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@@ -234,12 +234,12 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
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*
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* These are the supported properties:
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*
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- * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering
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- * is displayed
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- * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where
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- * rendering is displayed, if you want a software renderer without a window
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- * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering
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- * driver to use, if a specific one is desired
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+ * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
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+ * displayed
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+ * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
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+ * is displayed, if you want a software renderer without a window
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+ * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
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+ * to use, if a specific one is desired
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* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
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* present synchronized with the refresh rate
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*
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@@ -326,14 +326,14 @@ extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_Rend
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*
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* The following read-only properties are provided by SDL:
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*
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- * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9
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- * associated with the renderer
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+ * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
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+ * with the renderer
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* - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
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* with the renderer
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* - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
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* with the renderer
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- * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the
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- * ID3D12CommandQueue associated with the renderer
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+ * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
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+ * associated with the renderer
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*
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* \param renderer the rendering context
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* \returns a valid property ID on success or 0 on failure; call
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@@ -447,10 +447,10 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* These are the supported properties:
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*
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- * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values
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- * in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
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- * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values
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- * in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
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+ * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
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+ * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
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+ * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
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+ * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
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* - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
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* pixels, required
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* - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
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@@ -460,12 +460,12 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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* associated with the texture, if you want to wrap an existing texture.
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- * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the
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- * ID3D11Texture2D associated with the U plane of a YUV texture, if you want
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- * to wrap an existing texture.
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- * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the
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- * ID3D11Texture2D associated with the V plane of a YUV texture, if you want
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- * to wrap an existing texture.
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+ * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
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+ * associated with the U plane of a YUV texture, if you want to wrap an
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+ * existing texture.
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+ * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
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+ * associated with the V plane of a YUV texture, if you want to wrap an
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+ * existing texture.
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*
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* With the direct3d12 renderer:
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*
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@@ -482,9 +482,9 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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* associated with the texture, if you want to wrap an existing texture.
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- * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint
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- * texture associated with the UV plane of an NV12 texture, if you want to
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- * wrap an existing texture.
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+ * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
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+ * associated with the UV plane of an NV12 texture, if you want to wrap an
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+ * existing texture.
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* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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* associated with the U plane of a YUV texture, if you want to wrap an
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* existing texture.
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@@ -494,21 +494,19 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* With the opengles2 renderer:
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*
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- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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- * texture associated with the texture, if you want to wrap an existing
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- * texture.
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- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint
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- * texture associated with the texture, if you want to wrap an existing
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- * texture.
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- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint
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- * texture associated with the UV plane of an NV12 texture, if you want to
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- * wrap an existing texture.
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- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint
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- * texture associated with the U plane of a YUV texture, if you want to wrap
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- * an existing texture.
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- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint
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- * texture associated with the V plane of a YUV texture, if you want to wrap
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- * an existing texture.
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+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
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+ * associated with the texture, if you want to wrap an existing texture.
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+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
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+ * associated with the texture, if you want to wrap an existing texture.
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+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
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+ * associated with the UV plane of an NV12 texture, if you want to wrap an
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+ * existing texture.
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+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
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+ * associated with the U plane of a YUV texture, if you want to wrap an
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+ * existing texture.
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+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
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+ * associated with the V plane of a YUV texture, if you want to wrap an
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+ * existing texture.
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*
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* \param renderer the rendering context
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* \param props the properties to use
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@@ -554,8 +552,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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*
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* With the direct3d11 renderer:
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*
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- * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
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- * associated with the texture
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+ * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
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+ * with the texture
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* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
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* associated with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
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@@ -563,29 +561,29 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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*
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* With the direct3d12 renderer:
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*
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- * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
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- * associated with the texture
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- * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
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- * associated with the U plane of a YUV texture
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- * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
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- * associated with the V plane of a YUV texture
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+ * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
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+ * with the texture
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+ * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
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+ * with the U plane of a YUV texture
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+ * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
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+ * with the V plane of a YUV texture
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*
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* With the opengl renderer:
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*
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- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
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- * associated with the texture
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+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
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+ * with the texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
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* associated with the UV plane of an NV12 texture
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- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
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- * associated with the U plane of a YUV texture
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- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
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- * associated with the V plane of a YUV texture
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+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
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+ * with the U plane of a YUV texture
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+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
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+ * with the V plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET`: the GLenum for the texture
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* target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
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- * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width
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- * of the texture (0.0 - 1.0)
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- * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height
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- * of the texture (0.0 - 1.0)
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+ * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
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+ * the texture (0.0 - 1.0)
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+ * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
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+ * the texture (0.0 - 1.0)
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*
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* With the opengles2 renderer:
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*
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@@ -597,8 +595,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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* associated with the U plane of a YUV texture
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* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
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* associated with the V plane of a YUV texture
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- * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the
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- * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
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+ * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET`: the GLenum for the texture
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+ * target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
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*
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* \param texture the texture to query
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* \returns a valid property ID on success or 0 on failure; call
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