SDL_render.h 90 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <[email protected]>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. /**
  19. * # CategoryRender
  20. *
  21. * Header file for SDL 2D rendering functions.
  22. *
  23. * This API supports the following features:
  24. *
  25. * - single pixel points
  26. * - single pixel lines
  27. * - filled rectangles
  28. * - texture images
  29. * - 2D polygons
  30. *
  31. * The primitives may be drawn in opaque, blended, or additive modes.
  32. *
  33. * The texture images may be drawn in opaque, blended, or additive modes. They
  34. * can have an additional color tint or alpha modulation applied to them, and
  35. * may also be stretched with linear interpolation.
  36. *
  37. * This API is designed to accelerate simple 2D operations. You may want more
  38. * functionality such as polygons and particle effects and in that case you
  39. * should use SDL's OpenGL/Direct3D support or one of the many good 3D
  40. * engines.
  41. *
  42. * These functions must be called from the main thread. See this bug for
  43. * details: https://github.com/libsdl-org/SDL/issues/986
  44. */
  45. #ifndef SDL_render_h_
  46. #define SDL_render_h_
  47. #include <SDL3/SDL_stdinc.h>
  48. #include <SDL3/SDL_error.h>
  49. #include <SDL3/SDL_events.h>
  50. #include <SDL3/SDL_properties.h>
  51. #include <SDL3/SDL_rect.h>
  52. #include <SDL3/SDL_video.h>
  53. #include <SDL3/SDL_begin_code.h>
  54. /* Set up for C function definitions, even when using C++ */
  55. #ifdef __cplusplus
  56. extern "C" {
  57. #endif
  58. /**
  59. * The name of the software renderer.
  60. *
  61. * \since This macro is available since SDL 3.0.0.
  62. */
  63. #define SDL_SOFTWARE_RENDERER "software"
  64. /**
  65. * Vertex structure.
  66. *
  67. * \since This struct is available since SDL 3.0.0.
  68. */
  69. typedef struct SDL_Vertex
  70. {
  71. SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
  72. SDL_FColor color; /**< Vertex color */
  73. SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
  74. } SDL_Vertex;
  75. /**
  76. * The access pattern allowed for a texture.
  77. *
  78. * \since This enum is available since SDL 3.0.0.
  79. */
  80. typedef enum SDL_TextureAccess
  81. {
  82. SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
  83. SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
  84. SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
  85. } SDL_TextureAccess;
  86. /**
  87. * How the logical size is mapped to the output.
  88. *
  89. * \since This enum is available since SDL 3.0.0.
  90. */
  91. typedef enum SDL_RendererLogicalPresentation
  92. {
  93. SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
  94. SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
  95. SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
  96. SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
  97. SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
  98. } SDL_RendererLogicalPresentation;
  99. /**
  100. * A structure representing rendering state
  101. *
  102. * \since This struct is available since SDL 3.0.0.
  103. */
  104. typedef struct SDL_Renderer SDL_Renderer;
  105. /**
  106. * An efficient driver-specific representation of pixel data
  107. *
  108. * \since This struct is available since SDL 3.0.0.
  109. */
  110. typedef struct SDL_Texture SDL_Texture;
  111. /* Function prototypes */
  112. /**
  113. * Get the number of 2D rendering drivers available for the current display.
  114. *
  115. * A render driver is a set of code that handles rendering and texture
  116. * management on a particular display. Normally there is only one, but some
  117. * drivers may have several available with different capabilities.
  118. *
  119. * There may be none if SDL was compiled without render support.
  120. *
  121. * \returns a number >= 0 on success or a negative error code on failure; call
  122. * SDL_GetError() for more information.
  123. *
  124. * \since This function is available since SDL 3.0.0.
  125. *
  126. * \sa SDL_CreateRenderer
  127. * \sa SDL_GetRenderDriver
  128. */
  129. extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
  130. /**
  131. * Use this function to get the name of a built in 2D rendering driver.
  132. *
  133. * The list of rendering drivers is given in the order that they are normally
  134. * initialized by default; the drivers that seem more reasonable to choose
  135. * first (as far as the SDL developers believe) are earlier in the list.
  136. *
  137. * The names of drivers are all simple, low-ASCII identifiers, like "opengl",
  138. * "direct3d12" or "metal". These never have Unicode characters, and are not
  139. * meant to be proper names.
  140. *
  141. * This returns temporary memory which will be automatically freed later, and
  142. * can be claimed with SDL_ClaimTemporaryMemory().
  143. *
  144. * \param index the index of the rendering driver; the value ranges from 0 to
  145. * SDL_GetNumRenderDrivers() - 1.
  146. * \returns the name of the rendering driver at the requested index, or NULL
  147. * if an invalid index was specified.
  148. *
  149. * \since This function is available since SDL 3.0.0.
  150. *
  151. * \sa SDL_GetNumRenderDrivers
  152. */
  153. extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index);
  154. /**
  155. * Create a window and default renderer.
  156. *
  157. * \param title the title of the window, in UTF-8 encoding.
  158. * \param width the width of the window.
  159. * \param height the height of the window.
  160. * \param window_flags the flags used to create the window (see
  161. * SDL_CreateWindow()).
  162. * \param window a pointer filled with the window, or NULL on error.
  163. * \param renderer a pointer filled with the renderer, or NULL on error.
  164. * \returns 0 on success or a negative error code on failure; call
  165. * SDL_GetError() for more information.
  166. *
  167. * \since This function is available since SDL 3.0.0.
  168. *
  169. * \sa SDL_CreateRenderer
  170. * \sa SDL_CreateWindow
  171. */
  172. extern SDL_DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer);
  173. /**
  174. * Create a 2D rendering context for a window.
  175. *
  176. * If you want a specific renderer, you can specify its name here. A list of
  177. * available renderers can be obtained by calling SDL_GetRenderDriver multiple
  178. * times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
  179. * need a specific renderer, specify NULL and SDL will attempt to choose the
  180. * best option for you, based on what is available on the user's system.
  181. *
  182. * By default the rendering size matches the window size in pixels, but you
  183. * can call SDL_SetRenderLogicalPresentation() to change the content size and
  184. * scaling options.
  185. *
  186. * \param window the window where rendering is displayed.
  187. * \param name the name of the rendering driver to initialize, or NULL to
  188. * initialize the first one supporting the requested flags.
  189. * \returns a valid rendering context or NULL if there was an error; call
  190. * SDL_GetError() for more information.
  191. *
  192. * \since This function is available since SDL 3.0.0.
  193. *
  194. * \sa SDL_CreateRendererWithProperties
  195. * \sa SDL_CreateSoftwareRenderer
  196. * \sa SDL_DestroyRenderer
  197. * \sa SDL_GetNumRenderDrivers
  198. * \sa SDL_GetRenderDriver
  199. * \sa SDL_GetRendererName
  200. */
  201. extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name);
  202. /**
  203. * Create a 2D rendering context for a window, with the specified properties.
  204. *
  205. * These are the supported properties:
  206. *
  207. * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
  208. * to use, if a specific one is desired
  209. * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
  210. * displayed, required if this isn't a software renderer using a surface
  211. * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
  212. * is displayed, if you want a software renderer without a window
  213. * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
  214. * value describing the colorspace for output to the display, defaults to
  215. * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers
  216. * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
  217. * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
  218. * still uses the sRGB colorspace, but values can go beyond 1.0 and float
  219. * (linear) format textures can be used for HDR content.
  220. * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want
  221. * present synchronized with the refresh rate. This property can take any
  222. * value that is supported by SDL_SetRenderVSync() for the renderer.
  223. *
  224. * With the vulkan renderer:
  225. *
  226. * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
  227. * with the renderer, optional.
  228. * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use
  229. * with the renderer, optional.
  230. * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the
  231. * VkPhysicalDevice to use with the renderer, optional.
  232. * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use
  233. * with the renderer, optional.
  234. * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the
  235. * queue family index used for rendering.
  236. * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the
  237. * queue family index used for presentation.
  238. *
  239. * \param props the properties to use.
  240. * \returns a valid rendering context or NULL if there was an error; call
  241. * SDL_GetError() for more information.
  242. *
  243. * \since This function is available since SDL 3.0.0.
  244. *
  245. * \sa SDL_CreateProperties
  246. * \sa SDL_CreateRenderer
  247. * \sa SDL_CreateSoftwareRenderer
  248. * \sa SDL_DestroyRenderer
  249. * \sa SDL_GetRendererName
  250. */
  251. extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
  252. #define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
  253. #define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
  254. #define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
  255. #define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace"
  256. #define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "present_vsync"
  257. #define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "vulkan.instance"
  258. #define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "vulkan.surface"
  259. #define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "vulkan.physical_device"
  260. #define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "vulkan.device"
  261. #define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "vulkan.graphics_queue_family_index"
  262. #define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "vulkan.present_queue_family_index"
  263. /**
  264. * Create a 2D software rendering context for a surface.
  265. *
  266. * Two other API which can be used to create SDL_Renderer:
  267. * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
  268. * create a software renderer, but they are intended to be used with an
  269. * SDL_Window as the final destination and not an SDL_Surface.
  270. *
  271. * \param surface the SDL_Surface structure representing the surface where
  272. * rendering is done.
  273. * \returns a valid rendering context or NULL if there was an error; call
  274. * SDL_GetError() for more information.
  275. *
  276. * \since This function is available since SDL 3.0.0.
  277. *
  278. * \sa SDL_DestroyRenderer
  279. */
  280. extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
  281. /**
  282. * Get the renderer associated with a window.
  283. *
  284. * \param window the window to query.
  285. * \returns the rendering context on success or NULL on failure; call
  286. * SDL_GetError() for more information.
  287. *
  288. * \since This function is available since SDL 3.0.0.
  289. */
  290. extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window *window);
  291. /**
  292. * Get the window associated with a renderer.
  293. *
  294. * \param renderer the renderer to query.
  295. * \returns the window on success or NULL on failure; call SDL_GetError() for
  296. * more information.
  297. *
  298. * \since This function is available since SDL 3.0.0.
  299. */
  300. extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
  301. /**
  302. * Get the name of a renderer.
  303. *
  304. * This returns temporary memory which will be automatically freed later, and
  305. * can be claimed with SDL_ClaimTemporaryMemory().
  306. *
  307. * \param renderer the rendering context.
  308. * \returns the name of the selected renderer, or NULL on failure; call
  309. * SDL_GetError() for more information.
  310. *
  311. * \since This function is available since SDL 3.0.0.
  312. *
  313. * \sa SDL_CreateRenderer
  314. * \sa SDL_CreateRendererWithProperties
  315. */
  316. extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer);
  317. /**
  318. * Get the properties associated with a renderer.
  319. *
  320. * The following read-only properties are provided by SDL:
  321. *
  322. * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
  323. * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
  324. * displayed, if any
  325. * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
  326. * displayed, if this is a software renderer without a window
  327. * - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting
  328. * - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width
  329. * and height
  330. * - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *)
  331. * array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN,
  332. * representing the available texture formats for this renderer.
  333. * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  334. * describing the colorspace for output to the display, defaults to
  335. * SDL_COLORSPACE_SRGB.
  336. * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
  337. * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
  338. * HDR enabled. This property can change dynamically when
  339. * SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  340. * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
  341. * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
  342. * automatically multiplied into the color scale. This property can change
  343. * dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  344. * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
  345. * that can be displayed, in terms of the SDR white point. When HDR is not
  346. * enabled, this will be 1.0. This property can change dynamically when
  347. * SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  348. *
  349. * With the direct3d renderer:
  350. *
  351. * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
  352. * with the renderer
  353. *
  354. * With the direct3d11 renderer:
  355. *
  356. * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
  357. * with the renderer
  358. * - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1
  359. * associated with the renderer. This may change when the window is resized.
  360. *
  361. * With the direct3d12 renderer:
  362. *
  363. * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
  364. * with the renderer
  365. * - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4
  366. * associated with the renderer.
  367. * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
  368. * associated with the renderer
  369. *
  370. * With the vulkan renderer:
  371. *
  372. * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated
  373. * with the renderer
  374. * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated
  375. * with the renderer
  376. * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice
  377. * associated with the renderer
  378. * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with
  379. * the renderer
  380. * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue
  381. * family index used for rendering
  382. * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue
  383. * family index used for presentation
  384. * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of
  385. * swapchain images, or potential frames in flight, used by the Vulkan
  386. * renderer
  387. *
  388. * \param renderer the rendering context.
  389. * \returns a valid property ID on success or 0 on failure; call
  390. * SDL_GetError() for more information.
  391. *
  392. * \since This function is available since SDL 3.0.0.
  393. */
  394. extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
  395. #define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
  396. #define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
  397. #define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
  398. #define SDL_PROP_RENDERER_VSYNC_NUMBER "SDL.renderer.vsync"
  399. #define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER "SDL.renderer.max_texture_size"
  400. #define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER "SDL.renderer.texture_formats"
  401. #define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
  402. #define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
  403. #define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
  404. #define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
  405. #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
  406. #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
  407. #define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER "SDL.renderer.d3d11.swap_chain"
  408. #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
  409. #define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER "SDL.renderer.d3d12.swap_chain"
  410. #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
  411. #define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance"
  412. #define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface"
  413. #define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device"
  414. #define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device"
  415. #define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index"
  416. #define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index"
  417. #define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count"
  418. /**
  419. * Get the output size in pixels of a rendering context.
  420. *
  421. * This returns the true output size in pixels, ignoring any render targets or
  422. * logical size and presentation.
  423. *
  424. * \param renderer the rendering context.
  425. * \param w a pointer filled in with the width in pixels.
  426. * \param h a pointer filled in with the height in pixels.
  427. * \returns 0 on success or a negative error code on failure; call
  428. * SDL_GetError() for more information.
  429. *
  430. * \since This function is available since SDL 3.0.0.
  431. *
  432. * \sa SDL_GetCurrentRenderOutputSize
  433. */
  434. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  435. /**
  436. * Get the current output size in pixels of a rendering context.
  437. *
  438. * If a rendering target is active, this will return the size of the rendering
  439. * target in pixels, otherwise if a logical size is set, it will return the
  440. * logical size, otherwise it will return the value of
  441. * SDL_GetRenderOutputSize().
  442. *
  443. * \param renderer the rendering context.
  444. * \param w a pointer filled in with the current width.
  445. * \param h a pointer filled in with the current height.
  446. * \returns 0 on success or a negative error code on failure; call
  447. * SDL_GetError() for more information.
  448. *
  449. * \since This function is available since SDL 3.0.0.
  450. *
  451. * \sa SDL_GetRenderOutputSize
  452. */
  453. extern SDL_DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  454. /**
  455. * Create a texture for a rendering context.
  456. *
  457. * \param renderer the rendering context.
  458. * \param format one of the enumerated values in SDL_PixelFormat.
  459. * \param access one of the enumerated values in SDL_TextureAccess.
  460. * \param w the width of the texture in pixels.
  461. * \param h the height of the texture in pixels.
  462. * \returns a pointer to the created texture or NULL if no rendering context
  463. * was active, the format was unsupported, or the width or height
  464. * were out of range; call SDL_GetError() for more information.
  465. *
  466. * \since This function is available since SDL 3.0.0.
  467. *
  468. * \sa SDL_CreateTextureFromSurface
  469. * \sa SDL_CreateTextureWithProperties
  470. * \sa SDL_DestroyTexture
  471. * \sa SDL_GetTextureSize
  472. * \sa SDL_UpdateTexture
  473. */
  474. extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, int access, int w, int h);
  475. /**
  476. * Create a texture from an existing surface.
  477. *
  478. * The surface is not modified or freed by this function.
  479. *
  480. * The SDL_TextureAccess hint for the created texture is
  481. * `SDL_TEXTUREACCESS_STATIC`.
  482. *
  483. * The pixel format of the created texture may be different from the pixel
  484. * format of the surface, and can be queried using the
  485. * SDL_PROP_TEXTURE_FORMAT_NUMBER property.
  486. *
  487. * \param renderer the rendering context.
  488. * \param surface the SDL_Surface structure containing pixel data used to fill
  489. * the texture.
  490. * \returns the created texture or NULL on failure; call SDL_GetError() for
  491. * more information.
  492. *
  493. * \since This function is available since SDL 3.0.0.
  494. *
  495. * \sa SDL_CreateTexture
  496. * \sa SDL_CreateTextureWithProperties
  497. * \sa SDL_DestroyTexture
  498. */
  499. extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
  500. /**
  501. * Create a texture for a rendering context with the specified properties.
  502. *
  503. * These are the supported properties:
  504. *
  505. * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  506. * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
  507. * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
  508. * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
  509. * YUV textures.
  510. * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
  511. * SDL_PixelFormat, defaults to the best RGBA format for the renderer
  512. * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
  513. * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
  514. * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
  515. * pixels, required
  516. * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
  517. * pixels, required
  518. * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating
  519. * point textures, this defines the value of 100% diffuse white, with higher
  520. * values being displayed in the High Dynamic Range headroom. This defaults
  521. * to 100 for HDR10 textures and 1.0 for floating point textures.
  522. * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating
  523. * point textures, this defines the maximum dynamic range used by the
  524. * content, in terms of the SDR white point. This would be equivalent to
  525. * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content.
  526. * If this is defined, any values outside the range supported by the display
  527. * will be scaled into the available HDR headroom, otherwise they are
  528. * clipped.
  529. *
  530. * With the direct3d11 renderer:
  531. *
  532. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
  533. * associated with the texture, if you want to wrap an existing texture.
  534. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  535. * associated with the U plane of a YUV texture, if you want to wrap an
  536. * existing texture.
  537. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  538. * associated with the V plane of a YUV texture, if you want to wrap an
  539. * existing texture.
  540. *
  541. * With the direct3d12 renderer:
  542. *
  543. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
  544. * associated with the texture, if you want to wrap an existing texture.
  545. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
  546. * associated with the U plane of a YUV texture, if you want to wrap an
  547. * existing texture.
  548. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
  549. * associated with the V plane of a YUV texture, if you want to wrap an
  550. * existing texture.
  551. *
  552. * With the metal renderer:
  553. *
  554. * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
  555. * associated with the texture, if you want to create a texture from an
  556. * existing pixel buffer.
  557. *
  558. * With the opengl renderer:
  559. *
  560. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
  561. * associated with the texture, if you want to wrap an existing texture.
  562. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  563. * associated with the UV plane of an NV12 texture, if you want to wrap an
  564. * existing texture.
  565. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
  566. * associated with the U plane of a YUV texture, if you want to wrap an
  567. * existing texture.
  568. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
  569. * associated with the V plane of a YUV texture, if you want to wrap an
  570. * existing texture.
  571. *
  572. * With the opengles2 renderer:
  573. *
  574. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  575. * associated with the texture, if you want to wrap an existing texture.
  576. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  577. * associated with the texture, if you want to wrap an existing texture.
  578. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  579. * associated with the UV plane of an NV12 texture, if you want to wrap an
  580. * existing texture.
  581. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  582. * associated with the U plane of a YUV texture, if you want to wrap an
  583. * existing texture.
  584. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  585. * associated with the V plane of a YUV texture, if you want to wrap an
  586. * existing texture.
  587. *
  588. * With the vulkan renderer:
  589. *
  590. * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage with layout
  591. * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if
  592. * you want to wrap an existing texture.
  593. *
  594. * \param renderer the rendering context.
  595. * \param props the properties to use.
  596. * \returns a pointer to the created texture or NULL if no rendering context
  597. * was active, the format was unsupported, or the width or height
  598. * were out of range; call SDL_GetError() for more information.
  599. *
  600. * \since This function is available since SDL 3.0.0.
  601. *
  602. * \sa SDL_CreateProperties
  603. * \sa SDL_CreateTexture
  604. * \sa SDL_CreateTextureFromSurface
  605. * \sa SDL_DestroyTexture
  606. * \sa SDL_GetTextureSize
  607. * \sa SDL_UpdateTexture
  608. */
  609. extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
  610. #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
  611. #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
  612. #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
  613. #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
  614. #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
  615. #define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDR_white_point"
  616. #define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "HDR_headroom"
  617. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
  618. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
  619. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
  620. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
  621. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
  622. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
  623. #define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "metal.pixelbuffer"
  624. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
  625. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
  626. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
  627. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
  628. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  629. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
  630. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
  631. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
  632. #define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "vulkan.texture"
  633. /**
  634. * Get the properties associated with a texture.
  635. *
  636. * The following read-only properties are provided by SDL:
  637. *
  638. * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
  639. * the texture colorspace.
  640. * - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in
  641. * SDL_PixelFormat.
  642. * - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in
  643. * SDL_TextureAccess.
  644. * - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels.
  645. * - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels.
  646. * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
  647. * textures, this defines the value of 100% diffuse white, with higher
  648. * values being displayed in the High Dynamic Range headroom. This defaults
  649. * to 100 for HDR10 textures and 1.0 for other textures.
  650. * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point
  651. * textures, this defines the maximum dynamic range used by the content, in
  652. * terms of the SDR white point. If this is defined, any values outside the
  653. * range supported by the display will be scaled into the available HDR
  654. * headroom, otherwise they are clipped. This defaults to 1.0 for SDR
  655. * textures, 4.0 for HDR10 textures, and no default for floating point
  656. * textures.
  657. *
  658. * With the direct3d11 renderer:
  659. *
  660. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
  661. * with the texture
  662. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  663. * associated with the U plane of a YUV texture
  664. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  665. * associated with the V plane of a YUV texture
  666. *
  667. * With the direct3d12 renderer:
  668. *
  669. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
  670. * with the texture
  671. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
  672. * with the U plane of a YUV texture
  673. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
  674. * with the V plane of a YUV texture
  675. *
  676. * With the vulkan renderer:
  677. *
  678. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER`: the VkImage associated with
  679. * the texture
  680. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER`: the VkImage associated with
  681. * the U plane of a YUV texture
  682. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER`: the VkImage associated with
  683. * the V plane of a YUV texture
  684. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER`: the VkImage associated with
  685. * the UV plane of a NV12/NV21 texture
  686. *
  687. * With the opengl renderer:
  688. *
  689. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
  690. * with the texture
  691. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  692. * associated with the UV plane of an NV12 texture
  693. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
  694. * with the U plane of a YUV texture
  695. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
  696. * with the V plane of a YUV texture
  697. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
  698. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
  699. * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
  700. * the texture (0.0 - 1.0)
  701. * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
  702. * the texture (0.0 - 1.0)
  703. *
  704. * With the opengles2 renderer:
  705. *
  706. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  707. * associated with the texture
  708. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  709. * associated with the UV plane of an NV12 texture
  710. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  711. * associated with the U plane of a YUV texture
  712. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  713. * associated with the V plane of a YUV texture
  714. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
  715. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
  716. *
  717. * With the vulkan renderer:
  718. *
  719. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
  720. * texture
  721. *
  722. * \param texture the texture to query.
  723. * \returns a valid property ID on success or 0 on failure; call
  724. * SDL_GetError() for more information.
  725. *
  726. * \since This function is available since SDL 3.0.0.
  727. */
  728. extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
  729. #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
  730. #define SDL_PROP_TEXTURE_FORMAT_NUMBER "SDL.texture.format"
  731. #define SDL_PROP_TEXTURE_ACCESS_NUMBER "SDL.texture.access"
  732. #define SDL_PROP_TEXTURE_WIDTH_NUMBER "SDL.texture.width"
  733. #define SDL_PROP_TEXTURE_HEIGHT_NUMBER "SDL.texture.height"
  734. #define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
  735. #define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
  736. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
  737. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
  738. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
  739. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
  740. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
  741. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
  742. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
  743. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
  744. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
  745. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
  746. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
  747. #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
  748. #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
  749. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
  750. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
  751. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
  752. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
  753. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
  754. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture"
  755. /**
  756. * Get the renderer that created an SDL_Texture.
  757. *
  758. * \param texture the texture to query.
  759. * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
  760. * failure; call SDL_GetError() for more information.
  761. *
  762. * \threadsafety It is safe to call this function from any thread.
  763. *
  764. * \since This function is available since SDL 3.0.0.
  765. */
  766. extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
  767. /**
  768. * Get the size of a texture, as floating point values.
  769. *
  770. * \param texture the texture to query.
  771. * \param w a pointer filled in with the width of the texture in pixels. This
  772. * argument can be NULL if you don't need this information.
  773. * \param h a pointer filled in with the height of the texture in pixels. This
  774. * argument can be NULL if you don't need this information.
  775. * \returns 0 on success or a negative error code on failure; call
  776. * SDL_GetError() for more information.
  777. *
  778. * \since This function is available since SDL 3.0.0.
  779. */
  780. extern SDL_DECLSPEC int SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h);
  781. /**
  782. * Set an additional color value multiplied into render copy operations.
  783. *
  784. * When this texture is rendered, during the copy operation each source color
  785. * channel is modulated by the appropriate color value according to the
  786. * following formula:
  787. *
  788. * `srcC = srcC * (color / 255)`
  789. *
  790. * Color modulation is not always supported by the renderer; it will return -1
  791. * if color modulation is not supported.
  792. *
  793. * \param texture the texture to update.
  794. * \param r the red color value multiplied into copy operations.
  795. * \param g the green color value multiplied into copy operations.
  796. * \param b the blue color value multiplied into copy operations.
  797. * \returns 0 on success or a negative error code on failure; call
  798. * SDL_GetError() for more information.
  799. *
  800. * \since This function is available since SDL 3.0.0.
  801. *
  802. * \sa SDL_GetTextureColorMod
  803. * \sa SDL_SetTextureAlphaMod
  804. * \sa SDL_SetTextureColorModFloat
  805. */
  806. extern SDL_DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
  807. /**
  808. * Set an additional color value multiplied into render copy operations.
  809. *
  810. * When this texture is rendered, during the copy operation each source color
  811. * channel is modulated by the appropriate color value according to the
  812. * following formula:
  813. *
  814. * `srcC = srcC * color`
  815. *
  816. * Color modulation is not always supported by the renderer; it will return -1
  817. * if color modulation is not supported.
  818. *
  819. * \param texture the texture to update.
  820. * \param r the red color value multiplied into copy operations.
  821. * \param g the green color value multiplied into copy operations.
  822. * \param b the blue color value multiplied into copy operations.
  823. * \returns 0 on success or a negative error code on failure; call
  824. * SDL_GetError() for more information.
  825. *
  826. * \since This function is available since SDL 3.0.0.
  827. *
  828. * \sa SDL_GetTextureColorModFloat
  829. * \sa SDL_SetTextureAlphaModFloat
  830. * \sa SDL_SetTextureColorMod
  831. */
  832. extern SDL_DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
  833. /**
  834. * Get the additional color value multiplied into render copy operations.
  835. *
  836. * \param texture the texture to query.
  837. * \param r a pointer filled in with the current red color value.
  838. * \param g a pointer filled in with the current green color value.
  839. * \param b a pointer filled in with the current blue color value.
  840. * \returns 0 on success or a negative error code on failure; call
  841. * SDL_GetError() for more information.
  842. *
  843. * \since This function is available since SDL 3.0.0.
  844. *
  845. * \sa SDL_GetTextureAlphaMod
  846. * \sa SDL_GetTextureColorModFloat
  847. * \sa SDL_SetTextureColorMod
  848. */
  849. extern SDL_DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
  850. /**
  851. * Get the additional color value multiplied into render copy operations.
  852. *
  853. * \param texture the texture to query.
  854. * \param r a pointer filled in with the current red color value.
  855. * \param g a pointer filled in with the current green color value.
  856. * \param b a pointer filled in with the current blue color value.
  857. * \returns 0 on success or a negative error code on failure; call
  858. * SDL_GetError() for more information.
  859. *
  860. * \since This function is available since SDL 3.0.0.
  861. *
  862. * \sa SDL_GetTextureAlphaModFloat
  863. * \sa SDL_GetTextureColorMod
  864. * \sa SDL_SetTextureColorModFloat
  865. */
  866. extern SDL_DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
  867. /**
  868. * Set an additional alpha value multiplied into render copy operations.
  869. *
  870. * When this texture is rendered, during the copy operation the source alpha
  871. * value is modulated by this alpha value according to the following formula:
  872. *
  873. * `srcA = srcA * (alpha / 255)`
  874. *
  875. * Alpha modulation is not always supported by the renderer; it will return -1
  876. * if alpha modulation is not supported.
  877. *
  878. * \param texture the texture to update.
  879. * \param alpha the source alpha value multiplied into copy operations.
  880. * \returns 0 on success or a negative error code on failure; call
  881. * SDL_GetError() for more information.
  882. *
  883. * \since This function is available since SDL 3.0.0.
  884. *
  885. * \sa SDL_GetTextureAlphaMod
  886. * \sa SDL_SetTextureAlphaModFloat
  887. * \sa SDL_SetTextureColorMod
  888. */
  889. extern SDL_DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
  890. /**
  891. * Set an additional alpha value multiplied into render copy operations.
  892. *
  893. * When this texture is rendered, during the copy operation the source alpha
  894. * value is modulated by this alpha value according to the following formula:
  895. *
  896. * `srcA = srcA * alpha`
  897. *
  898. * Alpha modulation is not always supported by the renderer; it will return -1
  899. * if alpha modulation is not supported.
  900. *
  901. * \param texture the texture to update.
  902. * \param alpha the source alpha value multiplied into copy operations.
  903. * \returns 0 on success or a negative error code on failure; call
  904. * SDL_GetError() for more information.
  905. *
  906. * \since This function is available since SDL 3.0.0.
  907. *
  908. * \sa SDL_GetTextureAlphaModFloat
  909. * \sa SDL_SetTextureAlphaMod
  910. * \sa SDL_SetTextureColorModFloat
  911. */
  912. extern SDL_DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
  913. /**
  914. * Get the additional alpha value multiplied into render copy operations.
  915. *
  916. * \param texture the texture to query.
  917. * \param alpha a pointer filled in with the current alpha value.
  918. * \returns 0 on success or a negative error code on failure; call
  919. * SDL_GetError() for more information.
  920. *
  921. * \since This function is available since SDL 3.0.0.
  922. *
  923. * \sa SDL_GetTextureAlphaModFloat
  924. * \sa SDL_GetTextureColorMod
  925. * \sa SDL_SetTextureAlphaMod
  926. */
  927. extern SDL_DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
  928. /**
  929. * Get the additional alpha value multiplied into render copy operations.
  930. *
  931. * \param texture the texture to query.
  932. * \param alpha a pointer filled in with the current alpha value.
  933. * \returns 0 on success or a negative error code on failure; call
  934. * SDL_GetError() for more information.
  935. *
  936. * \since This function is available since SDL 3.0.0.
  937. *
  938. * \sa SDL_GetTextureAlphaMod
  939. * \sa SDL_GetTextureColorModFloat
  940. * \sa SDL_SetTextureAlphaModFloat
  941. */
  942. extern SDL_DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
  943. /**
  944. * Set the blend mode for a texture, used by SDL_RenderTexture().
  945. *
  946. * If the blend mode is not supported, the closest supported mode is chosen
  947. * and this function returns -1.
  948. *
  949. * \param texture the texture to update.
  950. * \param blendMode the SDL_BlendMode to use for texture blending.
  951. * \returns 0 on success or a negative error code on failure; call
  952. * SDL_GetError() for more information.
  953. *
  954. * \since This function is available since SDL 3.0.0.
  955. *
  956. * \sa SDL_GetTextureBlendMode
  957. */
  958. extern SDL_DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
  959. /**
  960. * Get the blend mode used for texture copy operations.
  961. *
  962. * \param texture the texture to query.
  963. * \param blendMode a pointer filled in with the current SDL_BlendMode.
  964. * \returns 0 on success or a negative error code on failure; call
  965. * SDL_GetError() for more information.
  966. *
  967. * \since This function is available since SDL 3.0.0.
  968. *
  969. * \sa SDL_SetTextureBlendMode
  970. */
  971. extern SDL_DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
  972. /**
  973. * Set the scale mode used for texture scale operations.
  974. *
  975. * The default texture scale mode is SDL_SCALEMODE_LINEAR.
  976. *
  977. * If the scale mode is not supported, the closest supported mode is chosen.
  978. *
  979. * \param texture the texture to update.
  980. * \param scaleMode the SDL_ScaleMode to use for texture scaling.
  981. * \returns 0 on success or a negative error code on failure; call
  982. * SDL_GetError() for more information.
  983. *
  984. * \since This function is available since SDL 3.0.0.
  985. *
  986. * \sa SDL_GetTextureScaleMode
  987. */
  988. extern SDL_DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
  989. /**
  990. * Get the scale mode used for texture scale operations.
  991. *
  992. * \param texture the texture to query.
  993. * \param scaleMode a pointer filled in with the current scale mode.
  994. * \returns 0 on success or a negative error code on failure; call
  995. * SDL_GetError() for more information.
  996. *
  997. * \since This function is available since SDL 3.0.0.
  998. *
  999. * \sa SDL_SetTextureScaleMode
  1000. */
  1001. extern SDL_DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
  1002. /**
  1003. * Update the given texture rectangle with new pixel data.
  1004. *
  1005. * The pixel data must be in the pixel format of the texture, which can be
  1006. * queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property.
  1007. *
  1008. * This is a fairly slow function, intended for use with static textures that
  1009. * do not change often.
  1010. *
  1011. * If the texture is intended to be updated often, it is preferred to create
  1012. * the texture as streaming and use the locking functions referenced below.
  1013. * While this function will work with streaming textures, for optimization
  1014. * reasons you may not get the pixels back if you lock the texture afterward.
  1015. *
  1016. * \param texture the texture to update.
  1017. * \param rect an SDL_Rect structure representing the area to update, or NULL
  1018. * to update the entire texture.
  1019. * \param pixels the raw pixel data in the format of the texture.
  1020. * \param pitch the number of bytes in a row of pixel data, including padding
  1021. * between lines.
  1022. * \returns 0 on success or a negative error code on failure; call
  1023. * SDL_GetError() for more information.
  1024. *
  1025. * \since This function is available since SDL 3.0.0.
  1026. *
  1027. * \sa SDL_LockTexture
  1028. * \sa SDL_UnlockTexture
  1029. * \sa SDL_UpdateNVTexture
  1030. * \sa SDL_UpdateYUVTexture
  1031. */
  1032. extern SDL_DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
  1033. /**
  1034. * Update a rectangle within a planar YV12 or IYUV texture with new pixel
  1035. * data.
  1036. *
  1037. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  1038. * block of Y and U/V planes in the proper order, but this function is
  1039. * available if your pixel data is not contiguous.
  1040. *
  1041. * \param texture the texture to update.
  1042. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  1043. * update the entire texture.
  1044. * \param Yplane the raw pixel data for the Y plane.
  1045. * \param Ypitch the number of bytes between rows of pixel data for the Y
  1046. * plane.
  1047. * \param Uplane the raw pixel data for the U plane.
  1048. * \param Upitch the number of bytes between rows of pixel data for the U
  1049. * plane.
  1050. * \param Vplane the raw pixel data for the V plane.
  1051. * \param Vpitch the number of bytes between rows of pixel data for the V
  1052. * plane.
  1053. * \returns 0 on success or a negative error code on failure; call
  1054. * SDL_GetError() for more information.
  1055. *
  1056. * \since This function is available since SDL 3.0.0.
  1057. *
  1058. * \sa SDL_UpdateNVTexture
  1059. * \sa SDL_UpdateTexture
  1060. */
  1061. extern SDL_DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
  1062. const SDL_Rect *rect,
  1063. const Uint8 *Yplane, int Ypitch,
  1064. const Uint8 *Uplane, int Upitch,
  1065. const Uint8 *Vplane, int Vpitch);
  1066. /**
  1067. * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
  1068. *
  1069. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  1070. * block of NV12/21 planes in the proper order, but this function is available
  1071. * if your pixel data is not contiguous.
  1072. *
  1073. * \param texture the texture to update.
  1074. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  1075. * update the entire texture.
  1076. * \param Yplane the raw pixel data for the Y plane.
  1077. * \param Ypitch the number of bytes between rows of pixel data for the Y
  1078. * plane.
  1079. * \param UVplane the raw pixel data for the UV plane.
  1080. * \param UVpitch the number of bytes between rows of pixel data for the UV
  1081. * plane.
  1082. * \returns 0 on success or a negative error code on failure; call
  1083. * SDL_GetError() for more information.
  1084. *
  1085. * \since This function is available since SDL 3.0.0.
  1086. *
  1087. * \sa SDL_UpdateTexture
  1088. * \sa SDL_UpdateYUVTexture
  1089. */
  1090. extern SDL_DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
  1091. const SDL_Rect *rect,
  1092. const Uint8 *Yplane, int Ypitch,
  1093. const Uint8 *UVplane, int UVpitch);
  1094. /**
  1095. * Lock a portion of the texture for **write-only** pixel access.
  1096. *
  1097. * As an optimization, the pixels made available for editing don't necessarily
  1098. * contain the old texture data. This is a write-only operation, and if you
  1099. * need to keep a copy of the texture data you should do that at the
  1100. * application level.
  1101. *
  1102. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1103. * changes.
  1104. *
  1105. * \param texture the texture to lock for access, which was created with
  1106. * `SDL_TEXTUREACCESS_STREAMING`.
  1107. * \param rect an SDL_Rect structure representing the area to lock for access;
  1108. * NULL to lock the entire texture.
  1109. * \param pixels this is filled in with a pointer to the locked pixels,
  1110. * appropriately offset by the locked area.
  1111. * \param pitch this is filled in with the pitch of the locked pixels; the
  1112. * pitch is the length of one row in bytes.
  1113. * \returns 0 on success or a negative error code if the texture is not valid
  1114. * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
  1115. * SDL_GetError() for more information.
  1116. *
  1117. * \since This function is available since SDL 3.0.0.
  1118. *
  1119. * \sa SDL_LockTextureToSurface
  1120. * \sa SDL_UnlockTexture
  1121. */
  1122. extern SDL_DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
  1123. const SDL_Rect *rect,
  1124. void **pixels, int *pitch);
  1125. /**
  1126. * Lock a portion of the texture for **write-only** pixel access, and expose
  1127. * it as a SDL surface.
  1128. *
  1129. * Besides providing an SDL_Surface instead of raw pixel data, this function
  1130. * operates like SDL_LockTexture.
  1131. *
  1132. * As an optimization, the pixels made available for editing don't necessarily
  1133. * contain the old texture data. This is a write-only operation, and if you
  1134. * need to keep a copy of the texture data you should do that at the
  1135. * application level.
  1136. *
  1137. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1138. * changes.
  1139. *
  1140. * The returned surface is freed internally after calling SDL_UnlockTexture()
  1141. * or SDL_DestroyTexture(). The caller should not free it.
  1142. *
  1143. * \param texture the texture to lock for access, which must be created with
  1144. * `SDL_TEXTUREACCESS_STREAMING`.
  1145. * \param rect a pointer to the rectangle to lock for access. If the rect is
  1146. * NULL, the entire texture will be locked.
  1147. * \param surface this is filled in with an SDL surface representing the
  1148. * locked area.
  1149. * \returns 0 on success or a negative error code on failure; call
  1150. * SDL_GetError() for more information.
  1151. *
  1152. * \since This function is available since SDL 3.0.0.
  1153. *
  1154. * \sa SDL_LockTexture
  1155. * \sa SDL_UnlockTexture
  1156. */
  1157. extern SDL_DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
  1158. const SDL_Rect *rect,
  1159. SDL_Surface **surface);
  1160. /**
  1161. * Unlock a texture, uploading the changes to video memory, if needed.
  1162. *
  1163. * **Warning**: Please note that SDL_LockTexture() is intended to be
  1164. * write-only; it will not guarantee the previous contents of the texture will
  1165. * be provided. You must fully initialize any area of a texture that you lock
  1166. * before unlocking it, as the pixels might otherwise be uninitialized memory.
  1167. *
  1168. * Which is to say: locking and immediately unlocking a texture can result in
  1169. * corrupted textures, depending on the renderer in use.
  1170. *
  1171. * \param texture a texture locked by SDL_LockTexture().
  1172. *
  1173. * \since This function is available since SDL 3.0.0.
  1174. *
  1175. * \sa SDL_LockTexture
  1176. */
  1177. extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
  1178. /**
  1179. * Set a texture as the current rendering target.
  1180. *
  1181. * The default render target is the window for which the renderer was created.
  1182. * To stop rendering to a texture and render to the window again, call this
  1183. * function with a NULL `texture`.
  1184. *
  1185. * \param renderer the rendering context.
  1186. * \param texture the targeted texture, which must be created with the
  1187. * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
  1188. * window instead of a texture.
  1189. * \returns 0 on success or a negative error code on failure; call
  1190. * SDL_GetError() for more information.
  1191. *
  1192. * \since This function is available since SDL 3.0.0.
  1193. *
  1194. * \sa SDL_GetRenderTarget
  1195. */
  1196. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
  1197. /**
  1198. * Get the current render target.
  1199. *
  1200. * The default render target is the window for which the renderer was created,
  1201. * and is reported a NULL here.
  1202. *
  1203. * \param renderer the rendering context.
  1204. * \returns the current render target or NULL for the default render target.
  1205. *
  1206. * \since This function is available since SDL 3.0.0.
  1207. *
  1208. * \sa SDL_SetRenderTarget
  1209. */
  1210. extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
  1211. /**
  1212. * Set a device independent resolution and presentation mode for rendering.
  1213. *
  1214. * This function sets the width and height of the logical rendering output. A
  1215. * render target is created at the specified size and used for rendering and
  1216. * then copied to the output during presentation.
  1217. *
  1218. * You can disable logical coordinates by setting the mode to
  1219. * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
  1220. * resolution of the output window.
  1221. *
  1222. * You can convert coordinates in an event into rendering coordinates using
  1223. * SDL_ConvertEventToRenderCoordinates().
  1224. *
  1225. * \param renderer the rendering context.
  1226. * \param w the width of the logical resolution.
  1227. * \param h the height of the logical resolution.
  1228. * \param mode the presentation mode used.
  1229. * \param scale_mode the scale mode used.
  1230. * \returns 0 on success or a negative error code on failure; call
  1231. * SDL_GetError() for more information.
  1232. *
  1233. * \since This function is available since SDL 3.0.0.
  1234. *
  1235. * \sa SDL_ConvertEventToRenderCoordinates
  1236. * \sa SDL_GetRenderLogicalPresentation
  1237. * \sa SDL_GetRenderLogicalPresentationRect
  1238. */
  1239. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
  1240. /**
  1241. * Get device independent resolution and presentation mode for rendering.
  1242. *
  1243. * This function gets the width and height of the logical rendering output, or
  1244. * the output size in pixels if a logical resolution is not enabled.
  1245. *
  1246. * \param renderer the rendering context.
  1247. * \param w an int to be filled with the width.
  1248. * \param h an int to be filled with the height.
  1249. * \param mode a pointer filled in with the presentation mode.
  1250. * \param scale_mode a pointer filled in with the scale mode.
  1251. * \returns 0 on success or a negative error code on failure; call
  1252. * SDL_GetError() for more information.
  1253. *
  1254. * \since This function is available since SDL 3.0.0.
  1255. *
  1256. * \sa SDL_SetRenderLogicalPresentation
  1257. */
  1258. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
  1259. /**
  1260. * Get the final presentation rectangle for rendering.
  1261. *
  1262. * This function returns the calculated rectangle used for logical
  1263. * presentation, based on the presentation mode and output size. If logical
  1264. * presentation is disabled, it will fill the rectangle with the output size,
  1265. * in pixels.
  1266. *
  1267. * \param renderer the rendering context.
  1268. * \param rect a pointer filled in with the final presentation rectangle, may
  1269. * be NULL.
  1270. * \returns 0 on success or a negative error code on failure; call
  1271. * SDL_GetError() for more information.
  1272. *
  1273. * \since This function is available since SDL 3.0.0.
  1274. *
  1275. * \sa SDL_SetRenderLogicalPresentation
  1276. */
  1277. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect);
  1278. /**
  1279. * Get a point in render coordinates when given a point in window coordinates.
  1280. *
  1281. * \param renderer the rendering context.
  1282. * \param window_x the x coordinate in window coordinates.
  1283. * \param window_y the y coordinate in window coordinates.
  1284. * \param x a pointer filled with the x coordinate in render coordinates.
  1285. * \param y a pointer filled with the y coordinate in render coordinates.
  1286. * \returns 0 on success or a negative error code on failure; call
  1287. * SDL_GetError() for more information.
  1288. *
  1289. * \since This function is available since SDL 3.0.0.
  1290. *
  1291. * \sa SDL_SetRenderLogicalPresentation
  1292. * \sa SDL_SetRenderScale
  1293. */
  1294. extern SDL_DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
  1295. /**
  1296. * Get a point in window coordinates when given a point in render coordinates.
  1297. *
  1298. * \param renderer the rendering context.
  1299. * \param x the x coordinate in render coordinates.
  1300. * \param y the y coordinate in render coordinates.
  1301. * \param window_x a pointer filled with the x coordinate in window
  1302. * coordinates.
  1303. * \param window_y a pointer filled with the y coordinate in window
  1304. * coordinates.
  1305. * \returns 0 on success or a negative error code on failure; call
  1306. * SDL_GetError() for more information.
  1307. *
  1308. * \since This function is available since SDL 3.0.0.
  1309. *
  1310. * \sa SDL_SetRenderLogicalPresentation
  1311. * \sa SDL_SetRenderScale
  1312. */
  1313. extern SDL_DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
  1314. /**
  1315. * Convert the coordinates in an event to render coordinates.
  1316. *
  1317. * Touch coordinates are converted from normalized coordinates in the window
  1318. * to non-normalized rendering coordinates.
  1319. *
  1320. * Once converted, the coordinates may be outside the rendering area.
  1321. *
  1322. * \param renderer the rendering context.
  1323. * \param event the event to modify.
  1324. * \returns 0 on success or a negative error code on failure; call
  1325. * SDL_GetError() for more information.
  1326. *
  1327. * \since This function is available since SDL 3.0.0.
  1328. *
  1329. * \sa SDL_RenderCoordinatesFromWindow
  1330. */
  1331. extern SDL_DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
  1332. /**
  1333. * Set the drawing area for rendering on the current target.
  1334. *
  1335. * \param renderer the rendering context.
  1336. * \param rect the SDL_Rect structure representing the drawing area, or NULL
  1337. * to set the viewport to the entire target.
  1338. * \returns 0 on success or a negative error code on failure; call
  1339. * SDL_GetError() for more information.
  1340. *
  1341. * \since This function is available since SDL 3.0.0.
  1342. *
  1343. * \sa SDL_GetRenderViewport
  1344. * \sa SDL_RenderViewportSet
  1345. */
  1346. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
  1347. /**
  1348. * Get the drawing area for the current target.
  1349. *
  1350. * \param renderer the rendering context.
  1351. * \param rect an SDL_Rect structure filled in with the current drawing area.
  1352. * \returns 0 on success or a negative error code on failure; call
  1353. * SDL_GetError() for more information.
  1354. *
  1355. * \since This function is available since SDL 3.0.0.
  1356. *
  1357. * \sa SDL_RenderViewportSet
  1358. * \sa SDL_SetRenderViewport
  1359. */
  1360. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
  1361. /**
  1362. * Return whether an explicit rectangle was set as the viewport.
  1363. *
  1364. * This is useful if you're saving and restoring the viewport and want to know
  1365. * whether you should restore a specific rectangle or NULL. Note that the
  1366. * viewport is always reset when changing rendering targets.
  1367. *
  1368. * \param renderer the rendering context.
  1369. * \returns SDL_TRUE if the viewport was set to a specific rectangle, or
  1370. * SDL_FALSE if it was set to NULL (the entire target).
  1371. *
  1372. * \since This function is available since SDL 3.0.0.
  1373. *
  1374. * \sa SDL_GetRenderViewport
  1375. * \sa SDL_SetRenderViewport
  1376. */
  1377. extern SDL_DECLSPEC SDL_bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
  1378. /**
  1379. * Set the clip rectangle for rendering on the specified target.
  1380. *
  1381. * \param renderer the rendering context.
  1382. * \param rect an SDL_Rect structure representing the clip area, relative to
  1383. * the viewport, or NULL to disable clipping.
  1384. * \returns 0 on success or a negative error code on failure; call
  1385. * SDL_GetError() for more information.
  1386. *
  1387. * \since This function is available since SDL 3.0.0.
  1388. *
  1389. * \sa SDL_GetRenderClipRect
  1390. * \sa SDL_RenderClipEnabled
  1391. */
  1392. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
  1393. /**
  1394. * Get the clip rectangle for the current target.
  1395. *
  1396. * \param renderer the rendering context.
  1397. * \param rect an SDL_Rect structure filled in with the current clipping area
  1398. * or an empty rectangle if clipping is disabled.
  1399. * \returns 0 on success or a negative error code on failure; call
  1400. * SDL_GetError() for more information.
  1401. *
  1402. * \since This function is available since SDL 3.0.0.
  1403. *
  1404. * \sa SDL_RenderClipEnabled
  1405. * \sa SDL_SetRenderClipRect
  1406. */
  1407. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
  1408. /**
  1409. * Get whether clipping is enabled on the given renderer.
  1410. *
  1411. * \param renderer the rendering context.
  1412. * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
  1413. * SDL_GetError() for more information.
  1414. *
  1415. * \since This function is available since SDL 3.0.0.
  1416. *
  1417. * \sa SDL_GetRenderClipRect
  1418. * \sa SDL_SetRenderClipRect
  1419. */
  1420. extern SDL_DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
  1421. /**
  1422. * Set the drawing scale for rendering on the current target.
  1423. *
  1424. * The drawing coordinates are scaled by the x/y scaling factors before they
  1425. * are used by the renderer. This allows resolution independent drawing with a
  1426. * single coordinate system.
  1427. *
  1428. * If this results in scaling or subpixel drawing by the rendering backend, it
  1429. * will be handled using the appropriate quality hints. For best results use
  1430. * integer scaling factors.
  1431. *
  1432. * \param renderer the rendering context.
  1433. * \param scaleX the horizontal scaling factor.
  1434. * \param scaleY the vertical scaling factor.
  1435. * \returns 0 on success or a negative error code on failure; call
  1436. * SDL_GetError() for more information.
  1437. *
  1438. * \since This function is available since SDL 3.0.0.
  1439. *
  1440. * \sa SDL_GetRenderScale
  1441. */
  1442. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
  1443. /**
  1444. * Get the drawing scale for the current target.
  1445. *
  1446. * \param renderer the rendering context.
  1447. * \param scaleX a pointer filled in with the horizontal scaling factor.
  1448. * \param scaleY a pointer filled in with the vertical scaling factor.
  1449. * \returns 0 on success or a negative error code on failure; call
  1450. * SDL_GetError() for more information.
  1451. *
  1452. * \since This function is available since SDL 3.0.0.
  1453. *
  1454. * \sa SDL_SetRenderScale
  1455. */
  1456. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
  1457. /**
  1458. * Set the color used for drawing operations.
  1459. *
  1460. * Set the color for drawing or filling rectangles, lines, and points, and for
  1461. * SDL_RenderClear().
  1462. *
  1463. * \param renderer the rendering context.
  1464. * \param r the red value used to draw on the rendering target.
  1465. * \param g the green value used to draw on the rendering target.
  1466. * \param b the blue value used to draw on the rendering target.
  1467. * \param a the alpha value used to draw on the rendering target; usually
  1468. * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
  1469. * specify how the alpha channel is used.
  1470. * \returns 0 on success or a negative error code on failure; call
  1471. * SDL_GetError() for more information.
  1472. *
  1473. * \since This function is available since SDL 3.0.0.
  1474. *
  1475. * \sa SDL_GetRenderDrawColor
  1476. * \sa SDL_SetRenderDrawColorFloat
  1477. */
  1478. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
  1479. /**
  1480. * Set the color used for drawing operations (Rect, Line and Clear).
  1481. *
  1482. * Set the color for drawing or filling rectangles, lines, and points, and for
  1483. * SDL_RenderClear().
  1484. *
  1485. * \param renderer the rendering context.
  1486. * \param r the red value used to draw on the rendering target.
  1487. * \param g the green value used to draw on the rendering target.
  1488. * \param b the blue value used to draw on the rendering target.
  1489. * \param a the alpha value used to draw on the rendering target. Use
  1490. * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
  1491. * used.
  1492. * \returns 0 on success or a negative error code on failure; call
  1493. * SDL_GetError() for more information.
  1494. *
  1495. * \since This function is available since SDL 3.0.0.
  1496. *
  1497. * \sa SDL_GetRenderDrawColorFloat
  1498. * \sa SDL_SetRenderDrawColor
  1499. */
  1500. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
  1501. /**
  1502. * Get the color used for drawing operations (Rect, Line and Clear).
  1503. *
  1504. * \param renderer the rendering context.
  1505. * \param r a pointer filled in with the red value used to draw on the
  1506. * rendering target.
  1507. * \param g a pointer filled in with the green value used to draw on the
  1508. * rendering target.
  1509. * \param b a pointer filled in with the blue value used to draw on the
  1510. * rendering target.
  1511. * \param a a pointer filled in with the alpha value used to draw on the
  1512. * rendering target; usually `SDL_ALPHA_OPAQUE` (255).
  1513. * \returns 0 on success or a negative error code on failure; call
  1514. * SDL_GetError() for more information.
  1515. *
  1516. * \since This function is available since SDL 3.0.0.
  1517. *
  1518. * \sa SDL_GetRenderDrawColorFloat
  1519. * \sa SDL_SetRenderDrawColor
  1520. */
  1521. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
  1522. /**
  1523. * Get the color used for drawing operations (Rect, Line and Clear).
  1524. *
  1525. * \param renderer the rendering context.
  1526. * \param r a pointer filled in with the red value used to draw on the
  1527. * rendering target.
  1528. * \param g a pointer filled in with the green value used to draw on the
  1529. * rendering target.
  1530. * \param b a pointer filled in with the blue value used to draw on the
  1531. * rendering target.
  1532. * \param a a pointer filled in with the alpha value used to draw on the
  1533. * rendering target.
  1534. * \returns 0 on success or a negative error code on failure; call
  1535. * SDL_GetError() for more information.
  1536. *
  1537. * \since This function is available since SDL 3.0.0.
  1538. *
  1539. * \sa SDL_SetRenderDrawColorFloat
  1540. * \sa SDL_GetRenderDrawColor
  1541. */
  1542. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
  1543. /**
  1544. * Set the color scale used for render operations.
  1545. *
  1546. * The color scale is an additional scale multiplied into the pixel color
  1547. * value while rendering. This can be used to adjust the brightness of colors
  1548. * during HDR rendering, or changing HDR video brightness when playing on an
  1549. * SDR display.
  1550. *
  1551. * The color scale does not affect the alpha channel, only the color
  1552. * brightness.
  1553. *
  1554. * \param renderer the rendering context.
  1555. * \param scale the color scale value.
  1556. * \returns 0 on success or a negative error code on failure; call
  1557. * SDL_GetError() for more information.
  1558. *
  1559. * \since This function is available since SDL 3.0.0.
  1560. *
  1561. * \sa SDL_GetRenderColorScale
  1562. */
  1563. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
  1564. /**
  1565. * Get the color scale used for render operations.
  1566. *
  1567. * \param renderer the rendering context.
  1568. * \param scale a pointer filled in with the current color scale value.
  1569. * \returns 0 on success or a negative error code on failure; call
  1570. * SDL_GetError() for more information.
  1571. *
  1572. * \since This function is available since SDL 3.0.0.
  1573. *
  1574. * \sa SDL_SetRenderColorScale
  1575. */
  1576. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
  1577. /**
  1578. * Set the blend mode used for drawing operations (Fill and Line).
  1579. *
  1580. * If the blend mode is not supported, the closest supported mode is chosen.
  1581. *
  1582. * \param renderer the rendering context.
  1583. * \param blendMode the SDL_BlendMode to use for blending.
  1584. * \returns 0 on success or a negative error code on failure; call
  1585. * SDL_GetError() for more information.
  1586. *
  1587. * \since This function is available since SDL 3.0.0.
  1588. *
  1589. * \sa SDL_GetRenderDrawBlendMode
  1590. */
  1591. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
  1592. /**
  1593. * Get the blend mode used for drawing operations.
  1594. *
  1595. * \param renderer the rendering context.
  1596. * \param blendMode a pointer filled in with the current SDL_BlendMode.
  1597. * \returns 0 on success or a negative error code on failure; call
  1598. * SDL_GetError() for more information.
  1599. *
  1600. * \since This function is available since SDL 3.0.0.
  1601. *
  1602. * \sa SDL_SetRenderDrawBlendMode
  1603. */
  1604. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
  1605. /**
  1606. * Clear the current rendering target with the drawing color.
  1607. *
  1608. * This function clears the entire rendering target, ignoring the viewport and
  1609. * the clip rectangle. Note, that clearing will also set/fill all pixels of
  1610. * the rendering target to current renderer draw color, so make sure to invoke
  1611. * SDL_SetRenderDrawColor() when needed.
  1612. *
  1613. * \param renderer the rendering context.
  1614. * \returns 0 on success or a negative error code on failure; call
  1615. * SDL_GetError() for more information.
  1616. *
  1617. * \since This function is available since SDL 3.0.0.
  1618. *
  1619. * \sa SDL_SetRenderDrawColor
  1620. */
  1621. extern SDL_DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
  1622. /**
  1623. * Draw a point on the current rendering target at subpixel precision.
  1624. *
  1625. * \param renderer the renderer which should draw a point.
  1626. * \param x the x coordinate of the point.
  1627. * \param y the y coordinate of the point.
  1628. * \returns 0 on success or a negative error code on failure; call
  1629. * SDL_GetError() for more information.
  1630. *
  1631. * \since This function is available since SDL 3.0.0.
  1632. *
  1633. * \sa SDL_RenderPoints
  1634. */
  1635. extern SDL_DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
  1636. /**
  1637. * Draw multiple points on the current rendering target at subpixel precision.
  1638. *
  1639. * \param renderer the renderer which should draw multiple points.
  1640. * \param points the points to draw.
  1641. * \param count the number of points to draw.
  1642. * \returns 0 on success or a negative error code on failure; call
  1643. * SDL_GetError() for more information.
  1644. *
  1645. * \since This function is available since SDL 3.0.0.
  1646. *
  1647. * \sa SDL_RenderPoint
  1648. */
  1649. extern SDL_DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1650. /**
  1651. * Draw a line on the current rendering target at subpixel precision.
  1652. *
  1653. * \param renderer the renderer which should draw a line.
  1654. * \param x1 the x coordinate of the start point.
  1655. * \param y1 the y coordinate of the start point.
  1656. * \param x2 the x coordinate of the end point.
  1657. * \param y2 the y coordinate of the end point.
  1658. * \returns 0 on success or a negative error code on failure; call
  1659. * SDL_GetError() for more information.
  1660. *
  1661. * \since This function is available since SDL 3.0.0.
  1662. *
  1663. * \sa SDL_RenderLines
  1664. */
  1665. extern SDL_DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
  1666. /**
  1667. * Draw a series of connected lines on the current rendering target at
  1668. * subpixel precision.
  1669. *
  1670. * \param renderer the renderer which should draw multiple lines.
  1671. * \param points the points along the lines.
  1672. * \param count the number of points, drawing count-1 lines.
  1673. * \returns 0 on success or a negative error code on failure; call
  1674. * SDL_GetError() for more information.
  1675. *
  1676. * \since This function is available since SDL 3.0.0.
  1677. *
  1678. * \sa SDL_RenderLine
  1679. */
  1680. extern SDL_DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1681. /**
  1682. * Draw a rectangle on the current rendering target at subpixel precision.
  1683. *
  1684. * \param renderer the renderer which should draw a rectangle.
  1685. * \param rect a pointer to the destination rectangle, or NULL to outline the
  1686. * entire rendering target.
  1687. * \returns 0 on success or a negative error code on failure; call
  1688. * SDL_GetError() for more information.
  1689. *
  1690. * \since This function is available since SDL 3.0.0.
  1691. *
  1692. * \sa SDL_RenderRects
  1693. */
  1694. extern SDL_DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1695. /**
  1696. * Draw some number of rectangles on the current rendering target at subpixel
  1697. * precision.
  1698. *
  1699. * \param renderer the renderer which should draw multiple rectangles.
  1700. * \param rects a pointer to an array of destination rectangles.
  1701. * \param count the number of rectangles.
  1702. * \returns 0 on success or a negative error code on failure; call
  1703. * SDL_GetError() for more information.
  1704. *
  1705. * \since This function is available since SDL 3.0.0.
  1706. *
  1707. * \sa SDL_RenderRect
  1708. */
  1709. extern SDL_DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1710. /**
  1711. * Fill a rectangle on the current rendering target with the drawing color at
  1712. * subpixel precision.
  1713. *
  1714. * \param renderer the renderer which should fill a rectangle.
  1715. * \param rect a pointer to the destination rectangle, or NULL for the entire
  1716. * rendering target.
  1717. * \returns 0 on success or a negative error code on failure; call
  1718. * SDL_GetError() for more information.
  1719. *
  1720. * \since This function is available since SDL 3.0.0.
  1721. *
  1722. * \sa SDL_RenderFillRects
  1723. */
  1724. extern SDL_DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1725. /**
  1726. * Fill some number of rectangles on the current rendering target with the
  1727. * drawing color at subpixel precision.
  1728. *
  1729. * \param renderer the renderer which should fill multiple rectangles.
  1730. * \param rects a pointer to an array of destination rectangles.
  1731. * \param count the number of rectangles.
  1732. * \returns 0 on success or a negative error code on failure; call
  1733. * SDL_GetError() for more information.
  1734. *
  1735. * \since This function is available since SDL 3.0.0.
  1736. *
  1737. * \sa SDL_RenderFillRect
  1738. */
  1739. extern SDL_DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1740. /**
  1741. * Copy a portion of the texture to the current rendering target at subpixel
  1742. * precision.
  1743. *
  1744. * \param renderer the renderer which should copy parts of a texture.
  1745. * \param texture the source texture.
  1746. * \param srcrect a pointer to the source rectangle, or NULL for the entire
  1747. * texture.
  1748. * \param dstrect a pointer to the destination rectangle, or NULL for the
  1749. * entire rendering target.
  1750. * \returns 0 on success or a negative error code on failure; call
  1751. * SDL_GetError() for more information.
  1752. *
  1753. * \since This function is available since SDL 3.0.0.
  1754. *
  1755. * \sa SDL_RenderTextureRotated
  1756. */
  1757. extern SDL_DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
  1758. /**
  1759. * Copy a portion of the source texture to the current rendering target, with
  1760. * rotation and flipping, at subpixel precision.
  1761. *
  1762. * \param renderer the renderer which should copy parts of a texture.
  1763. * \param texture the source texture.
  1764. * \param srcrect a pointer to the source rectangle, or NULL for the entire
  1765. * texture.
  1766. * \param dstrect a pointer to the destination rectangle, or NULL for the
  1767. * entire rendering target.
  1768. * \param angle an angle in degrees that indicates the rotation that will be
  1769. * applied to dstrect, rotating it in a clockwise direction.
  1770. * \param center a pointer to a point indicating the point around which
  1771. * dstrect will be rotated (if NULL, rotation will be done
  1772. * around dstrect.w/2, dstrect.h/2).
  1773. * \param flip an SDL_FlipMode value stating which flipping actions should be
  1774. * performed on the texture.
  1775. * \returns 0 on success or a negative error code on failure; call
  1776. * SDL_GetError() for more information.
  1777. *
  1778. * \since This function is available since SDL 3.0.0.
  1779. *
  1780. * \sa SDL_RenderTexture
  1781. */
  1782. extern SDL_DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
  1783. const SDL_FRect *srcrect, const SDL_FRect *dstrect,
  1784. const double angle, const SDL_FPoint *center,
  1785. const SDL_FlipMode flip);
  1786. /**
  1787. * Render a list of triangles, optionally using a texture and indices into the
  1788. * vertex array Color and alpha modulation is done per vertex
  1789. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1790. *
  1791. * \param renderer the rendering context.
  1792. * \param texture (optional) The SDL texture to use.
  1793. * \param vertices vertices.
  1794. * \param num_vertices number of vertices.
  1795. * \param indices (optional) An array of integer indices into the 'vertices'
  1796. * array, if NULL all vertices will be rendered in sequential
  1797. * order.
  1798. * \param num_indices number of indices.
  1799. * \returns 0 on success or a negative error code on failure; call
  1800. * SDL_GetError() for more information.
  1801. *
  1802. * \since This function is available since SDL 3.0.0.
  1803. *
  1804. * \sa SDL_RenderGeometryRaw
  1805. */
  1806. extern SDL_DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
  1807. SDL_Texture *texture,
  1808. const SDL_Vertex *vertices, int num_vertices,
  1809. const int *indices, int num_indices);
  1810. /**
  1811. * Render a list of triangles, optionally using a texture and indices into the
  1812. * vertex arrays Color and alpha modulation is done per vertex
  1813. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1814. *
  1815. * \param renderer the rendering context.
  1816. * \param texture (optional) The SDL texture to use.
  1817. * \param xy vertex positions.
  1818. * \param xy_stride byte size to move from one element to the next element.
  1819. * \param color vertex colors (as SDL_FColor).
  1820. * \param color_stride byte size to move from one element to the next element.
  1821. * \param uv vertex normalized texture coordinates.
  1822. * \param uv_stride byte size to move from one element to the next element.
  1823. * \param num_vertices number of vertices.
  1824. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1825. * if NULL all vertices will be rendered in sequential order.
  1826. * \param num_indices number of indices.
  1827. * \param size_indices index size: 1 (byte), 2 (short), 4 (int).
  1828. * \returns 0 on success or a negative error code on failure; call
  1829. * SDL_GetError() for more information.
  1830. *
  1831. * \since This function is available since SDL 3.0.0.
  1832. *
  1833. * \sa SDL_RenderGeometry
  1834. */
  1835. extern SDL_DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
  1836. SDL_Texture *texture,
  1837. const float *xy, int xy_stride,
  1838. const SDL_FColor *color, int color_stride,
  1839. const float *uv, int uv_stride,
  1840. int num_vertices,
  1841. const void *indices, int num_indices, int size_indices);
  1842. /**
  1843. * Read pixels from the current rendering target.
  1844. *
  1845. * The returned surface should be freed with SDL_DestroySurface()
  1846. *
  1847. * **WARNING**: This is a very slow operation, and should not be used
  1848. * frequently. If you're using this on the main rendering target, it should be
  1849. * called after rendering and before SDL_RenderPresent().
  1850. *
  1851. * \param renderer the rendering context.
  1852. * \param rect an SDL_Rect structure representing the area in pixels relative
  1853. * to the to current viewport, or NULL for the entire viewport.
  1854. * \returns a new SDL_Surface on success or NULL on failure; call
  1855. * SDL_GetError() for more information.
  1856. *
  1857. * \since This function is available since SDL 3.0.0.
  1858. */
  1859. extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
  1860. /**
  1861. * Update the screen with any rendering performed since the previous call.
  1862. *
  1863. * SDL's rendering functions operate on a backbuffer; that is, calling a
  1864. * rendering function such as SDL_RenderLine() does not directly put a line on
  1865. * the screen, but rather updates the backbuffer. As such, you compose your
  1866. * entire scene and *present* the composed backbuffer to the screen as a
  1867. * complete picture.
  1868. *
  1869. * Therefore, when using SDL's rendering API, one does all drawing intended
  1870. * for the frame, and then calls this function once per frame to present the
  1871. * final drawing to the user.
  1872. *
  1873. * The backbuffer should be considered invalidated after each present; do not
  1874. * assume that previous contents will exist between frames. You are strongly
  1875. * encouraged to call SDL_RenderClear() to initialize the backbuffer before
  1876. * starting each new frame's drawing, even if you plan to overwrite every
  1877. * pixel.
  1878. *
  1879. * Please note, that in case of rendering to a texture - there is **no need**
  1880. * to call `SDL_RenderPresent` after drawing needed objects to a texture, you
  1881. * are only required to change back the rendering target to default via
  1882. * `SDL_SetRenderTarget(renderer, NULL)` afterwards, as textures by themselves
  1883. * do not have a concept of backbuffers.
  1884. *
  1885. * \param renderer the rendering context.
  1886. * \returns 0 on success or a negative error code on failure; call
  1887. * SDL_GetError() for more information.
  1888. *
  1889. * \threadsafety You may only call this function on the main thread.
  1890. *
  1891. * \since This function is available since SDL 3.0.0.
  1892. *
  1893. * \sa SDL_RenderClear
  1894. * \sa SDL_RenderLine
  1895. * \sa SDL_RenderLines
  1896. * \sa SDL_RenderPoint
  1897. * \sa SDL_RenderPoints
  1898. * \sa SDL_RenderRect
  1899. * \sa SDL_RenderRects
  1900. * \sa SDL_RenderFillRect
  1901. * \sa SDL_RenderFillRects
  1902. * \sa SDL_SetRenderDrawBlendMode
  1903. * \sa SDL_SetRenderDrawColor
  1904. */
  1905. extern SDL_DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
  1906. /**
  1907. * Destroy the specified texture.
  1908. *
  1909. * Passing NULL or an otherwise invalid texture will set the SDL error message
  1910. * to "Invalid texture".
  1911. *
  1912. * \param texture the texture to destroy.
  1913. *
  1914. * \since This function is available since SDL 3.0.0.
  1915. *
  1916. * \sa SDL_CreateTexture
  1917. * \sa SDL_CreateTextureFromSurface
  1918. */
  1919. extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
  1920. /**
  1921. * Destroy the rendering context for a window and free all associated
  1922. * textures.
  1923. *
  1924. * This should be called before destroying the associated window.
  1925. *
  1926. * \param renderer the rendering context.
  1927. *
  1928. * \since This function is available since SDL 3.0.0.
  1929. *
  1930. * \sa SDL_CreateRenderer
  1931. */
  1932. extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
  1933. /**
  1934. * Force the rendering context to flush any pending commands and state.
  1935. *
  1936. * You do not need to (and in fact, shouldn't) call this function unless you
  1937. * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
  1938. * addition to using an SDL_Renderer.
  1939. *
  1940. * This is for a very-specific case: if you are using SDL's render API, and
  1941. * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
  1942. * calls. If this applies, you should call this function between calls to
  1943. * SDL's render API and the low-level API you're using in cooperation.
  1944. *
  1945. * In all other cases, you can ignore this function.
  1946. *
  1947. * This call makes SDL flush any pending rendering work it was queueing up to
  1948. * do later in a single batch, and marks any internal cached state as invalid,
  1949. * so it'll prepare all its state again later, from scratch.
  1950. *
  1951. * This means you do not need to save state in your rendering code to protect
  1952. * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
  1953. * OpenGL state that can confuse things; you should use your best judgment and
  1954. * be prepared to make changes if specific state needs to be protected.
  1955. *
  1956. * \param renderer the rendering context.
  1957. * \returns 0 on success or a negative error code on failure; call
  1958. * SDL_GetError() for more information.
  1959. *
  1960. * \since This function is available since SDL 3.0.0.
  1961. */
  1962. extern SDL_DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
  1963. /**
  1964. * Get the CAMetalLayer associated with the given Metal renderer.
  1965. *
  1966. * This function returns `void *`, so SDL doesn't have to include Metal's
  1967. * headers, but it can be safely cast to a `CAMetalLayer *`.
  1968. *
  1969. * \param renderer the renderer to query.
  1970. * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
  1971. * Metal renderer.
  1972. *
  1973. * \since This function is available since SDL 3.0.0.
  1974. *
  1975. * \sa SDL_GetRenderMetalCommandEncoder
  1976. */
  1977. extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
  1978. /**
  1979. * Get the Metal command encoder for the current frame.
  1980. *
  1981. * This function returns `void *`, so SDL doesn't have to include Metal's
  1982. * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  1983. *
  1984. * This will return NULL if Metal refuses to give SDL a drawable to render to,
  1985. * which might happen if the window is hidden/minimized/offscreen. This
  1986. * doesn't apply to command encoders for render targets, just the window's
  1987. * backbuffer. Check your return values!
  1988. *
  1989. * \param renderer the renderer to query.
  1990. * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
  1991. * renderer isn't a Metal renderer or there was an error.
  1992. *
  1993. * \since This function is available since SDL 3.0.0.
  1994. *
  1995. * \sa SDL_GetRenderMetalLayer
  1996. */
  1997. extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
  1998. /**
  1999. * Add a set of synchronization semaphores for the current frame.
  2000. *
  2001. * The Vulkan renderer will wait for `wait_semaphore` before submitting
  2002. * rendering commands and signal `signal_semaphore` after rendering commands
  2003. * are complete for this frame.
  2004. *
  2005. * This should be called each frame that you want semaphore synchronization.
  2006. * The Vulkan renderer may have multiple frames in flight on the GPU, so you
  2007. * should have multiple semaphores that are used for synchronization. Querying
  2008. * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the
  2009. * maximum number of semaphores you'll need.
  2010. *
  2011. * \param renderer the rendering context.
  2012. * \param wait_stage_mask the VkPipelineStageFlags for the wait.
  2013. * \param wait_semaphore a VkSempahore to wait on before rendering the current
  2014. * frame, or 0 if not needed.
  2015. * \param signal_semaphore a VkSempahore that SDL will signal when rendering
  2016. * for the current frame is complete, or 0 if not
  2017. * needed.
  2018. * \returns 0 on success or a negative error code on failure; call
  2019. * SDL_GetError() for more information.
  2020. *
  2021. * \threadsafety It is **NOT** safe to call this function from two threads at
  2022. * once.
  2023. *
  2024. * \since This function is available since SDL 3.0.0.
  2025. */
  2026. extern SDL_DECLSPEC int SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
  2027. /**
  2028. * Toggle VSync of the given renderer.
  2029. *
  2030. * When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED.
  2031. *
  2032. * The `vsync` parameter can be 1 to synchronize present with every vertical
  2033. * refresh, 2 to synchronize present with every second vertical refresh, etc.,
  2034. * SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync),
  2035. * or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is
  2036. * supported by every driver, so you should check the return value to see
  2037. * whether the requested setting is supported.
  2038. *
  2039. * \param renderer the renderer to toggle.
  2040. * \param vsync the vertical refresh sync interval.
  2041. * \returns 0 on success or a negative error code on failure; call
  2042. * SDL_GetError() for more information.
  2043. *
  2044. * \since This function is available since SDL 3.0.0.
  2045. *
  2046. * \sa SDL_GetRenderVSync
  2047. */
  2048. extern SDL_DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
  2049. #define SDL_RENDERER_VSYNC_DISABLED 0
  2050. #define SDL_RENDERER_VSYNC_ADAPTIVE (-1)
  2051. /**
  2052. * Get VSync of the given renderer.
  2053. *
  2054. * \param renderer the renderer to toggle.
  2055. * \param vsync an int filled with the current vertical refresh sync interval.
  2056. * See SDL_SetRenderVSync() for the meaning of the value.
  2057. * \returns 0 on success or a negative error code on failure; call
  2058. * SDL_GetError() for more information.
  2059. *
  2060. * \since This function is available since SDL 3.0.0.
  2061. *
  2062. * \sa SDL_SetRenderVSync
  2063. */
  2064. extern SDL_DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
  2065. /* Ends C function definitions when using C++ */
  2066. #ifdef __cplusplus
  2067. }
  2068. #endif
  2069. #include <SDL3/SDL_close_code.h>
  2070. #endif /* SDL_render_h_ */