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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- /**
- * # CategoryRender
- *
- * Header file for SDL 2D rendering functions.
- *
- * This API supports the following features:
- *
- * - single pixel points
- * - single pixel lines
- * - filled rectangles
- * - texture images
- * - 2D polygons
- *
- * The primitives may be drawn in opaque, blended, or additive modes.
- *
- * The texture images may be drawn in opaque, blended, or additive modes. They
- * can have an additional color tint or alpha modulation applied to them, and
- * may also be stretched with linear interpolation.
- *
- * This API is designed to accelerate simple 2D operations. You may want more
- * functionality such as polygons and particle effects and in that case you
- * should use SDL's OpenGL/Direct3D support, the SDL3 GPU API, or one of the
- * many good 3D engines.
- *
- * These functions must be called from the main thread. See this bug for
- * details: https://github.com/libsdl-org/SDL/issues/986
- */
- #ifndef SDL_render_h_
- #define SDL_render_h_
- #include <SDL3/SDL_stdinc.h>
- #include <SDL3/SDL_blendmode.h>
- #include <SDL3/SDL_error.h>
- #include <SDL3/SDL_events.h>
- #include <SDL3/SDL_pixels.h>
- #include <SDL3/SDL_properties.h>
- #include <SDL3/SDL_rect.h>
- #include <SDL3/SDL_surface.h>
- #include <SDL3/SDL_video.h>
- #include <SDL3/SDL_gpu.h>
- #include <SDL3/SDL_begin_code.h>
- /* Set up for C function definitions, even when using C++ */
- #ifdef __cplusplus
- extern "C" {
- #endif
- /**
- * The name of the software renderer.
- *
- * \since This macro is available since SDL 3.2.0.
- */
- #define SDL_SOFTWARE_RENDERER "software"
- /**
- * Vertex structure.
- *
- * \since This struct is available since SDL 3.2.0.
- */
- typedef struct SDL_Vertex
- {
- SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
- SDL_FColor color; /**< Vertex color */
- SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
- } SDL_Vertex;
- /**
- * The access pattern allowed for a texture.
- *
- * \since This enum is available since SDL 3.2.0.
- */
- typedef enum SDL_TextureAccess
- {
- SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
- SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
- SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
- } SDL_TextureAccess;
- /**
- * The addressing mode for a texture when used in SDL_RenderGeometry().
- *
- * This affects how texture coordinates are interpreted outside of [0, 1]
- *
- * \since This enum is available since SDL 3.4.0.
- */
- typedef enum SDL_TextureAddressMode
- {
- SDL_TEXTURE_ADDRESS_INVALID = -1,
- SDL_TEXTURE_ADDRESS_AUTO, /**< Wrapping is enabled if texture coordinates are outside [0, 1], this is the default */
- SDL_TEXTURE_ADDRESS_CLAMP, /**< Texture coordinates are clamped to the [0, 1] range */
- SDL_TEXTURE_ADDRESS_WRAP, /**< The texture is repeated (tiled) */
- } SDL_TextureAddressMode;
- /**
- * How the logical size is mapped to the output.
- *
- * \since This enum is available since SDL 3.2.0.
- */
- typedef enum SDL_RendererLogicalPresentation
- {
- SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
- SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
- SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
- SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
- SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
- } SDL_RendererLogicalPresentation;
- /**
- * A structure representing rendering state
- *
- * \since This struct is available since SDL 3.2.0.
- */
- typedef struct SDL_Renderer SDL_Renderer;
- #ifndef SDL_INTERNAL
- /**
- * An efficient driver-specific representation of pixel data
- *
- * \since This struct is available since SDL 3.2.0.
- *
- * \sa SDL_CreateTexture
- * \sa SDL_CreateTextureFromSurface
- * \sa SDL_CreateTextureWithProperties
- * \sa SDL_DestroyTexture
- */
- struct SDL_Texture
- {
- SDL_PixelFormat format; /**< The format of the texture, read-only */
- int w; /**< The width of the texture, read-only. */
- int h; /**< The height of the texture, read-only. */
- int refcount; /**< Application reference count, used when freeing texture */
- };
- #endif /* !SDL_INTERNAL */
- typedef struct SDL_Texture SDL_Texture;
- /* Function prototypes */
- /**
- * Get the number of 2D rendering drivers available for the current display.
- *
- * A render driver is a set of code that handles rendering and texture
- * management on a particular display. Normally there is only one, but some
- * drivers may have several available with different capabilities.
- *
- * There may be none if SDL was compiled without render support.
- *
- * \returns the number of built in render drivers.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateRenderer
- * \sa SDL_GetRenderDriver
- */
- extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
- /**
- * Use this function to get the name of a built in 2D rendering driver.
- *
- * The list of rendering drivers is given in the order that they are normally
- * initialized by default; the drivers that seem more reasonable to choose
- * first (as far as the SDL developers believe) are earlier in the list.
- *
- * The names of drivers are all simple, low-ASCII identifiers, like "opengl",
- * "direct3d12" or "metal". These never have Unicode characters, and are not
- * meant to be proper names.
- *
- * \param index the index of the rendering driver; the value ranges from 0 to
- * SDL_GetNumRenderDrivers() - 1.
- * \returns the name of the rendering driver at the requested index, or NULL
- * if an invalid index was specified.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetNumRenderDrivers
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index);
- /**
- * Create a window and default renderer.
- *
- * \param title the title of the window, in UTF-8 encoding.
- * \param width the width of the window.
- * \param height the height of the window.
- * \param window_flags the flags used to create the window (see
- * SDL_CreateWindow()).
- * \param window a pointer filled with the window, or NULL on error.
- * \param renderer a pointer filled with the renderer, or NULL on error.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateRenderer
- * \sa SDL_CreateWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags 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 choose
- * the best option for you, based on what is available on the user's system.
- *
- * If `name` is a comma-separated list, SDL will try each name, in the order
- * listed, until one succeeds or all of them fail.
- *
- * By default the rendering size matches the window size in pixels, but you
- * can call SDL_SetRenderLogicalPresentation() to change the content size and
- * scaling options.
- *
- * \param window the window where rendering is displayed.
- * \param name the name of the rendering driver to initialize, or NULL to let
- * SDL choose one.
- * \returns a valid rendering context or NULL if there was an error; call
- * SDL_GetError() for more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateRendererWithProperties
- * \sa SDL_CreateSoftwareRenderer
- * \sa SDL_DestroyRenderer
- * \sa SDL_GetNumRenderDrivers
- * \sa SDL_GetRenderDriver
- * \sa SDL_GetRendererName
- */
- extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name);
- /**
- * Create a 2D rendering context for a window, with the specified properties.
- *
- * These are the supported properties:
- *
- * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
- * to use, if a specific one is desired
- * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
- * displayed, required if this isn't a software renderer using a surface
- * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
- * is displayed, if you want a software renderer without a window
- * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace
- * value describing the colorspace for output to the display, defaults to
- * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers
- * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
- * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
- * still uses the sRGB colorspace, but values can go beyond 1.0 and float
- * (linear) format textures can be used for HDR content.
- * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want
- * present synchronized with the refresh rate. This property can take any
- * value that is supported by SDL_SetRenderVSync() for the renderer.
- *
- * With the SDL GPU renderer:
- *
- * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to provide SPIR-V shaders to SDL_GPURenderState, optional.
- * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to provide DXIL shaders to SDL_GPURenderState, optional.
- * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN`: the app is able to provide MSL shaders to SDL_GPURenderState, optional.
- *
- * With the vulkan renderer:
- *
- * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
- * with the renderer, optional.
- * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use
- * with the renderer, optional.
- * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the
- * VkPhysicalDevice to use with the renderer, optional.
- * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use
- * with the renderer, optional.
- * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the
- * queue family index used for rendering.
- * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the
- * queue family index used for presentation.
- *
- * \param props the properties to use.
- * \returns a valid rendering context or NULL if there was an error; call
- * SDL_GetError() for more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateProperties
- * \sa SDL_CreateRenderer
- * \sa SDL_CreateSoftwareRenderer
- * \sa SDL_DestroyRenderer
- * \sa SDL_GetRendererName
- */
- extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
- #define SDL_PROP_RENDERER_CREATE_NAME_STRING "SDL.renderer.create.name"
- #define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "SDL.renderer.create.window"
- #define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "SDL.renderer.create.surface"
- #define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.create.output_colorspace"
- #define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "SDL.renderer.create.present_vsync"
- #define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN "SDL.renderer.create.gpu.shaders_spirv"
- #define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN "SDL.renderer.create.gpu.shaders_dxil"
- #define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN "SDL.renderer.create.gpu.shaders_msl"
- #define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "SDL.renderer.create.vulkan.instance"
- #define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "SDL.renderer.create.vulkan.surface"
- #define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.create.vulkan.physical_device"
- #define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "SDL.renderer.create.vulkan.device"
- #define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.graphics_queue_family_index"
- #define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.present_queue_family_index"
- /**
- * Create a 2D GPU rendering context for a window, with support for the specified shader format.
- *
- * This is a convenience function to create a SDL GPU backed renderer, intended to be used with SDL_GPURenderState.
- * The resulting renderer will support shaders in one of the specified shader formats.
- *
- * If no available GPU driver supports any of the specified shader formats, this function will fail.
- *
- * \param window the window where rendering is displayed.
- * \param format_flags a bitflag indicating which shader formats the app is able to provide.
- * \param device a pointer filled with the associated GPU device, or NULL on error.
- * \returns a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.4.0.
- *
- * \sa SDL_CreateRendererWithProperties
- * \sa SDL_GetGPUShaderFormats
- * \sa SDL_CreateGPUShader
- * \sa SDL_CreateGPURenderState
- * \sa SDL_SetRenderGPUState
- */
- extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateGPURenderer(SDL_Window *window, SDL_GPUShaderFormat format_flags, SDL_GPUDevice **device);
- /**
- * Create a 2D software rendering context for a surface.
- *
- * Two other API which can be used to create SDL_Renderer:
- * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
- * create a software renderer, but they are intended to be used with an
- * SDL_Window as the final destination and not an SDL_Surface.
- *
- * \param surface the SDL_Surface structure representing the surface where
- * rendering is done.
- * \returns a valid rendering context or NULL if there was an error; call
- * SDL_GetError() for more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_DestroyRenderer
- */
- extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
- /**
- * Get the renderer associated with a window.
- *
- * \param window the window to query.
- * \returns the rendering context on success or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window *window);
- /**
- * Get the window associated with a renderer.
- *
- * \param renderer the renderer to query.
- * \returns the window on success or NULL on failure; call SDL_GetError() for
- * more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
- /**
- * Get the name of a renderer.
- *
- * \param renderer the rendering context.
- * \returns the name of the selected renderer, or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateRenderer
- * \sa SDL_CreateRendererWithProperties
- */
- extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer);
- /**
- * Get the properties associated with a renderer.
- *
- * The following read-only properties are provided by SDL:
- *
- * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
- * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
- * displayed, if any
- * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
- * displayed, if this is a software renderer without a window
- * - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting
- * - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width
- * and height
- * - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *)
- * array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN,
- * representing the available texture formats for this renderer.
- * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace value
- * describing the colorspace for output to the display, defaults to
- * SDL_COLORSPACE_SRGB.
- * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
- * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
- * HDR enabled. This property can change dynamically when
- * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
- * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
- * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
- * automatically multiplied into the color scale. This property can change
- * dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
- * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
- * that can be displayed, in terms of the SDR white point. When HDR is not
- * enabled, this will be 1.0. This property can change dynamically when
- * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
- *
- * With the direct3d renderer:
- *
- * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
- * with the renderer
- *
- * With the direct3d11 renderer:
- *
- * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
- * with the renderer
- * - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1
- * associated with the renderer. This may change when the window is resized.
- *
- * With the direct3d12 renderer:
- *
- * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
- * with the renderer
- * - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4
- * associated with the renderer.
- * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
- * associated with the renderer
- *
- * With the vulkan renderer:
- *
- * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated
- * with the renderer
- * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated
- * with the renderer
- * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice
- * associated with the renderer
- * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with
- * the renderer
- * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue
- * family index used for rendering
- * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue
- * family index used for presentation
- * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of
- * swapchain images, or potential frames in flight, used by the Vulkan
- * renderer
- *
- * With the gpu renderer:
- *
- * - `SDL_PROP_RENDERER_GPU_DEVICE_POINTER`: the SDL_GPUDevice associated with
- * the renderer
- *
- * \param renderer the rendering context.
- * \returns a valid property ID on success or 0 on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
- #define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
- #define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
- #define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
- #define SDL_PROP_RENDERER_VSYNC_NUMBER "SDL.renderer.vsync"
- #define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER "SDL.renderer.max_texture_size"
- #define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER "SDL.renderer.texture_formats"
- #define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
- #define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
- #define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
- #define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
- #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
- #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
- #define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER "SDL.renderer.d3d11.swap_chain"
- #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
- #define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER "SDL.renderer.d3d12.swap_chain"
- #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
- #define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance"
- #define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface"
- #define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device"
- #define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device"
- #define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index"
- #define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index"
- #define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count"
- #define SDL_PROP_RENDERER_GPU_DEVICE_POINTER "SDL.renderer.gpu.device"
- /**
- * Get the output size in pixels of a rendering context.
- *
- * This returns the true output size in pixels, ignoring any render targets or
- * logical size and presentation.
- *
- * For the output size of the current rendering target, with logical size
- * adjustments, use SDL_GetCurrentRenderOutputSize() instead.
- *
- * \param renderer the rendering context.
- * \param w a pointer filled in with the width in pixels.
- * \param h a pointer filled in with the height in pixels.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetCurrentRenderOutputSize
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
- /**
- * Get the current output size in pixels of a rendering context.
- *
- * If a rendering target is active, this will return the size of the rendering
- * target in pixels, otherwise return the value of SDL_GetRenderOutputSize().
- *
- * Rendering target or not, the output will be adjusted by the current logical
- * presentation state, dictated by SDL_SetRenderLogicalPresentation().
- *
- * \param renderer the rendering context.
- * \param w a pointer filled in with the current width.
- * \param h a pointer filled in with the current height.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderOutputSize
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
- /**
- * Create a texture for a rendering context.
- *
- * The contents of a texture when first created are not defined.
- *
- * \param renderer the rendering context.
- * \param format one of the enumerated values in SDL_PixelFormat.
- * \param access one of the enumerated values in SDL_TextureAccess.
- * \param w the width of the texture in pixels.
- * \param h the height of the texture in pixels.
- * \returns the created texture or NULL on failure; call SDL_GetError() for
- * more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateTextureFromSurface
- * \sa SDL_CreateTextureWithProperties
- * \sa SDL_DestroyTexture
- * \sa SDL_GetTextureSize
- * \sa SDL_UpdateTexture
- */
- extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h);
- /**
- * Create a texture from an existing surface.
- *
- * The surface is not modified or freed by this function.
- *
- * The SDL_TextureAccess hint for the created texture is
- * `SDL_TEXTUREACCESS_STATIC`.
- *
- * The pixel format of the created texture may be different from the pixel
- * format of the surface, and can be queried using the
- * SDL_PROP_TEXTURE_FORMAT_NUMBER property.
- *
- * \param renderer the rendering context.
- * \param surface the SDL_Surface structure containing pixel data used to fill
- * the texture.
- * \returns the created texture or NULL on failure; call SDL_GetError() for
- * more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateTexture
- * \sa SDL_CreateTextureWithProperties
- * \sa SDL_DestroyTexture
- */
- extern SDL_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:
- *
- * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_Colorspace value
- * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
- * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
- * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
- * YUV textures.
- * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
- * SDL_PixelFormat, defaults to the best RGBA format for the renderer
- * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
- * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
- * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
- * pixels, required
- * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
- * pixels, required
- * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating
- * point textures, this defines the value of 100% diffuse white, with higher
- * values being displayed in the High Dynamic Range headroom. This defaults
- * to 100 for HDR10 textures and 1.0 for floating point textures.
- * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating
- * point textures, this defines the maximum dynamic range used by the
- * content, in terms of the SDR white point. This would be equivalent to
- * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content.
- * If this is defined, any values outside the range supported by the display
- * will be scaled into the available HDR headroom, otherwise they are
- * clipped.
- *
- * With the direct3d11 renderer:
- *
- * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
- * associated with the texture, if you want to wrap an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
- * associated with the U plane of a YUV texture, if you want to wrap an
- * existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_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:
- *
- * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
- * associated with the texture, if you want to wrap an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
- * associated with the U plane of a YUV texture, if you want to wrap an
- * existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_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 metal renderer:
- *
- * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
- * associated with the texture, if you want to create a texture from an
- * existing pixel buffer.
- *
- * With the opengl renderer:
- *
- * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
- * associated with the texture, if you want to wrap an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
- * associated with the UV plane of an NV12 texture, if you want to wrap an
- * existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
- * associated with the U plane of a YUV texture, if you want to wrap an
- * existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_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:
- *
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
- * associated with the texture, if you want to wrap an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
- * associated with the texture, if you want to wrap an existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
- * associated with the UV plane of an NV12 texture, if you want to wrap an
- * existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
- * associated with the U plane of a YUV texture, if you want to wrap an
- * existing texture.
- * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_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 vulkan renderer:
- *
- * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage with layout
- * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if
- * you want to wrap an existing texture.
- *
- * \param renderer the rendering context.
- * \param props the properties to use.
- * \returns the created texture or NULL on failure; call SDL_GetError() for
- * more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateProperties
- * \sa SDL_CreateTexture
- * \sa SDL_CreateTextureFromSurface
- * \sa SDL_DestroyTexture
- * \sa SDL_GetTextureSize
- * \sa SDL_UpdateTexture
- */
- extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
- #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "SDL.texture.create.colorspace"
- #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "SDL.texture.create.format"
- #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "SDL.texture.create.access"
- #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "SDL.texture.create.width"
- #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "SDL.texture.create.height"
- #define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDL.texture.create.SDR_white_point"
- #define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "SDL.texture.create.HDR_headroom"
- #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "SDL.texture.create.d3d11.texture"
- #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "SDL.texture.create.d3d11.texture_u"
- #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "SDL.texture.create.d3d11.texture_v"
- #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "SDL.texture.create.d3d12.texture"
- #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "SDL.texture.create.d3d12.texture_u"
- #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "SDL.texture.create.d3d12.texture_v"
- #define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "SDL.texture.create.metal.pixelbuffer"
- #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "SDL.texture.create.opengl.texture"
- #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.create.opengl.texture_uv"
- #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.create.opengl.texture_u"
- #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.create.opengl.texture_v"
- #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.create.opengles2.texture"
- #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.create.opengles2.texture_uv"
- #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.create.opengles2.texture_u"
- #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v"
- #define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture"
- /**
- * Get the properties associated with a texture.
- *
- * The following read-only properties are provided by SDL:
- *
- * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_Colorspace value describing
- * the texture colorspace.
- * - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in
- * SDL_PixelFormat.
- * - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in
- * SDL_TextureAccess.
- * - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels.
- * - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels.
- * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
- * textures, this defines the value of 100% diffuse white, with higher
- * values being displayed in the High Dynamic Range headroom. This defaults
- * to 100 for HDR10 textures and 1.0 for other textures.
- * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point
- * textures, this defines the maximum dynamic range used by the content, in
- * terms of the SDR white point. If this is defined, any values outside the
- * range supported by the display will be scaled into the available HDR
- * headroom, otherwise they are clipped. This defaults to 1.0 for SDR
- * textures, 4.0 for HDR10 textures, and no default for floating point
- * textures.
- *
- * With the direct3d11 renderer:
- *
- * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
- * with the texture
- * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
- * associated with the U plane of a YUV texture
- * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
- * associated with the V plane of a YUV texture
- *
- * With the direct3d12 renderer:
- *
- * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
- * with the texture
- * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
- * with the U plane of a YUV texture
- * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
- * with the V plane of a YUV texture
- *
- * With the vulkan renderer:
- *
- * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
- * texture
- *
- * With the opengl renderer:
- *
- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
- * with the texture
- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
- * associated with the UV plane of an NV12 texture
- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
- * with the U plane of a YUV texture
- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
- * with the V plane of a YUV texture
- * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
- * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
- * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
- * the texture (0.0 - 1.0)
- * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
- * the texture (0.0 - 1.0)
- *
- * With the opengles2 renderer:
- *
- * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
- * associated with the texture
- * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
- * associated with the UV plane of an NV12 texture
- * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
- * associated with the U plane of a YUV texture
- * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
- * associated with the V plane of a YUV texture
- * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
- * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
- *
- * \param texture the texture to query.
- * \returns a valid property ID on success or 0 on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
- #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
- #define SDL_PROP_TEXTURE_FORMAT_NUMBER "SDL.texture.format"
- #define SDL_PROP_TEXTURE_ACCESS_NUMBER "SDL.texture.access"
- #define SDL_PROP_TEXTURE_WIDTH_NUMBER "SDL.texture.width"
- #define SDL_PROP_TEXTURE_HEIGHT_NUMBER "SDL.texture.height"
- #define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
- #define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
- #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
- #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
- #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
- #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
- #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
- #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
- #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
- #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
- #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
- #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
- #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
- #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
- #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
- #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
- #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
- #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
- #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
- #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
- #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture"
- /**
- * Get the renderer that created an SDL_Texture.
- *
- * \param texture the texture to query.
- * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
- * failure; call SDL_GetError() for more information.
- *
- * \threadsafety It is safe to call this function from any thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
- /**
- * Get the size of a texture, as floating point values.
- *
- * \param texture the texture to query.
- * \param w a pointer filled in with the width of the texture in pixels. This
- * argument can be NULL if you don't need this information.
- * \param h a pointer filled in with the height of the texture in pixels. This
- * argument can be NULL if you don't need this information.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h);
- /**
- * Set an additional color value multiplied into render copy operations.
- *
- * When this texture is rendered, during the copy operation each source color
- * channel is modulated by the appropriate color value according to the
- * following formula:
- *
- * `srcC = srcC * (color / 255)`
- *
- * Color modulation is not always supported by the renderer; it will return
- * false if color modulation is not supported.
- *
- * \param texture the texture to update.
- * \param r the red color value multiplied into copy operations.
- * \param g the green color value multiplied into copy operations.
- * \param b the blue color value multiplied into copy operations.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureColorMod
- * \sa SDL_SetTextureAlphaMod
- * \sa SDL_SetTextureColorModFloat
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
- /**
- * Set an additional color value multiplied into render copy operations.
- *
- * When this texture is rendered, during the copy operation each source color
- * channel is modulated by the appropriate color value according to the
- * following formula:
- *
- * `srcC = srcC * color`
- *
- * Color modulation is not always supported by the renderer; it will return
- * false if color modulation is not supported.
- *
- * \param texture the texture to update.
- * \param r the red color value multiplied into copy operations.
- * \param g the green color value multiplied into copy operations.
- * \param b the blue color value multiplied into copy operations.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureColorModFloat
- * \sa SDL_SetTextureAlphaModFloat
- * \sa SDL_SetTextureColorMod
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
- /**
- * Get the additional color value multiplied into render copy operations.
- *
- * \param texture the texture to query.
- * \param r a pointer filled in with the current red color value.
- * \param g a pointer filled in with the current green color value.
- * \param b a pointer filled in with the current blue color value.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureAlphaMod
- * \sa SDL_GetTextureColorModFloat
- * \sa SDL_SetTextureColorMod
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
- /**
- * Get the additional color value multiplied into render copy operations.
- *
- * \param texture the texture to query.
- * \param r a pointer filled in with the current red color value.
- * \param g a pointer filled in with the current green color value.
- * \param b a pointer filled in with the current blue color value.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureAlphaModFloat
- * \sa SDL_GetTextureColorMod
- * \sa SDL_SetTextureColorModFloat
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
- /**
- * Set an additional alpha value multiplied into render copy operations.
- *
- * When this texture is rendered, during the copy operation the source alpha
- * value is modulated by this alpha value according to the following formula:
- *
- * `srcA = srcA * (alpha / 255)`
- *
- * Alpha modulation is not always supported by the renderer; it will return
- * false if alpha modulation is not supported.
- *
- * \param texture the texture to update.
- * \param alpha the source alpha value multiplied into copy operations.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureAlphaMod
- * \sa SDL_SetTextureAlphaModFloat
- * \sa SDL_SetTextureColorMod
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
- /**
- * Set an additional alpha value multiplied into render copy operations.
- *
- * When this texture is rendered, during the copy operation the source alpha
- * value is modulated by this alpha value according to the following formula:
- *
- * `srcA = srcA * alpha`
- *
- * Alpha modulation is not always supported by the renderer; it will return
- * false if alpha modulation is not supported.
- *
- * \param texture the texture to update.
- * \param alpha the source alpha value multiplied into copy operations.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureAlphaModFloat
- * \sa SDL_SetTextureAlphaMod
- * \sa SDL_SetTextureColorModFloat
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
- /**
- * Get the additional alpha value multiplied into render copy operations.
- *
- * \param texture the texture to query.
- * \param alpha a pointer filled in with the current alpha value.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureAlphaModFloat
- * \sa SDL_GetTextureColorMod
- * \sa SDL_SetTextureAlphaMod
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
- /**
- * Get the additional alpha value multiplied into render copy operations.
- *
- * \param texture the texture to query.
- * \param alpha a pointer filled in with the current alpha value.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureAlphaMod
- * \sa SDL_GetTextureColorModFloat
- * \sa SDL_SetTextureAlphaModFloat
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
- /**
- * Set the blend mode for a texture, used by SDL_RenderTexture().
- *
- * If the blend mode is not supported, the closest supported mode is chosen
- * and this function returns false.
- *
- * \param texture the texture to update.
- * \param blendMode the SDL_BlendMode to use for texture blending.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureBlendMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
- /**
- * Get the blend mode used for texture copy operations.
- *
- * \param texture the texture to query.
- * \param blendMode a pointer filled in with the current SDL_BlendMode.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetTextureBlendMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
- /**
- * Set the scale mode used for texture scale operations.
- *
- * The default texture scale mode is SDL_SCALEMODE_LINEAR.
- *
- * If the scale mode is not supported, the closest supported mode is chosen.
- *
- * \param texture the texture to update.
- * \param scaleMode the SDL_ScaleMode to use for texture scaling.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetTextureScaleMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
- /**
- * Get the scale mode used for texture scale operations.
- *
- * \param texture the texture to query.
- * \param scaleMode a pointer filled in with the current scale mode.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetTextureScaleMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
- /**
- * Update the given texture rectangle with new pixel data.
- *
- * The pixel data must be in the pixel format of the texture, which can be
- * queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property.
- *
- * This is a fairly slow function, intended for use with static textures that
- * do not change often.
- *
- * If the texture is intended to be updated often, it is preferred to create
- * the texture as streaming and use the locking functions referenced below.
- * While this function will work with streaming textures, for optimization
- * reasons you may not get the pixels back if you lock the texture afterward.
- *
- * \param texture the texture to update.
- * \param rect an SDL_Rect structure representing the area to update, or NULL
- * to update the entire texture.
- * \param pixels the raw pixel data in the format of the texture.
- * \param pitch the number of bytes in a row of pixel data, including padding
- * between lines.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_LockTexture
- * \sa SDL_UnlockTexture
- * \sa SDL_UpdateNVTexture
- * \sa SDL_UpdateYUVTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
- /**
- * Update a rectangle within a planar YV12 or IYUV texture with new pixel
- * data.
- *
- * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
- * block of Y and U/V planes in the proper order, but this function is
- * available if your pixel data is not contiguous.
- *
- * \param texture the texture to update.
- * \param rect a pointer to the rectangle of pixels to update, or NULL to
- * update the entire texture.
- * \param Yplane the raw pixel data for the Y plane.
- * \param Ypitch the number of bytes between rows of pixel data for the Y
- * plane.
- * \param Uplane the raw pixel data for the U plane.
- * \param Upitch the number of bytes between rows of pixel data for the U
- * plane.
- * \param Vplane the raw pixel data for the V plane.
- * \param Vpitch the number of bytes between rows of pixel data for the V
- * plane.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_UpdateNVTexture
- * \sa SDL_UpdateTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
- const SDL_Rect *rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *Uplane, int Upitch,
- const Uint8 *Vplane, int Vpitch);
- /**
- * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
- *
- * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
- * block of NV12/21 planes in the proper order, but this function is available
- * if your pixel data is not contiguous.
- *
- * \param texture the texture to update.
- * \param rect a pointer to the rectangle of pixels to update, or NULL to
- * update the entire texture.
- * \param Yplane the raw pixel data for the Y plane.
- * \param Ypitch the number of bytes between rows of pixel data for the Y
- * plane.
- * \param UVplane the raw pixel data for the UV plane.
- * \param UVpitch the number of bytes between rows of pixel data for the UV
- * plane.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_UpdateTexture
- * \sa SDL_UpdateYUVTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
- const SDL_Rect *rect,
- const Uint8 *Yplane, int Ypitch,
- const Uint8 *UVplane, int UVpitch);
- /**
- * Lock a portion of the texture for **write-only** pixel access.
- *
- * As an optimization, the pixels made available for editing don't necessarily
- * contain the old texture data. This is a write-only operation, and if you
- * need to keep a copy of the texture data you should do that at the
- * application level.
- *
- * You must use SDL_UnlockTexture() to unlock the pixels and apply any
- * changes.
- *
- * \param texture the texture to lock for access, which was created with
- * `SDL_TEXTUREACCESS_STREAMING`.
- * \param rect an SDL_Rect structure representing the area to lock for access;
- * NULL to lock the entire texture.
- * \param pixels this is filled in with a pointer to the locked pixels,
- * appropriately offset by the locked area.
- * \param pitch this is filled in with the pitch of the locked pixels; the
- * pitch is the length of one row in bytes.
- * \returns true on success or false if the texture is not valid or was not
- * created with `SDL_TEXTUREACCESS_STREAMING`; call SDL_GetError()
- * for more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_LockTextureToSurface
- * \sa SDL_UnlockTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_LockTexture(SDL_Texture *texture,
- const SDL_Rect *rect,
- void **pixels, int *pitch);
- /**
- * Lock a portion of the texture for **write-only** pixel access, and expose
- * it as a SDL surface.
- *
- * Besides providing an SDL_Surface instead of raw pixel data, this function
- * operates like SDL_LockTexture.
- *
- * As an optimization, the pixels made available for editing don't necessarily
- * contain the old texture data. This is a write-only operation, and if you
- * need to keep a copy of the texture data you should do that at the
- * application level.
- *
- * You must use SDL_UnlockTexture() to unlock the pixels and apply any
- * changes.
- *
- * The returned surface is freed internally after calling SDL_UnlockTexture()
- * or SDL_DestroyTexture(). The caller should not free it.
- *
- * \param texture the texture to lock for access, which must be created with
- * `SDL_TEXTUREACCESS_STREAMING`.
- * \param rect a pointer to the rectangle to lock for access. If the rect is
- * NULL, the entire texture will be locked.
- * \param surface a pointer to an SDL surface of size **rect**. Don't assume
- * any specific pixel content.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_LockTexture
- * \sa SDL_UnlockTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface);
- /**
- * Unlock a texture, uploading the changes to video memory, if needed.
- *
- * **Warning**: Please note that SDL_LockTexture() is intended to be
- * write-only; it will not guarantee the previous contents of the texture will
- * be provided. You must fully initialize any area of a texture that you lock
- * before unlocking it, as the pixels might otherwise be uninitialized memory.
- *
- * Which is to say: locking and immediately unlocking a texture can result in
- * corrupted textures, depending on the renderer in use.
- *
- * \param texture a texture locked by SDL_LockTexture().
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_LockTexture
- */
- extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
- /**
- * Set a texture as the current rendering target.
- *
- * The default render target is the window for which the renderer was created.
- * To stop rendering to a texture and render to the window again, call this
- * function with a NULL `texture`.
- *
- * Viewport, cliprect, scale, and logical presentation are unique to each
- * render target. Get and set functions for these states apply to the current
- * render target set by this function, and those states persist on each target
- * when the current render target changes.
- *
- * \param renderer the rendering context.
- * \param texture the targeted texture, which must be created with the
- * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
- * window instead of a texture.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderTarget
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
- /**
- * Get the current render target.
- *
- * The default render target is the window for which the renderer was created,
- * and is reported a NULL here.
- *
- * \param renderer the rendering context.
- * \returns the current render target or NULL for the default render target.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderTarget
- */
- extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
- /**
- * Set a device-independent resolution and presentation mode for rendering.
- *
- * This function sets the width and height of the logical rendering output.
- * The renderer will act as if the current render target is always the
- * requested dimensions, scaling to the actual resolution as necessary.
- *
- * This can be useful for games that expect a fixed size, but would like to
- * scale the output to whatever is available, regardless of how a user resizes
- * a window, or if the display is high DPI.
- *
- * Logical presentation can be used with both render target textures and the
- * renderer's window; the state is unique to each render target, and this
- * function sets the state for the current render target. It might be useful
- * to draw to a texture that matches the window dimensions with logical
- * presentation enabled, and then draw that texture across the entire window
- * with logical presentation disabled. Be careful not to render both with
- * logical presentation enabled, however, as this could produce
- * double-letterboxing, etc.
- *
- * You can disable logical coordinates by setting the mode to
- * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
- * resolution of the render target; it is safe to toggle logical presentation
- * during the rendering of a frame: perhaps most of the rendering is done to
- * specific dimensions but to make fonts look sharp, the app turns off logical
- * presentation while drawing text, for example.
- *
- * For the renderer's window, letterboxing is drawn into the framebuffer if
- * logical presentation is enabled during SDL_RenderPresent; be sure to
- * reenable it before presenting if you were toggling it, otherwise the
- * letterbox areas might have artifacts from previous frames (or artifacts
- * from external overlays, etc). Letterboxing is never drawn into texture
- * render targets; be sure to call SDL_RenderClear() before drawing into the
- * texture so the letterboxing areas are cleared, if appropriate.
- *
- * You can convert coordinates in an event into rendering coordinates using
- * SDL_ConvertEventToRenderCoordinates().
- *
- * \param renderer the rendering context.
- * \param w the width of the logical resolution.
- * \param h the height of the logical resolution.
- * \param mode the presentation mode used.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_ConvertEventToRenderCoordinates
- * \sa SDL_GetRenderLogicalPresentation
- * \sa SDL_GetRenderLogicalPresentationRect
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode);
- /**
- * Get device independent resolution and presentation mode for rendering.
- *
- * This function gets the width and height of the logical rendering output, or
- * the output size in pixels if a logical resolution is not enabled.
- *
- * Each render target has its own logical presentation state. This function
- * gets the state for the current render target.
- *
- * \param renderer the rendering context.
- * \param w an int to be filled with the width.
- * \param h an int to be filled with the height.
- * \param mode the presentation mode used.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderLogicalPresentation
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode);
- /**
- * Get the final presentation rectangle for rendering.
- *
- * This function returns the calculated rectangle used for logical
- * presentation, based on the presentation mode and output size. If logical
- * presentation is disabled, it will fill the rectangle with the output size,
- * in pixels.
- *
- * Each render target has its own logical presentation state. This function
- * gets the rectangle for the current render target.
- *
- * \param renderer the rendering context.
- * \param rect a pointer filled in with the final presentation rectangle, may
- * be NULL.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderLogicalPresentation
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect);
- /**
- * Get a point in render coordinates when given a point in window coordinates.
- *
- * This takes into account several states:
- *
- * - The window dimensions.
- * - The logical presentation settings (SDL_SetRenderLogicalPresentation)
- * - The scale (SDL_SetRenderScale)
- * - The viewport (SDL_SetRenderViewport)
- *
- * \param renderer the rendering context.
- * \param window_x the x coordinate in window coordinates.
- * \param window_y the y coordinate in window coordinates.
- * \param x a pointer filled with the x coordinate in render coordinates.
- * \param y a pointer filled with the y coordinate in render coordinates.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderLogicalPresentation
- * \sa SDL_SetRenderScale
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
- /**
- * Get a point in window coordinates when given a point in render coordinates.
- *
- * This takes into account several states:
- *
- * - The window dimensions.
- * - The logical presentation settings (SDL_SetRenderLogicalPresentation)
- * - The scale (SDL_SetRenderScale)
- * - The viewport (SDL_SetRenderViewport)
- *
- * \param renderer the rendering context.
- * \param x the x coordinate in render coordinates.
- * \param y the y coordinate in render coordinates.
- * \param window_x a pointer filled with the x coordinate in window
- * coordinates.
- * \param window_y a pointer filled with the y coordinate in window
- * coordinates.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderLogicalPresentation
- * \sa SDL_SetRenderScale
- * \sa SDL_SetRenderViewport
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
- /**
- * Convert the coordinates in an event to render coordinates.
- *
- * This takes into account several states:
- *
- * - The window dimensions.
- * - The logical presentation settings (SDL_SetRenderLogicalPresentation)
- * - The scale (SDL_SetRenderScale)
- * - The viewport (SDL_SetRenderViewport)
- *
- * Various event types are converted with this function: mouse, touch, pen,
- * etc.
- *
- * Touch coordinates are converted from normalized coordinates in the window
- * to non-normalized rendering coordinates.
- *
- * Relative mouse coordinates (xrel and yrel event fields) are _also_
- * converted. Applications that do not want these fields converted should use
- * SDL_RenderCoordinatesFromWindow() on the specific event fields instead of
- * converting the entire event structure.
- *
- * Once converted, coordinates may be outside the rendering area.
- *
- * \param renderer the rendering context.
- * \param event the event to modify.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderCoordinatesFromWindow
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
- /**
- * Set the drawing area for rendering on the current target.
- *
- * Drawing will clip to this area (separately from any clipping done with
- * SDL_SetRenderClipRect), and the top left of the area will become coordinate
- * (0, 0) for future drawing commands.
- *
- * The area's width and height must be >= 0.
- *
- * Each render target has its own viewport. This function sets the viewport
- * for the current render target.
- *
- * \param renderer the rendering context.
- * \param rect the SDL_Rect structure representing the drawing area, or NULL
- * to set the viewport to the entire target.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderViewport
- * \sa SDL_RenderViewportSet
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
- /**
- * Get the drawing area for the current target.
- *
- * Each render target has its own viewport. This function gets the viewport
- * for the current render target.
- *
- * \param renderer the rendering context.
- * \param rect an SDL_Rect structure filled in with the current drawing area.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderViewportSet
- * \sa SDL_SetRenderViewport
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
- /**
- * Return whether an explicit rectangle was set as the viewport.
- *
- * This is useful if you're saving and restoring the viewport and want to know
- * whether you should restore a specific rectangle or NULL. Note that the
- * viewport is always reset when changing rendering targets.
- *
- * Each render target has its own viewport. This function checks the viewport
- * for the current render target.
- *
- * \param renderer the rendering context.
- * \returns true if the viewport was set to a specific rectangle, or false if
- * it was set to NULL (the entire target).
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderViewport
- * \sa SDL_SetRenderViewport
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
- /**
- * Get the safe area for rendering within the current viewport.
- *
- * Some devices have portions of the screen which are partially obscured or
- * not interactive, possibly due to on-screen controls, curved edges, camera
- * notches, TV overscan, etc. This function provides the area of the current
- * viewport which is safe to have interactible content. You should continue
- * rendering into the rest of the render target, but it should not contain
- * visually important or interactible content.
- *
- * \param renderer the rendering context.
- * \param rect a pointer filled in with the area that is safe for interactive
- * content.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect);
- /**
- * Set the clip rectangle for rendering on the specified target.
- *
- * Each render target has its own clip rectangle. This function sets the
- * cliprect for the current render target.
- *
- * \param renderer the rendering context.
- * \param rect an SDL_Rect structure representing the clip area, relative to
- * the viewport, or NULL to disable clipping.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderClipRect
- * \sa SDL_RenderClipEnabled
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
- /**
- * Get the clip rectangle for the current target.
- *
- * Each render target has its own clip rectangle. This function gets the
- * cliprect for the current render target.
- *
- * \param renderer the rendering context.
- * \param rect an SDL_Rect structure filled in with the current clipping area
- * or an empty rectangle if clipping is disabled.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderClipEnabled
- * \sa SDL_SetRenderClipRect
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
- /**
- * Get whether clipping is enabled on the given render target.
- *
- * Each render target has its own clip rectangle. This function checks the
- * cliprect for the current render target.
- *
- * \param renderer the rendering context.
- * \returns true if clipping is enabled or false if not; call SDL_GetError()
- * for more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderClipRect
- * \sa SDL_SetRenderClipRect
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
- /**
- * Set the drawing scale for rendering on the current target.
- *
- * The drawing coordinates are scaled by the x/y scaling factors before they
- * are used by the renderer. This allows resolution independent drawing with a
- * single coordinate system.
- *
- * If this results in scaling or subpixel drawing by the rendering backend, it
- * will be handled using the appropriate quality hints. For best results use
- * integer scaling factors.
- *
- * Each render target has its own scale. This function sets the scale for the
- * current render target.
- *
- * \param renderer the rendering context.
- * \param scaleX the horizontal scaling factor.
- * \param scaleY the vertical scaling factor.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderScale
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
- /**
- * Get the drawing scale for the current target.
- *
- * Each render target has its own scale. This function gets the scale for the
- * current render target.
- *
- * \param renderer the rendering context.
- * \param scaleX a pointer filled in with the horizontal scaling factor.
- * \param scaleY a pointer filled in with the vertical scaling factor.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderScale
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
- /**
- * Set the color used for drawing operations.
- *
- * Set the color for drawing or filling rectangles, lines, and points, and for
- * SDL_RenderClear().
- *
- * \param renderer the rendering context.
- * \param r the red value used to draw on the rendering target.
- * \param g the green value used to draw on the rendering target.
- * \param b the blue value used to draw on the rendering target.
- * \param a the alpha value used to draw on the rendering target; usually
- * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
- * specify how the alpha channel is used.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderDrawColor
- * \sa SDL_SetRenderDrawColorFloat
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
- /**
- * Set the color used for drawing operations (Rect, Line and Clear).
- *
- * Set the color for drawing or filling rectangles, lines, and points, and for
- * SDL_RenderClear().
- *
- * \param renderer the rendering context.
- * \param r the red value used to draw on the rendering target.
- * \param g the green value used to draw on the rendering target.
- * \param b the blue value used to draw on the rendering target.
- * \param a the alpha value used to draw on the rendering target. Use
- * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
- * used.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderDrawColorFloat
- * \sa SDL_SetRenderDrawColor
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
- /**
- * Get the color used for drawing operations (Rect, Line and Clear).
- *
- * \param renderer the rendering context.
- * \param r a pointer filled in with the red value used to draw on the
- * rendering target.
- * \param g a pointer filled in with the green value used to draw on the
- * rendering target.
- * \param b a pointer filled in with the blue value used to draw on the
- * rendering target.
- * \param a a pointer filled in with the alpha value used to draw on the
- * rendering target; usually `SDL_ALPHA_OPAQUE` (255).
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderDrawColorFloat
- * \sa SDL_SetRenderDrawColor
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
- /**
- * Get the color used for drawing operations (Rect, Line and Clear).
- *
- * \param renderer the rendering context.
- * \param r a pointer filled in with the red value used to draw on the
- * rendering target.
- * \param g a pointer filled in with the green value used to draw on the
- * rendering target.
- * \param b a pointer filled in with the blue value used to draw on the
- * rendering target.
- * \param a a pointer filled in with the alpha value used to draw on the
- * rendering target.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderDrawColorFloat
- * \sa SDL_GetRenderDrawColor
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
- /**
- * Set the color scale used for render operations.
- *
- * The color scale is an additional scale multiplied into the pixel color
- * value while rendering. This can be used to adjust the brightness of colors
- * during HDR rendering, or changing HDR video brightness when playing on an
- * SDR display.
- *
- * The color scale does not affect the alpha channel, only the color
- * brightness.
- *
- * \param renderer the rendering context.
- * \param scale the color scale value.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderColorScale
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
- /**
- * Get the color scale used for render operations.
- *
- * \param renderer the rendering context.
- * \param scale a pointer filled in with the current color scale value.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderColorScale
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
- /**
- * Set the blend mode used for drawing operations (Fill and Line).
- *
- * If the blend mode is not supported, the closest supported mode is chosen.
- *
- * \param renderer the rendering context.
- * \param blendMode the SDL_BlendMode to use for blending.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderDrawBlendMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
- /**
- * Get the blend mode used for drawing operations.
- *
- * \param renderer the rendering context.
- * \param blendMode a pointer filled in with the current SDL_BlendMode.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderDrawBlendMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
- /**
- * Clear the current rendering target with the drawing color.
- *
- * This function clears the entire rendering target, ignoring the viewport and
- * the clip rectangle. Note, that clearing will also set/fill all pixels of
- * the rendering target to current renderer draw color, so make sure to invoke
- * SDL_SetRenderDrawColor() when needed.
- *
- * \param renderer the rendering context.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderDrawColor
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
- /**
- * Draw a point on the current rendering target at subpixel precision.
- *
- * \param renderer the renderer which should draw a point.
- * \param x the x coordinate of the point.
- * \param y the y coordinate of the point.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderPoints
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
- /**
- * Draw multiple points on the current rendering target at subpixel precision.
- *
- * \param renderer the renderer which should draw multiple points.
- * \param points the points to draw.
- * \param count the number of points to draw.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderPoint
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
- /**
- * Draw a line on the current rendering target at subpixel precision.
- *
- * \param renderer the renderer which should draw a line.
- * \param x1 the x coordinate of the start point.
- * \param y1 the y coordinate of the start point.
- * \param x2 the x coordinate of the end point.
- * \param y2 the y coordinate of the end point.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderLines
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
- /**
- * Draw a series of connected lines on the current rendering target at
- * subpixel precision.
- *
- * \param renderer the renderer which should draw multiple lines.
- * \param points the points along the lines.
- * \param count the number of points, drawing count-1 lines.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderLine
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
- /**
- * Draw a rectangle on the current rendering target at subpixel precision.
- *
- * \param renderer the renderer which should draw a rectangle.
- * \param rect a pointer to the destination rectangle, or NULL to outline the
- * entire rendering target.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderRects
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
- /**
- * Draw some number of rectangles on the current rendering target at subpixel
- * precision.
- *
- * \param renderer the renderer which should draw multiple rectangles.
- * \param rects a pointer to an array of destination rectangles.
- * \param count the number of rectangles.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderRect
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
- /**
- * Fill a rectangle on the current rendering target with the drawing color at
- * subpixel precision.
- *
- * \param renderer the renderer which should fill a rectangle.
- * \param rect a pointer to the destination rectangle, or NULL for the entire
- * rendering target.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderFillRects
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
- /**
- * Fill some number of rectangles on the current rendering target with the
- * drawing color at subpixel precision.
- *
- * \param renderer the renderer which should fill multiple rectangles.
- * \param rects a pointer to an array of destination rectangles.
- * \param count the number of rectangles.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderFillRect
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
- /**
- * Copy a portion of the texture to the current rendering target at subpixel
- * precision.
- *
- * \param renderer the renderer which should copy parts of a texture.
- * \param texture the source texture.
- * \param srcrect a pointer to the source rectangle, or NULL for the entire
- * texture.
- * \param dstrect a pointer to the destination rectangle, or NULL for the
- * entire rendering target.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderTextureRotated
- * \sa SDL_RenderTextureTiled
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
- /**
- * Copy a portion of the source texture to the current rendering target, with
- * rotation and flipping, at subpixel precision.
- *
- * \param renderer the renderer which should copy parts of a texture.
- * \param texture the source texture.
- * \param srcrect a pointer to the source rectangle, or NULL for the entire
- * texture.
- * \param dstrect a pointer to the destination rectangle, or NULL for the
- * entire rendering target.
- * \param angle an angle in degrees that indicates the rotation that will be
- * applied to dstrect, rotating it in a clockwise direction.
- * \param center a pointer to a point indicating the point around which
- * dstrect will be rotated (if NULL, rotation will be done
- * around dstrect.w/2, dstrect.h/2).
- * \param flip an SDL_FlipMode value stating which flipping actions should be
- * performed on the texture.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_FRect *srcrect, const SDL_FRect *dstrect,
- double angle, const SDL_FPoint *center,
- SDL_FlipMode flip);
- /**
- * Copy a portion of the source texture to the current rendering target, with
- * affine transform, at subpixel precision.
- *
- * \param renderer the renderer which should copy parts of a texture.
- * \param texture the source texture.
- * \param srcrect a pointer to the source rectangle, or NULL for the entire
- * texture.
- * \param origin a pointer to a point indicating where the top-left corner of
- * srcrect should be mapped to, or NULL for the rendering
- * target's origin.
- * \param right a pointer to a point indicating where the top-right corner of
- * srcrect should be mapped to, or NULL for the rendering
- * target's top-right corner.
- * \param down a pointer to a point indicating where the bottom-left corner of
- * srcrect should be mapped to, or NULL for the rendering target's
- * bottom-left corner.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety You may only call this function from the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
- const SDL_FRect *srcrect, const SDL_FPoint *origin,
- const SDL_FPoint *right, const SDL_FPoint *down);
- /**
- * Tile a portion of the texture to the current rendering target at subpixel
- * precision.
- *
- * The pixels in `srcrect` will be repeated as many times as needed to
- * completely fill `dstrect`.
- *
- * \param renderer the renderer which should copy parts of a texture.
- * \param texture the source texture.
- * \param srcrect a pointer to the source rectangle, or NULL for the entire
- * texture.
- * \param scale the scale used to transform srcrect into the destination
- * rectangle, e.g. a 32x32 texture with a scale of 2 would fill
- * 64x64 tiles.
- * \param dstrect a pointer to the destination rectangle, or NULL for the
- * entire rendering target.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect);
- /**
- * Perform a scaled copy using the 9-grid algorithm to the current rendering
- * target at subpixel precision.
- *
- * The pixels in the texture are split into a 3x3 grid, using the different
- * corner sizes for each corner, and the sides and center making up the
- * remaining pixels. The corners are then scaled using `scale` and fit into
- * the corners of the destination rectangle. The sides and center are then
- * stretched into place to cover the remaining destination rectangle.
- *
- * \param renderer the renderer which should copy parts of a texture.
- * \param texture the source texture.
- * \param srcrect the SDL_Rect structure representing the rectangle to be used
- * for the 9-grid, or NULL to use the entire texture.
- * \param left_width the width, in pixels, of the left corners in `srcrect`.
- * \param right_width the width, in pixels, of the right corners in `srcrect`.
- * \param top_height the height, in pixels, of the top corners in `srcrect`.
- * \param bottom_height the height, in pixels, of the bottom corners in
- * `srcrect`.
- * \param scale the scale used to transform the corner of `srcrect` into the
- * corner of `dstrect`, or 0.0f for an unscaled copy.
- * \param dstrect a pointer to the destination rectangle, or NULL for the
- * entire rendering target.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect);
- /**
- * Perform a scaled copy using the 9-grid algorithm to the current rendering
- * target at subpixel precision.
- *
- * The pixels in the texture are split into a 3x3 grid, using the different
- * corner sizes for each corner, and the sides and center making up the
- * remaining pixels. The corners are then scaled using `scale` and fit into
- * the corners of the destination rectangle. The sides and center are then
- * tiled into place to cover the remaining destination rectangle.
- *
- * \param renderer the renderer which should copy parts of a texture.
- * \param texture the source texture.
- * \param srcrect the SDL_Rect structure representing the rectangle to be used
- * for the 9-grid, or NULL to use the entire texture.
- * \param left_width the width, in pixels, of the left corners in `srcrect`.
- * \param right_width the width, in pixels, of the right corners in `srcrect`.
- * \param top_height the height, in pixels, of the top corners in `srcrect`.
- * \param bottom_height the height, in pixels, of the bottom corners in
- * `srcrect`.
- * \param scale the scale used to transform the corner of `srcrect` into the
- * corner of `dstrect`, or 0.0f for an unscaled copy.
- * \param dstrect a pointer to the destination rectangle, or NULL for the
- * entire rendering target.
- * \param tileScale the scale used to transform the borders and center of
- * `srcrect` into the borders and middle of `dstrect`, or
- * 1.0f for an unscaled copy.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.4.0.
- *
- * \sa SDL_RenderTexture
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9GridTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect, float tileScale);
- /**
- * Render a list of triangles, optionally using a texture and indices into the
- * vertex array Color and alpha modulation is done per vertex
- * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
- *
- * \param renderer the rendering context.
- * \param texture (optional) The SDL texture to use.
- * \param vertices vertices.
- * \param num_vertices number of vertices.
- * \param indices (optional) An array of integer indices into the 'vertices'
- * array, if NULL all vertices will be rendered in sequential
- * order.
- * \param num_indices number of indices.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderGeometryRaw
- * \sa SDL_SetRenderTextureAddressMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
- SDL_Texture *texture,
- const SDL_Vertex *vertices, int num_vertices,
- const int *indices, int num_indices);
- /**
- * Render a list of triangles, optionally using a texture and indices into the
- * vertex arrays Color and alpha modulation is done per vertex
- * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
- *
- * \param renderer the rendering context.
- * \param texture (optional) The SDL texture to use.
- * \param xy vertex positions.
- * \param xy_stride byte size to move from one element to the next element.
- * \param color vertex colors (as SDL_FColor).
- * \param color_stride byte size to move from one element to the next element.
- * \param uv vertex normalized texture coordinates.
- * \param uv_stride byte size to move from one element to the next element.
- * \param num_vertices number of vertices.
- * \param indices (optional) An array of indices into the 'vertices' arrays,
- * if NULL all vertices will be rendered in sequential order.
- * \param num_indices number of indices.
- * \param size_indices index size: 1 (byte), 2 (short), 4 (int).
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderGeometry
- * \sa SDL_SetRenderTextureAddressMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
- SDL_Texture *texture,
- const float *xy, int xy_stride,
- const SDL_FColor *color, int color_stride,
- const float *uv, int uv_stride,
- int num_vertices,
- const void *indices, int num_indices, int size_indices);
- /**
- * Set the texture addressing mode used in SDL_RenderGeometry().
- *
- * \param renderer the rendering context.
- * \param u_mode the SDL_TextureAddressMode to use for horizontal texture
- * coordinates in SDL_RenderGeometry().
- * \param v_mode the SDL_TextureAddressMode to use for vertical texture
- * coordinates in SDL_RenderGeometry().
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.4.0.
- *
- * \sa SDL_RenderGeometry
- * \sa SDL_RenderGeometryRaw
- * \sa SDL_GetRenderTextureAddressMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTextureAddressMode(SDL_Renderer *renderer, SDL_TextureAddressMode u_mode, SDL_TextureAddressMode v_mode);
- /**
- * Get the texture addressing mode used in SDL_RenderGeometry().
- *
- * \param renderer the rendering context.
- * \param u_mode a pointer filled in with the SDL_TextureAddressMode to use
- * for horizontal texture coordinates in SDL_RenderGeometry(),
- * may be NULL.
- * \param v_mode a pointer filled in with the SDL_TextureAddressMode to use
- * for vertical texture coordinates in SDL_RenderGeometry(), may
- * be NULL.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \since This function is available since SDL 3.4.0.
- *
- * \sa SDL_SetRenderTextureAddressMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderTextureAddressMode(SDL_Renderer *renderer, SDL_TextureAddressMode *u_mode, SDL_TextureAddressMode *v_mode);
- /**
- * Read pixels from the current rendering target.
- *
- * The returned surface contains pixels inside the desired area clipped to the
- * current viewport, and should be freed with SDL_DestroySurface().
- *
- * Note that this returns the actual pixels on the screen, so if you are using
- * logical presentation you should use SDL_GetRenderLogicalPresentationRect()
- * to get the area containing your content.
- *
- * **WARNING**: This is a very slow operation, and should not be used
- * frequently. If you're using this on the main rendering target, it should be
- * called after rendering and before SDL_RenderPresent().
- *
- * \param renderer the rendering context.
- * \param rect an SDL_Rect structure representing the area to read, which will
- * be clipped to the current viewport, or NULL for the entire
- * viewport.
- * \returns a new SDL_Surface on success or NULL on failure; call
- * SDL_GetError() for more information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
- /**
- * Update the screen with any rendering performed since the previous call.
- *
- * SDL's rendering functions operate on a backbuffer; that is, calling a
- * rendering function such as SDL_RenderLine() does not directly put a line on
- * the screen, but rather updates the backbuffer. As such, you compose your
- * entire scene and *present* the composed backbuffer to the screen as a
- * complete picture.
- *
- * Therefore, when using SDL's rendering API, one does all drawing intended
- * for the frame, and then calls this function once per frame to present the
- * final drawing to the user.
- *
- * The backbuffer should be considered invalidated after each present; do not
- * assume that previous contents will exist between frames. You are strongly
- * encouraged to call SDL_RenderClear() to initialize the backbuffer before
- * starting each new frame's drawing, even if you plan to overwrite every
- * pixel.
- *
- * Please note, that in case of rendering to a texture - there is **no need**
- * to call `SDL_RenderPresent` after drawing needed objects to a texture, and
- * should not be done; you are only required to change back the rendering
- * target to default via `SDL_SetRenderTarget(renderer, NULL)` afterwards, as
- * textures by themselves do not have a concept of backbuffers. Calling
- * SDL_RenderPresent while rendering to a texture will fail.
- *
- * \param renderer the rendering context.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateRenderer
- * \sa SDL_RenderClear
- * \sa SDL_RenderFillRect
- * \sa SDL_RenderFillRects
- * \sa SDL_RenderLine
- * \sa SDL_RenderLines
- * \sa SDL_RenderPoint
- * \sa SDL_RenderPoints
- * \sa SDL_RenderRect
- * \sa SDL_RenderRects
- * \sa SDL_SetRenderDrawBlendMode
- * \sa SDL_SetRenderDrawColor
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
- /**
- * Destroy the specified texture.
- *
- * Passing NULL or an otherwise invalid texture will set the SDL error message
- * to "Invalid texture".
- *
- * \param texture the texture to destroy.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateTexture
- * \sa SDL_CreateTextureFromSurface
- */
- extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
- /**
- * Destroy the rendering context for a window and free all associated
- * textures.
- *
- * This should be called before destroying the associated window.
- *
- * \param renderer the rendering context.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_CreateRenderer
- */
- extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
- /**
- * Force the rendering context to flush any pending commands and state.
- *
- * You do not need to (and in fact, shouldn't) call this function unless you
- * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
- * addition to using an SDL_Renderer.
- *
- * This is for a very-specific case: if you are using SDL's render API, and
- * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
- * calls. If this applies, you should call this function between calls to
- * SDL's render API and the low-level API you're using in cooperation.
- *
- * In all other cases, you can ignore this function.
- *
- * This call makes SDL flush any pending rendering work it was queueing up to
- * do later in a single batch, and marks any internal cached state as invalid,
- * so it'll prepare all its state again later, from scratch.
- *
- * This means you do not need to save state in your rendering code to protect
- * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
- * OpenGL state that can confuse things; you should use your best judgment and
- * be prepared to make changes if specific state needs to be protected.
- *
- * \param renderer the rendering context.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
- /**
- * Get the CAMetalLayer associated with the given Metal renderer.
- *
- * This function returns `void *`, so SDL doesn't have to include Metal's
- * headers, but it can be safely cast to a `CAMetalLayer *`.
- *
- * \param renderer the renderer to query.
- * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
- * Metal renderer.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderMetalCommandEncoder
- */
- extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
- /**
- * Get the Metal command encoder for the current frame.
- *
- * This function returns `void *`, so SDL doesn't have to include Metal's
- * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
- *
- * This will return NULL if Metal refuses to give SDL a drawable to render to,
- * which might happen if the window is hidden/minimized/offscreen. This
- * doesn't apply to command encoders for render targets, just the window's
- * backbuffer. Check your return values!
- *
- * \param renderer the renderer to query.
- * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
- * renderer isn't a Metal renderer or there was an error.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderMetalLayer
- */
- extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
- /**
- * Add a set of synchronization semaphores for the current frame.
- *
- * The Vulkan renderer will wait for `wait_semaphore` before submitting
- * rendering commands and signal `signal_semaphore` after rendering commands
- * are complete for this frame.
- *
- * This should be called each frame that you want semaphore synchronization.
- * The Vulkan renderer may have multiple frames in flight on the GPU, so you
- * should have multiple semaphores that are used for synchronization. Querying
- * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the
- * maximum number of semaphores you'll need.
- *
- * \param renderer the rendering context.
- * \param wait_stage_mask the VkPipelineStageFlags for the wait.
- * \param wait_semaphore a VkSempahore to wait on before rendering the current
- * frame, or 0 if not needed.
- * \param signal_semaphore a VkSempahore that SDL will signal when rendering
- * for the current frame is complete, or 0 if not
- * needed.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety It is **NOT** safe to call this function from two threads at
- * once.
- *
- * \since This function is available since SDL 3.2.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
- /**
- * Toggle VSync of the given renderer.
- *
- * When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED.
- *
- * The `vsync` parameter can be 1 to synchronize present with every vertical
- * refresh, 2 to synchronize present with every second vertical refresh, etc.,
- * SDL_RENDERER_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), or
- * SDL_RENDERER_VSYNC_DISABLED to disable. Not every value is supported by
- * every driver, so you should check the return value to see whether the
- * requested setting is supported.
- *
- * \param renderer the renderer to toggle.
- * \param vsync the vertical refresh sync interval.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_GetRenderVSync
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
- #define SDL_RENDERER_VSYNC_DISABLED 0
- #define SDL_RENDERER_VSYNC_ADAPTIVE (-1)
- /**
- * Get VSync of the given renderer.
- *
- * \param renderer the renderer to toggle.
- * \param vsync an int filled with the current vertical refresh sync interval.
- * See SDL_SetRenderVSync() for the meaning of the value.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_SetRenderVSync
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
- /**
- * The size, in pixels, of a single SDL_RenderDebugText() character.
- *
- * The font is monospaced and square, so this applies to all characters.
- *
- * \since This macro is available since SDL 3.2.0.
- *
- * \sa SDL_RenderDebugText
- */
- #define SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE 8
- /**
- * Draw debug text to an SDL_Renderer.
- *
- * This function will render a string of text to an SDL_Renderer. Note that
- * this is a convenience function for debugging, with severe limitations, and
- * not intended to be used for production apps and games.
- *
- * Among these limitations:
- *
- * - It accepts UTF-8 strings, but will only renders ASCII characters.
- * - It has a single, tiny size (8x8 pixels). One can use logical presentation
- * or scaling to adjust it, but it will be blurry.
- * - It uses a simple, hardcoded bitmap font. It does not allow different font
- * selections and it does not support truetype, for proper scaling.
- * - It does no word-wrapping and does not treat newline characters as a line
- * break. If the text goes out of the window, it's gone.
- *
- * For serious text rendering, there are several good options, such as
- * SDL_ttf, stb_truetype, or other external libraries.
- *
- * On first use, this will create an internal texture for rendering glyphs.
- * This texture will live until the renderer is destroyed.
- *
- * The text is drawn in the color specified by SDL_SetRenderDrawColor().
- *
- * \param renderer the renderer which should draw a line of text.
- * \param x the x coordinate where the top-left corner of the text will draw.
- * \param y the y coordinate where the top-left corner of the text will draw.
- * \param str the string to render.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderDebugTextFormat
- * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str);
- /**
- * Draw debug text to an SDL_Renderer.
- *
- * This function will render a printf()-style format string to a renderer.
- * Note that this is a convinence function for debugging, with severe
- * limitations, and is not intended to be used for production apps and games.
- *
- * For the full list of limitations and other useful information, see
- * SDL_RenderDebugText.
- *
- * \param renderer the renderer which should draw the text.
- * \param x the x coordinate where the top-left corner of the text will draw.
- * \param y the y coordinate where the top-left corner of the text will draw.
- * \param fmt the format string to draw.
- * \param ... additional parameters matching % tokens in the `fmt` string, if
- * any.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.2.0.
- *
- * \sa SDL_RenderDebugText
- * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4);
- /**
- * Set default scale mode for new textures for given renderer.
- *
- * When a renderer is created, scale_mode defaults to SDL_SCALEMODE_LINEAR.
- *
- * \param renderer the renderer to update.
- * \param scale_mode the scale mode to change to for new textures.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.4.0.
- *
- * \sa SDL_GetDefaultTextureScaleMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode scale_mode);
- /**
- * Get default texture scale mode of the given renderer.
- *
- * \param renderer the renderer to get data from.
- * \param scale_mode a SDL_ScaleMode filled with current default scale mode.
- * See SDL_SetDefaultTextureScaleMode() for the meaning of
- * the value.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should only be called on the main thread.
- *
- * \since This function is available since SDL 3.4.0.
- *
- * \sa SDL_SetDefaultTextureScaleMode
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_GetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode *scale_mode);
- /**
- * GPU render state description.
- *
- * This structure should be initialized using SDL_INIT_INTERFACE().
- *
- * \since This struct is available since SDL 3.4.0.
- *
- * \sa SDL_CreateGPURenderState
- */
- typedef struct SDL_GPURenderStateDesc
- {
- Uint32 version; /**< the version of this interface */
- SDL_GPUShader *fragment_shader; /**< The fragment shader to use when this render state is active */
- Sint32 num_sampler_bindings; /**< The number of additional fragment samplers to bind when this render state is active */
- const SDL_GPUTextureSamplerBinding *sampler_bindings; /**< Additional fragment samplers to bind when this render state is active */
- Sint32 num_storage_textures; /**< The number of storage textures to bind when this render state is active */
- SDL_GPUTexture *const *storage_textures; /**< Storage textures to bind when this render state is active */
- Sint32 num_storage_buffers; /**< The number of storage buffers to bind when this render state is active */
- SDL_GPUBuffer *const *storage_buffers; /**< Storage buffers to bind when this render state is active */
- } SDL_GPURenderStateDesc;
- /* Check the size of SDL_GPURenderStateDesc
- *
- * If this assert fails, either the compiler is padding to an unexpected size,
- * or the interface has been updated and this should be updated to match and
- * the code using this interface should be updated to handle the old version.
- */
- SDL_COMPILE_TIME_ASSERT(SDL_GPURenderStateDesc_SIZE,
- (sizeof(void *) == 4 && sizeof(SDL_GPURenderStateDesc) == 32) ||
- (sizeof(void *) == 8 && sizeof(SDL_GPURenderStateDesc) == 64));
- /**
- * A custom GPU render state.
- *
- * \since This struct is available since SDL 3.4.0.
- *
- * \sa SDL_CreateGPURenderState
- * \sa SDL_SetGPURenderStateFragmentUniforms
- * \sa SDL_SetRenderGPUState
- * \sa SDL_DestroyGPURenderState
- */
- typedef struct SDL_GPURenderState SDL_GPURenderState;
- /**
- * Create custom GPU render state.
- *
- * \param renderer the renderer to use.
- * \param desc GPU render state description, initialized using
- * SDL_INIT_INTERFACE().
- * \returns a custom GPU render state or NULL on failure; call SDL_GetError()
- * for more information.
- *
- * \threadsafety This function should be called on the thread that created the
- * renderer.
- *
- * \since This function is available since SDL 3.4.0.
- *
- * \sa SDL_SetGPURenderStateFragmentUniforms
- * \sa SDL_SetRenderGPUState
- * \sa SDL_DestroyGPURenderState
- */
- extern SDL_DECLSPEC SDL_GPURenderState * SDLCALL SDL_CreateGPURenderState(SDL_Renderer *renderer, SDL_GPURenderStateDesc *desc);
- /**
- * Set fragment shader uniform variables in a custom GPU render state.
- *
- * The data is copied and will be pushed using
- * SDL_PushGPUFragmentUniformData() during draw call execution.
- *
- * \param state the state to modify.
- * \param slot_index the fragment uniform slot to push data to.
- * \param data client data to write.
- * \param length the length of the data to write.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should be called on the thread that created the
- * renderer.
- *
- * \since This function is available since SDL 3.4.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length);
- /**
- * Set custom GPU render state.
- *
- * This function sets custom GPU render state for subsequent draw calls. This
- * allows using custom shaders with the GPU renderer.
- *
- * \param renderer the renderer to use.
- * \param state the state to to use, or NULL to clear custom GPU render state.
- * \returns true on success or false on failure; call SDL_GetError() for more
- * information.
- *
- * \threadsafety This function should be called on the thread that created the
- * renderer.
- *
- * \since This function is available since SDL 3.4.0.
- */
- extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderGPUState(SDL_Renderer *renderer, SDL_GPURenderState *state);
- /**
- * Destroy custom GPU render state.
- *
- * \param state the state to destroy.
- *
- * \threadsafety This function should be called on the thread that created the
- * renderer.
- *
- * \since This function is available since SDL 3.4.0.
- *
- * \sa SDL_CreateGPURenderState
- */
- extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *state);
- /* Ends C function definitions when using C++ */
- #ifdef __cplusplus
- }
- #endif
- #include <SDL3/SDL_close_code.h>
- #endif /* SDL_render_h_ */
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