderDriver multiple
  * times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
- * need a specific renderer, specify NULL and SDL will attempt to chooes the
+ * need a specific renderer, specify NULL and SDL will attempt to choose the
  * best option for you, based on what is available on the user's system.
  *
  * By default the rendering size matches the window size in pixels, but you
@@ -238,13 +236,37 @@ extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, U
  *
  * \since This function is available since SDL 3.0.0.
  *
+ * \sa SDL_CreateRendererWithProperties
  * \sa SDL_CreateSoftwareRenderer
  * \sa SDL_DestroyRenderer
  * \sa SDL_GetNumRenderDrivers
  * \sa SDL_GetRenderDriver
  * \sa SDL_GetRendererInfo
  */
-extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
+
+/**
+ * Create a 2D rendering context for a window, with the specified properties.
+ *
+ * These are the supported properties:
+ *
+ * - "window" (pointer) - the window where rendering is displayed
+ * - "surface" (pointer) - the surface where rendering is displayed, if you want a software renderer without a window
+ * - "name" (string) - the name of the rendering driver to use, if a specific one is desired
+ * - "present_vsync" (boolean) - true if you want present synchronized with the refresh rate
+ *
+ * \param props the properties to use
+ * \returns a valid rendering context or NULL if there was an error; call
+ *          SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateSoftwareRenderer
+ * \sa SDL_DestroyRenderer
+ * \sa SDL_GetRendererInfo
+ */
+extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
 
 /**
  * Create a 2D software rendering context for a surface.
@@ -309,7 +331,7 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
 /**
  * Get the properties associated with a renderer.
  *
- * The following properties are provided by SDL:
+ * The following read-only properties are provided by SDL:
  *
  * ```
  * "SDL.renderer.d3d9.device" (pointer) - the IDirect3DDevice9 associated with the renderer
@@ -386,6 +408,7 @@ extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *rendere
  * \since This function is available since SDL 3.0.0.
  *
  * \sa SDL_CreateTextureFromSurface
+ * \sa SDL_CreateTextureWithProperties
  * \sa SDL_DestroyTexture
  * \sa SDL_QueryTexture
  * \sa SDL_UpdateTexture
@@ -413,50 +436,96 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, U
  * \since This function is available since SDL 3.0.0.
  *
  * \sa SDL_CreateTexture
+ * \sa SDL_CreateTextureWithProperties
  * \sa SDL_DestroyTexture
  * \sa SDL_QueryTexture
  */
 extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
 
+/**
+ * Create a texture for a rendering context with the specified properties.
+ *
+ * These are the supported properties:
+ *
+ * - "format" (number) - one of the enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
+ * - "access" (number) - one of the enumerated values in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
+ * - "width" (number) - the width of the texture in pixels, required
+ * - "height" (number) - the height of the texture in pixels, required
+ *
+ * With the direct3d11 renderer:
+ *
+ * - "d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.
+ * - "d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.
+ * - "d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.
+ *
+ * With the direct3d12 renderer:
+ *
+ * - "d3d12.texture" (pointer) - the ID3D12Resource associated with the texture, if you want to wrap an existing texture.
+ * - "d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.
+ * - "d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.
+ *
+ * With the opengl renderer:
+ *
+ * - "opengl.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
+ * - "opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
+ * - "opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
+ * - "opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
+ *
+ * With the opengles2 renderer:
+ *
+ * - "opengles2.texture" (number) - the GLuint texture associated with the texture, if you want to wrap an existing texture.
+ * - "opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
+ * - "opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
+ * - "opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.
+ *
+ * \param renderer the rendering context
+ * \param props the properties to use
+ * \returns a pointer to the created texture or NULL if no rendering context
+ *          was active, the format was unsupported, or the width or height
+ *          were out of range; call SDL_GetError() for more information.
+ *
+ * \since This function is available since SDL 3.0.0.
+ *
+ * \sa SDL_CreateTextureFromSurface
+ * \sa SDL_CreateTexture
+ * \sa SDL_DestroyTexture
+ * \sa SDL_QueryTexture
+ * \sa SDL_UpdateTexture
+ */
+extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
+
 /**
  * Get the properties associated with a texture.
  *
- * The following properties are provided by SDL:
+ * The following read-only properties are provided by SDL:
  *
  * With the direct3d11 renderer:
  *
- * ```
- * "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture
- * "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture
- * "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture
- * ```
+ * - "SDL.texture.d3d11.texture" (pointer) - the ID3D11Texture2D associated with the texture
+ * - "SDL.texture.d3d11.texture_u" (pointer) - the ID3D11Texture2D associated with the U plane of a YUV texture
+ * - "SDL.texture.d3d11.texture_v" (pointer) - the ID3D11Texture2D associated with the V plane of a YUV texture
  *
  * With the direct3d12 renderer:
  *
- * ```
- * "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated with the texture
- * "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture
- * "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture
- * ```
+ * - "SDL.texture.d3d12.texture" (pointer) - the ID3D12Resource associated with the texture
+ * - "SDL.texture.d3d12.texture_u" (pointer) - the ID3D12Resource associated with the U plane of a YUV texture
+ * - "SDL.texture.d3d12.texture_v" (pointer) - the ID3D12Resource associated with the V plane of a YUV texture
  *
  * With the opengl renderer:
  *
- * ```
- * "SDL.texture.opengl.texture" (number) - the GLuint texture associated with the texture
- * "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
- * "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
- * "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the texture (0.0 - 1.0)
- * "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the texture (0.0 - 1.0)
- * ```
+ * - "SDL.texture.opengl.texture" (number) - the GLuint texture associated with the texture
+ * - "SDL.texture.opengl.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
+ * - "SDL.texture.opengl.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
+ * - "SDL.texture.opengl.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
+ * - "SDL.texture.opengl.tex_w" (float) - the texture coordinate width of the texture (0.0 - 1.0)
+ * - "SDL.texture.opengl.tex_h" (float) - the texture coordinate height of the texture (0.0 - 1.0)
  *
  * With the opengles2 renderer:
  *
- * ```
- * "SDL.texture.opengles2.texture" (number) - the GLuint texture associated with the texture
- * "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
- * "SDL.texture.opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
- * "SDL.texture.opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
- * ```
+ * - "SDL.texture.opengles2.texture" (number) - the GLuint texture associated with the texture
+ * - "SDL.texture.opengles2.texture_uv" (number) - the GLuint texture associated with the UV plane of an NV12 texture
+ * - "SDL.texture.opengles2.texture_u" (number) - the GLuint texture associated with the U plane of a YUV texture
+ * - "SDL.texture.opengles2.texture_v" (number) - the GLuint texture associated with the V plane of a YUV texture
  *
  * \param texture the texture to query
  * \returns a valid property ID on success or 0 on failure; call

+ 2 - 0
src/dynapi/SDL_dynapi.sym

@@ -965,6 +965,8 @@ SDL3_0.0.0 {
     SDL_EnumerateProperties;
     SDL_SetBooleanProperty;
     SDL_GetBooleanProperty;
+    SDL_CreateTextureWithProperties;
+    SDL_CreateRendererWithProperties;
     # extra symbols go here (don't modify this line)
   local: *;
 };

+ 2 - 0
src/dynapi/SDL_dynapi_overrides.h

@@ -990,3 +990,5 @@
 #define SDL_EnumerateProperties SDL_EnumerateProperties_REAL
 #define SDL_SetBooleanProperty SDL_SetBooleanProperty_REAL
 #define SDL_GetBooleanProperty SDL_GetBooleanProperty_REAL
+#define SDL_CreateTextureWithProperties SDL_CreateTextureWithProperties_REAL
+#define SDL_CreateRendererWithProperties SDL_CreateRendererWithProperties_REAL

+ 2 - 0
src/dynapi/SDL_dynapi_procs.h

@@ -1015,3 +1015,5 @@ SDL_DYNAPI_PROC(float,SDL_GetFloatProperty,(SDL_PropertiesID a, const char *b, f
 SDL_DYNAPI_PROC(int,SDL_EnumerateProperties,(SDL_PropertiesID a, SDL_EnumeratePropertiesCallback b, void *c),(a,b,c),return)
 SDL_DYNAPI_PROC(int,SDL_SetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
 SDL_DYNAPI_PROC(SDL_bool,SDL_GetBooleanProperty,(SDL_PropertiesID a, const char *b, SDL_bool c),(a,b,c),return)
+SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureWithProperties,(SDL_Renderer *a, SDL_PropertiesID b),(a,b),return)
+SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRendererWithProperties,(SDL_PropertiesID a),(a),return)

+ 54 - 17
src/render/SDL_render.c

@@ -804,15 +804,23 @@ static void SDL_CalculateSimulatedVSyncInterval(SDL_Renderer *renderer, SDL_Wind
 
 #endif /* !SDL_RENDER_DISABLED */
 
-SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags)
+
+SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
 {
 #ifndef SDL_RENDER_DISABLED
+    SDL_Window *window = SDL_GetProperty(props, "window", NULL);
+    SDL_Surface *surface = SDL_GetProperty(props, "surface", NULL);
+    const char *name = SDL_GetStringProperty(props, "name", NULL);
     SDL_Renderer *renderer = NULL;
     const int n = SDL_GetNumRenderDrivers();
     SDL_bool batching = SDL_TRUE;
     const char *hint;
     int i;
 
+    if (!window && surface) {
+        return SDL_CreateSoftwareRenderer(surface);
+    }
+
 #ifdef __ANDROID__
     Android_ActivityMutex_Lock_Running();
 #endif
@@ -834,11 +842,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
 
     hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
     if (hint && *hint) {
-        if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) {
-            flags |= SDL_RENDERER_PRESENTVSYNC;
-        } else {
-            flags &= ~SDL_RENDERER_PRESENTVSYNC;
-        }
+        SDL_SetBooleanProperty(props, "present_vsync", SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE));
     }
 
     if (!name) {
@@ -850,7 +854,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
             const SDL_RenderDriver *driver = render_drivers[i];
             if (SDL_strcasecmp(name, driver->info.name) == 0) {
                 /* Create a new renderer instance */
-                renderer = driver->CreateRenderer(window, flags);
+                renderer = driver->CreateRenderer(window, props);
                 if (renderer) {
                     batching = SDL_FALSE;
                 }
@@ -860,13 +864,11 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
     } else {
         for (i = 0; i < n; i++) {
             const SDL_RenderDriver *driver = render_drivers[i];
-            if ((driver->info.flags & flags) == flags) {
-                /* Create a new renderer instance */
-                renderer = driver->CreateRenderer(window, flags);
-                if (renderer) {
-                    /* Yay, we got one! */
-                    break;
-                }
+            /* Create a new renderer instance */
+            renderer = driver->CreateRenderer(window, props);
+            if (renderer) {
+                /* Yay, we got one! */
+                break;
             }
         }
     }
@@ -876,7 +878,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
         goto error;
     }
 
-    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+    if (SDL_GetBooleanProperty(props, "present_vsync", SDL_FALSE)) {
         renderer->wanted_vsync = SDL_TRUE;
 
         if (!(renderer->info.flags & SDL_RENDERER_PRESENTVSYNC)) {
@@ -956,6 +958,24 @@ error:
 #endif
 }
 
+SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags)
+{
+    SDL_Renderer *renderer;
+    SDL_PropertiesID props = SDL_CreateProperties();
+    SDL_SetProperty(props, "window", window);
+    if (flags & SDL_RENDERER_SOFTWARE) {
+        SDL_SetStringProperty(props, "name", "software");
+    } else {
+        SDL_SetStringProperty(props, "name", name);
+    }
+    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+        SDL_SetBooleanProperty(props, "present_vsync", SDL_TRUE);
+    }
+    renderer = SDL_CreateRendererWithProperties(props);
+    SDL_DestroyProperties(props);
+    return renderer;
+}
+
 SDL_Renderer *SDL_CreateSoftwareRenderer(SDL_Surface *surface)
 {
 #if !defined(SDL_RENDER_DISABLED) && SDL_VIDEO_RENDER_SW
@@ -1116,9 +1136,13 @@ static SDL_ScaleMode SDL_GetScaleMode(void)
     }
 }
 
-SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h)
+SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props)
 {
     SDL_Texture *texture;
+    Uint32 format = (Uint32)SDL_GetNumberProperty(props, "format", SDL_PIXELFORMAT_UNKNOWN);
+    int access = (int)SDL_GetNumberProperty(props, "access", SDL_TEXTUREACCESS_STATIC);
+    int w = (int)SDL_GetNumberProperty(props, "width", 0);
+    int h = (int)SDL_GetNumberProperty(props, "height", 0);
     SDL_bool texture_is_fourcc_and_target;
 
     CHECK_RENDERER_MAGIC(renderer, NULL);
@@ -1177,7 +1201,7 @@ SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access
     texture_is_fourcc_and_target = (access == SDL_TEXTUREACCESS_TARGET && SDL_ISPIXELFORMAT_FOURCC(texture->format));
 
     if (texture_is_fourcc_and_target == SDL_FALSE && IsSupportedFormat(renderer, format)) {
-        if (renderer->CreateTexture(renderer, texture) < 0) {
+        if (renderer->CreateTexture(renderer, texture, props) < 0) {
             SDL_DestroyTexture(texture);
             return NULL;
         }
@@ -1232,6 +1256,19 @@ SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access
     return texture;
 }
 
+SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h)
+{
+    SDL_Texture *texture;
+    SDL_PropertiesID props = SDL_CreateProperties();
+    SDL_SetNumberProperty(props, "format", format);
+    SDL_SetNumberProperty(props, "access", access);
+    SDL_SetNumberProperty(props, "width", w);
+    SDL_SetNumberProperty(props, "height", h);
+    texture = SDL_CreateTextureWithProperties(renderer, props);
+    SDL_DestroyProperties(props);
+    return texture;
+}
+
 SDL_Texture *SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface)
 {
     const SDL_PixelFormat *fmt;

+ 2 - 2
src/render/SDL_sysrender.h

@@ -160,7 +160,7 @@ struct SDL_Renderer
     void (*WindowEvent)(SDL_Renderer *renderer, const SDL_WindowEvent *event);
     int (*GetOutputSize)(SDL_Renderer *renderer, int *w, int *h);
     SDL_bool (*SupportsBlendMode)(SDL_Renderer *renderer, SDL_BlendMode blendMode);
-    int (*CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture);
+    int (*CreateTexture)(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props);
     int (*QueueSetViewport)(SDL_Renderer *renderer, SDL_RenderCommand *cmd);
     int (*QueueSetDrawColor)(SDL_Renderer *renderer, SDL_RenderCommand *cmd);
     int (*QueueDrawPoints)(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points,
@@ -280,7 +280,7 @@ struct SDL_Renderer
 /* Define the SDL render driver structure */
 struct SDL_RenderDriver
 {
-    SDL_Renderer *(*CreateRenderer)(SDL_Window *window, Uint32 flags);
+    SDL_Renderer *(*CreateRenderer)(SDL_Window *window, SDL_PropertiesID props);
 
     /* Info about the renderer capabilities */
     SDL_RendererInfo info;

+ 4 - 4
src/render/direct3d/SDL_render_d3d.c

@@ -517,7 +517,7 @@ static void D3D_DestroyTextureRep(D3D_TextureRep *texture)
     }
 }
 
-static int D3D_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int D3D_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
     D3D_TextureData *texturedata;
@@ -1493,7 +1493,7 @@ static int D3D_Reset(SDL_Renderer *renderer)
     /* Allocate application render targets */
     for (texture = renderer->textures; texture; texture = texture->next) {
         if (texture->access == SDL_TEXTUREACCESS_TARGET) {
-            D3D_CreateTexture(renderer, texture);
+            D3D_CreateTexture(renderer, texture, 0);
         }
     }
 
@@ -1536,7 +1536,7 @@ static int D3D_SetVSync(SDL_Renderer *renderer, const int vsync)
     return 0;
 }
 
-SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags)
+SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
     SDL_Renderer *renderer;
     D3D_RenderData *data;
@@ -1617,7 +1617,7 @@ SDL_Renderer *D3D_CreateRenderer(SDL_Window *window, Uint32 flags)
         pparams.BackBufferFormat = D3DFMT_UNKNOWN;
         pparams.FullScreen_RefreshRateInHz = 0;
     }
-    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+    if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
         pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
     } else {
         pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

+ 51 - 24
src/render/direct3d11/SDL_render_d3d11.c

@@ -1062,7 +1062,19 @@ static SDL_bool D3D11_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode bl
     return SDL_TRUE;
 }
 
-static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D11Texture2D **texture)
+{
+    IUnknown *unknown = SDL_GetProperty(props, name, NULL);
+    if (unknown) {
+        HRESULT result = IUnknown_QueryInterface(unknown, &SDL_IID_ID3D11Texture2D, (void **)texture);
+        if (FAILED(result)) {
+            return WIN_SetErrorFromHRESULT(name, result);
+        }
+    }
+    return 0;
+}
+
+static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
     D3D11_TextureData *textureData;
@@ -1109,13 +1121,18 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
         textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
     }
 
-    result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
-                                          &textureDesc,
-                                          NULL,
-                                          &textureData->mainTexture);
-    if (FAILED(result)) {
-        D3D11_DestroyTexture(renderer, texture);
-        return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+    if (GetTextureProperty(create_props, "d3d11.texture", &textureData->mainTexture) < 0) {
+        return -1;
+    }
+    if (!textureData->mainTexture) {
+        result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
+                                              &textureDesc,
+                                              NULL,
+                                              &textureData->mainTexture);
+        if (FAILED(result)) {
+            D3D11_DestroyTexture(renderer, texture);
+            return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+        }
     }
     SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d11.texture", textureData->mainTexture);
 #if SDL_HAVE_YUV
@@ -1126,23 +1143,33 @@ static int D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
         textureDesc.Width = (textureDesc.Width + 1) / 2;
         textureDesc.Height = (textureDesc.Height + 1) / 2;
 
-        result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
-                                              &textureDesc,
-                                              NULL,
-                                              &textureData->mainTextureU);
-        if (FAILED(result)) {
-            D3D11_DestroyTexture(renderer, texture);
-            return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+        if (GetTextureProperty(create_props, "d3d11.texture_u", &textureData->mainTextureU) < 0) {
+            return -1;
+        }
+        if (!textureData->mainTextureU) {
+            result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
+                                                  &textureDesc,
+                                                  NULL,
+                                                  &textureData->mainTextureU);
+            if (FAILED(result)) {
+                D3D11_DestroyTexture(renderer, texture);
+                return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+            }
         }
         SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d11.texture_u", textureData->mainTextureU);
 
-        result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
-                                              &textureDesc,
-                                              NULL,
-                                              &textureData->mainTextureV);
-        if (FAILED(result)) {
-            D3D11_DestroyTexture(renderer, texture);
-            return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+        if (GetTextureProperty(create_props, "d3d11.texture_v", &textureData->mainTextureV) < 0) {
+            return -1;
+        }
+        if (!textureData->mainTextureV) {
+            result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice,
+                                                  &textureDesc,
+                                                  NULL,
+                                                  &textureData->mainTextureV);
+            if (FAILED(result)) {
+                D3D11_DestroyTexture(renderer, texture);
+                return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateTexture2D"), result);
+            }
         }
         SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d11.texture_v", textureData->mainTextureV);
     }
@@ -2384,7 +2411,7 @@ static int D3D11_SetVSync(SDL_Renderer *renderer, const int vsync)
 }
 #endif
 
-SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, Uint32 flags)
+SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
     SDL_Renderer *renderer;
     D3D11_RenderData *data;
@@ -2445,7 +2472,7 @@ SDL_Renderer *D3D11_CreateRenderer(SDL_Window *window, Uint32 flags)
      */
     renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
 #else
-    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+    if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
     }
     renderer->SetVSync = D3D11_SetVSync;

+ 65 - 38
src/render/direct3d12/SDL_render_d3d12.c

@@ -1432,7 +1432,19 @@ static void D3D12_FreeSRVIndex(SDL_Renderer *renderer, SIZE_T index)
     rendererData->srvPoolHead = &rendererData->srvPoolNodes[index];
 }
 
-static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int GetTextureProperty(SDL_PropertiesID props, const char *name, ID3D12Resource **texture)
+{
+    IUnknown *unknown = SDL_GetProperty(props, name, NULL);
+    if (unknown) {
+        HRESULT result = D3D_CALL(unknown, QueryInterface, D3D_GUID(SDL_IID_ID3D12Resource), (void **)texture);
+        if (FAILED(result)) {
+            return WIN_SetErrorFromHRESULT(name, result);
+        }
+    }
+    return 0;
+}
+
+static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->driverdata;
     D3D12_TextureData *textureData;
@@ -1476,28 +1488,10 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
     heapProps.CreationNodeMask = 1;
     heapProps.VisibleNodeMask = 1;
 
-    result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
-                      &heapProps,
-                      D3D12_HEAP_FLAG_NONE,
-                      &textureDesc,
-                      D3D12_RESOURCE_STATE_COPY_DEST,
-                      NULL,
-                      D3D_GUID(SDL_IID_ID3D12Resource),
-                      (void **)&textureData->mainTexture);
-    textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
-    if (FAILED(result)) {
-        D3D12_DestroyTexture(renderer, texture);
-        return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
+    if (GetTextureProperty(create_props, "d3d12.texture", &textureData->mainTexture) < 0) {
+        return -1;
     }
-    SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d12.texture", textureData->mainTexture);
-#if SDL_HAVE_YUV
-    if (texture->format == SDL_PIXELFORMAT_YV12 ||
-        texture->format == SDL_PIXELFORMAT_IYUV) {
-        textureData->yuv = SDL_TRUE;
-
-        textureDesc.Width = (textureDesc.Width + 1) / 2;
-        textureDesc.Height = (textureDesc.Height + 1) / 2;
-
+    if (!textureData->mainTexture) {
         result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
                           &heapProps,
                           D3D12_HEAP_FLAG_NONE,
@@ -1505,27 +1499,60 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
                           D3D12_RESOURCE_STATE_COPY_DEST,
                           NULL,
                           D3D_GUID(SDL_IID_ID3D12Resource),
-                          (void **)&textureData->mainTextureU);
-        textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
+                          (void **)&textureData->mainTexture);
         if (FAILED(result)) {
             D3D12_DestroyTexture(renderer, texture);
             return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
         }
+    }
+    textureData->mainResourceState = D3D12_RESOURCE_STATE_COPY_DEST;
+    SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d12.texture", textureData->mainTexture);
+#if SDL_HAVE_YUV
+    if (texture->format == SDL_PIXELFORMAT_YV12 ||
+        texture->format == SDL_PIXELFORMAT_IYUV) {
+        textureData->yuv = SDL_TRUE;
+
+        textureDesc.Width = (textureDesc.Width + 1) / 2;
+        textureDesc.Height = (textureDesc.Height + 1) / 2;
+
+        if (GetTextureProperty(create_props, "d3d12.texture_u", &textureData->mainTextureU) < 0) {
+            return -1;
+        }
+        if (!textureData->mainTextureU) {
+            result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
+                              &heapProps,
+                              D3D12_HEAP_FLAG_NONE,
+                              &textureDesc,
+                              D3D12_RESOURCE_STATE_COPY_DEST,
+                              NULL,
+                              D3D_GUID(SDL_IID_ID3D12Resource),
+                              (void **)&textureData->mainTextureU);
+            if (FAILED(result)) {
+                D3D12_DestroyTexture(renderer, texture);
+                return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
+            }
+        }
+        textureData->mainResourceStateU = D3D12_RESOURCE_STATE_COPY_DEST;
         SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d12.texture_u", textureData->mainTextureU);
 
-        result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
-                          &heapProps,
-                          D3D12_HEAP_FLAG_NONE,
-                          &textureDesc,
-                          D3D12_RESOURCE_STATE_COPY_DEST,
-                          NULL,
-                          D3D_GUID(SDL_IID_ID3D12Resource),
-                          (void **)&textureData->mainTextureV);
-        textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
-        if (FAILED(result)) {
-            D3D12_DestroyTexture(renderer, texture);
-            return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
+        if (GetTextureProperty(create_props, "d3d12.texture_v", &textureData->mainTextureV) < 0) {
+            return -1;
         }
+        if (!textureData->mainTextureV) {
+            result = D3D_CALL(rendererData->d3dDevice, CreateCommittedResource,
+                              &heapProps,
+                              D3D12_HEAP_FLAG_NONE,
+                              &textureDesc,
+                              D3D12_RESOURCE_STATE_COPY_DEST,
+                              NULL,
+                              D3D_GUID(SDL_IID_ID3D12Resource),
+                              (void **)&textureData->mainTextureV);
+            if (FAILED(result)) {
+                D3D12_DestroyTexture(renderer, texture);
+                return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D12Device::CreateCommittedResource [texture]"), result);
+            }
+        }
+        textureData->mainResourceStateV = D3D12_RESOURCE_STATE_COPY_DEST;
         SDL_SetProperty(SDL_GetTextureProperties(texture), "SDL.texture.d3d12.texture_v", textureData->mainTextureV);
     }
 
@@ -2943,7 +2970,7 @@ static int D3D12_SetVSync(SDL_Renderer *renderer, const int vsync)
     return 0;
 }
 
-SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, Uint32 flags)
+SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
     SDL_Renderer *renderer;
     D3D12_RenderData *data;
@@ -2990,7 +3017,7 @@ SDL_Renderer *D3D12_CreateRenderer(SDL_Window *window, Uint32 flags)
     renderer->info.flags = SDL_RENDERER_ACCELERATED;
     renderer->driverdata = data;
 
-    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+    if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
     }
     renderer->SetVSync = D3D12_SetVSync;

+ 3 - 3
src/render/metal/SDL_render_metal.m

@@ -544,7 +544,7 @@ static SDL_bool METAL_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode bl
     return SDL_TRUE;
 }
 
-static int METAL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int METAL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     @autoreleasepool {
         METAL_RenderData *data = (__bridge METAL_RenderData *)renderer->driverdata;
@@ -1653,7 +1653,7 @@ static SDL_MetalView GetWindowView(SDL_Window *window)
     return nil;
 }
 
-static SDL_Renderer *METAL_CreateRenderer(SDL_Window *window, Uint32 flags)
+static SDL_Renderer *METAL_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
     @autoreleasepool {
         SDL_Renderer *renderer = NULL;
@@ -1921,7 +1921,7 @@ static SDL_Renderer *METAL_CreateRenderer(SDL_Window *window, Uint32 flags)
 
 #if (defined(__MACOS__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
         if (@available(macOS 10.13, *)) {
-            data.mtllayer.displaySyncEnabled = (flags & SDL_RENDERER_PRESENTVSYNC) != 0;
+            data.mtllayer.displaySyncEnabled = SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE);
             if (data.mtllayer.displaySyncEnabled) {
                 renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
             }

+ 49 - 16
src/render/opengl/SDL_render_gl.c

@@ -125,6 +125,7 @@ typedef struct
 typedef struct
 {
     GLuint texture;
+    SDL_bool texture_external;
     GLfloat texw;
     GLfloat texh;
     GLenum format;
@@ -139,7 +140,9 @@ typedef struct
     SDL_bool yuv;
     SDL_bool nv12;
     GLuint utexture;
+    SDL_bool utexture_external;
     GLuint vtexture;
+    SDL_bool vtexture_external;
 #endif
 
     GL_FBOList *fbo;
@@ -434,7 +437,7 @@ static SDL_bool convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
     return SDL_TRUE;
 }
 
-static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     GL_RenderData *renderdata = (GL_RenderData *)renderer->driverdata;
     const GLenum textype = renderdata->textype;
@@ -491,14 +494,19 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
         data->fbo = NULL;
     }
 
-    GL_CheckError("", renderer);
-    renderdata->glGenTextures(1, &data->texture);
-    if (GL_CheckError("glGenTextures()", renderer) < 0) {
-        if (data->pixels) {
-            SDL_free(data->pixels);
+    data->texture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture", 0);
+    if (data->texture) {
+        data->texture_external = SDL_TRUE;
+    } else {
+        GL_CheckError("", renderer);
+        renderdata->glGenTextures(1, &data->texture);
+        if (GL_CheckError("glGenTextures()", renderer) < 0) {
+            if (data->pixels) {
+                SDL_free(data->pixels);
+            }
+            SDL_free(data);
+            return -1;
         }
-        SDL_free(data);
-        return -1;
     }
     texture->driverdata = data;
 
@@ -580,8 +588,18 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
         texture->format == SDL_PIXELFORMAT_IYUV) {
         data->yuv = SDL_TRUE;
 
-        renderdata->glGenTextures(1, &data->utexture);
-        renderdata->glGenTextures(1, &data->vtexture);
+        data->utexture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture_u", 0);
+        if (data->utexture) {
+            data->utexture_external = SDL_TRUE;
+        } else {
+            renderdata->glGenTextures(1, &data->utexture);
+        }
+        data->vtexture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture_v", 0);
+        if (data->vtexture) {
+            data->vtexture_external = SDL_TRUE;
+        } else {
+            renderdata->glGenTextures(1, &data->vtexture);
+        }
 
         renderdata->glBindTexture(textype, data->utexture);
         renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
@@ -614,7 +632,12 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
         texture->format == SDL_PIXELFORMAT_NV21) {
         data->nv12 = SDL_TRUE;
 
-        renderdata->glGenTextures(1, &data->utexture);
+        data->utexture = (GLuint)SDL_GetNumberProperty(create_props, "opengl.texture_uv", 0);
+        if (data->utexture) {
+            data->utexture_external = SDL_TRUE;
+        } else {
+            renderdata->glGenTextures(1, &data->utexture);
+        }
         renderdata->glBindTexture(textype, data->utexture);
         renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER,
                                     scaleMode);
@@ -626,6 +649,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
                                     GL_CLAMP_TO_EDGE);
         renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w + 1) / 2,
                                  (texture_h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
+        SDL_SetNumberProperty(props, "SDL.texture.opengl.texture_uv", data->utexture);
     }
 #endif
 
@@ -1500,13 +1524,22 @@ static void GL_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
     if (!data) {
         return;
     }
-    if (data->texture) {
+    if (data->texture && !data->texture_external) {
         renderdata->glDeleteTextures(1, &data->texture);
     }
 #if SDL_HAVE_YUV
     if (data->yuv) {
-        renderdata->glDeleteTextures(1, &data->utexture);
-        renderdata->glDeleteTextures(1, &data->vtexture);
+        if (!data->utexture_external) {
+            renderdata->glDeleteTextures(1, &data->utexture);
+        }
+        if (!data->vtexture_external) {
+            renderdata->glDeleteTextures(1, &data->vtexture);
+        }
+    }
+    if (data->nv12) {
+        if (!data->utexture_external) {
+            renderdata->glDeleteTextures(1, &data->utexture);
+        }
     }
 #endif
     SDL_free(data->pixels);
@@ -1702,7 +1735,7 @@ static SDL_bool GL_IsProbablyAccelerated(const GL_RenderData *data)
     return SDL_TRUE;
 }
 
-static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags)
+static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
     SDL_Renderer *renderer;
     GL_RenderData *data;
@@ -1807,7 +1840,7 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags)
      */
 #endif
 
-    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+    if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
         SDL_GL_SetSwapInterval(1);
     } else {
         SDL_GL_SetSwapInterval(0);

+ 44 - 19
src/render/opengles2/SDL_render_gles2.c

@@ -61,6 +61,7 @@ struct GLES2_FBOList
 typedef struct GLES2_TextureData
 {
     GLuint texture;
+    SDL_bool texture_external;
     GLenum texture_type;
     GLenum pixel_format;
     GLenum pixel_type;
@@ -71,7 +72,9 @@ typedef struct GLES2_TextureData
     SDL_bool yuv;
     SDL_bool nv12;
     GLuint texture_v;
+    GLuint texture_v_external;
     GLuint texture_u;
+    GLuint texture_u_external;
 #endif
     GLES2_FBOList *fbo;
 } GLES2_TextureData;
@@ -1396,7 +1399,7 @@ static void GLES2_DestroyRenderer(SDL_Renderer *renderer)
     SDL_free(renderer);
 }
 
-static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->driverdata;
     GLES2_TextureData *data;
@@ -1488,9 +1491,14 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
 
 #if SDL_HAVE_YUV
     if (data->yuv) {
-        renderdata->glGenTextures(1, &data->texture_v);
-        if (GL_CheckError("glGenTexures()", renderer) < 0) {
-            return -1;
+        data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, "opengles2.texture_v", 0);
+        if (data->texture_v) {
+            data->texture_v_external = SDL_TRUE;
+        } else {
+            renderdata->glGenTextures(1, &data->texture_v);
+            if (GL_CheckError("glGenTexures()", renderer) < 0) {
+                return -1;
+            }
         }
         renderdata->glActiveTexture(GL_TEXTURE2);
         renderdata->glBindTexture(data->texture_type, data->texture_v);
@@ -1501,9 +1509,14 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
         renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
         SDL_SetNumberProperty(SDL_GetTextureProperties(texture), "SDL.texture.opengles2.texture_v", data->texture_v);
 
-        renderdata->glGenTextures(1, &data->texture_u);
-        if (GL_CheckError("glGenTexures()", renderer) < 0) {
-            return -1;
+        data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, "opengles2.texture_u", 0);
+        if (data->texture_u) {
+            data->texture_u_external = SDL_TRUE;
+        } else {
+            renderdata->glGenTextures(1, &data->texture_u);
+            if (GL_CheckError("glGenTexures()", renderer) < 0) {
+                return -1;
+            }
         }
         renderdata->glActiveTexture(GL_TEXTURE1);
         renderdata->glBindTexture(data->texture_type, data->texture_u);
@@ -1518,9 +1531,14 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
         SDL_SetNumberProperty(SDL_GetTextureProperties(texture), "SDL.texture.opengles2.texture_u", data->texture_u);
 
     } else if (data->nv12) {
-        renderdata->glGenTextures(1, &data->texture_u);
-        if (GL_CheckError("glGenTexures()", renderer) < 0) {
-            return -1;
+        data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, "opengles2.texture_uv", 0);
+        if (data->texture_u) {
+            data->texture_u_external = SDL_TRUE;
+        } else {
+            renderdata->glGenTextures(1, &data->texture_u);
+            if (GL_CheckError("glGenTexures()", renderer) < 0) {
+                return -1;
+            }
         }
         renderdata->glActiveTexture(GL_TEXTURE1);
         renderdata->glBindTexture(data->texture_type, data->texture_u);
@@ -1536,9 +1554,14 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
     }
 #endif
 
-    renderdata->glGenTextures(1, &data->texture);
-    if (GL_CheckError("glGenTexures()", renderer) < 0) {
-        return -1;
+    data->texture = (GLuint)SDL_GetNumberProperty(create_props, "opengles2.texture", 0);
+    if (data->texture) {
+        data->texture_external = SDL_TRUE;
+    } else {
+        renderdata->glGenTextures(1, &data->texture);
+        if (GL_CheckError("glGenTexures()", renderer) < 0) {
+            return -1;
+        }
     }
     texture->driverdata = data;
     renderdata->glActiveTexture(GL_TEXTURE0);
@@ -1893,12 +1916,14 @@ static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
 
     /* Destroy the texture */
     if (tdata) {
-        data->glDeleteTextures(1, &tdata->texture);
+        if (tdata->texture && !tdata->texture_external) {
+            data->glDeleteTextures(1, &tdata->texture);
+        }
 #if SDL_HAVE_YUV
-        if (tdata->texture_v) {
+        if (tdata->texture_v && !tdata->texture_v_external) {
             data->glDeleteTextures(1, &tdata->texture_v);
         }
-        if (tdata->texture_u) {
+        if (tdata->texture_u && !tdata->texture_u_external) {
             data->glDeleteTextures(1, &tdata->texture_u);
         }
 #endif
@@ -2052,7 +2077,7 @@ static int GLES2_UnbindTexture(SDL_Renderer *renderer, SDL_Texture *texture)
  * Renderer instantiation                                                                        *
  *************************************************************************************************/
 
-static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
+static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
     SDL_Renderer *renderer;
     GLES2_RenderData *data;
@@ -2139,10 +2164,10 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
      * is turned on.  Not doing so will freeze the screen's contents to that
      * of the first drawn frame.
      */
-    flags |= SDL_RENDERER_PRESENTVSYNC;
+    SDL_SetBooleanProperty(create_props, "present_vsync", SDL_TRUE);
 #endif
 
-    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+    if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
         SDL_GL_SetSwapInterval(1);
     } else {
         SDL_GL_SetSwapInterval(0);

+ 9 - 3
src/render/ps2/SDL_render_ps2.c

@@ -100,7 +100,7 @@ static void PS2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event
 {
 }
 
-static int PS2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int PS2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     GSTEXTURE *ps2_tex = (GSTEXTURE *)SDL_calloc(1, sizeof(GSTEXTURE));
 
@@ -574,7 +574,7 @@ static int PS2_SetVSync(SDL_Renderer *renderer, const int vsync)
     return 0;
 }
 
-static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags)
+static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
     SDL_Renderer *renderer;
     PS2_RenderData *data;
@@ -634,7 +634,9 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags)
 
     data->gsGlobal = gsGlobal;
     dynamicVsync = SDL_GetHintBoolean(SDL_HINT_PS2_DYNAMIC_VSYNC, SDL_FALSE);
-    data->vsync = flags & SDL_RENDERER_PRESENTVSYNC ? (dynamicVsync ? 2 : 1) : 0;
+    if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
+        data->vsync = (dynamicVsync ? 2 : 1);
+    }
 
     renderer->WindowEvent = PS2_WindowEvent;
     renderer->CreateTexture = PS2_CreateTexture;
@@ -655,9 +657,13 @@ static SDL_Renderer *PS2_CreateRenderer(SDL_Window *window, Uint32 flags)
     renderer->DestroyRenderer = PS2_DestroyRenderer;
     renderer->SetVSync = PS2_SetVSync;
     renderer->info = PS2_RenderDriver.info;
+    renderer->info.flags = SDL_RENDERER_ACCELERATED;
     renderer->driverdata = data;
     renderer->window = window;
 
+    if (data->vsync) {
+        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
+    }
     return renderer;
 }
 

+ 6 - 4
src/render/psp/SDL_render_psp.c

@@ -478,7 +478,7 @@ static void PSP_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event
 {
 }
 
-static int PSP_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int PSP_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     PSP_RenderData *data = renderer->driverdata;
     PSP_TextureData *psp_texture = (PSP_TextureData *)SDL_calloc(1, sizeof(*psp_texture));
@@ -1290,9 +1290,8 @@ static int PSP_SetVSync(SDL_Renderer *renderer, const int vsync)
     return 0;
 }
 
-SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, Uint32 flags)
+SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
-
     SDL_Renderer *renderer;
     PSP_RenderData *data;
     int pixelformat;
@@ -1341,7 +1340,7 @@ SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, Uint32 flags)
     data->most_recent_target = NULL;
     data->least_recent_target = NULL;
 
-    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+    if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
         data->vsync = SDL_TRUE;
     } else {
         data->vsync = SDL_FALSE;
@@ -1400,6 +1399,9 @@ SDL_Renderer *PSP_CreateRenderer(SDL_Window *window, Uint32 flags)
     sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, psp_on_vblank, data);
     sceKernelEnableSubIntr(PSP_VBLANK_INT, 0);
 
+    if (data->vsync) {
+        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
+    }
     return renderer;
 }
 

+ 7 - 3
src/render/software/SDL_render_sw.c

@@ -97,7 +97,7 @@ static int SW_GetOutputSize(SDL_Renderer *renderer, int *w, int *h)
     return SDL_SetError("Software renderer doesn't have an output surface");
 }
 
-static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     SDL_Surface *surface = SDL_CreateSurface(texture->w, texture->h, texture->format);
 
@@ -1147,7 +1147,7 @@ SDL_Renderer *SW_CreateRendererForSurface(SDL_Surface *surface)
     return renderer;
 }
 
-static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, Uint32 flags)
+static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
     const char *hint;
     SDL_Surface *surface;
@@ -1162,7 +1162,11 @@ static SDL_Renderer *SW_CreateRenderer(SDL_Window *window, Uint32 flags)
     }
 
     if (no_hint_set) {
-        SDL_SetHint(SDL_HINT_RENDER_VSYNC, (flags & SDL_RENDERER_PRESENTVSYNC) ? "1" : "0");
+        if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
+            SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
+        } else {
+            SDL_SetHint(SDL_HINT_RENDER_VSYNC, "0");
+        }
     }
 
     surface = SDL_GetWindowSurface(window);

+ 6 - 5
src/render/vitagxm/SDL_render_vita_gxm.c

@@ -42,13 +42,13 @@
 #include <psp2/sysmodule.h>
 #endif
 
-static SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags);
+static SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props);
 
 static void VITA_GXM_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event);
 
 static SDL_bool VITA_GXM_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
 
-static int VITA_GXM_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
+static int VITA_GXM_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props);
 
 static int VITA_GXM_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
                                   const SDL_Rect *rect, const void *pixels, int pitch);
@@ -209,7 +209,7 @@ static int VITA_GXM_SetVSync(SDL_Renderer *renderer, const int vsync)
     return 0;
 }
 
-SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags)
+SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, SDL_PropertiesID create_props)
 {
     SDL_Renderer *renderer;
     VITA_GXM_RenderData *data;
@@ -258,8 +258,9 @@ SDL_Renderer *VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags)
 
     data->initialized = SDL_TRUE;
 
-    if (flags & SDL_RENDERER_PRESENTVSYNC) {
+    if (SDL_GetBooleanProperty(create_props, "present_vsync", SDL_FALSE)) {
         data->displayData.wait_vblank = SDL_TRUE;
+        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
     } else {
         data->displayData.wait_vblank = SDL_FALSE;
     }
@@ -288,7 +289,7 @@ static SDL_bool VITA_GXM_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode
     return SDL_FALSE;
 }
 
-static int VITA_GXM_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
+static int VITA_GXM_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
 {
     VITA_GXM_RenderData *data = (VITA_GXM_RenderData *)renderer->driverdata;
     VITA_GXM_TextureData *vita_texture = (VITA_GXM_TextureData *)SDL_calloc(1, sizeof(VITA_GXM_TextureData));