SDL_render.h 88 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
  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. * \file SDL_render.h
  20. *
  21. * Header file for SDL 2D rendering functions.
  22. *
  23. * This API supports the following features:
  24. * * single pixel points
  25. * * single pixel lines
  26. * * filled rectangles
  27. * * texture images
  28. *
  29. * The primitives may be drawn in opaque, blended, or additive modes.
  30. *
  31. * The texture images may be drawn in opaque, blended, or additive modes.
  32. * They can have an additional color tint or alpha modulation applied to
  33. * them, and may also be stretched with linear interpolation.
  34. *
  35. * This API is designed to accelerate simple 2D operations. You may
  36. * want more functionality such as polygons and particle effects and
  37. * in that case you should use SDL's OpenGL/Direct3D support or one
  38. * of the many good 3D engines.
  39. *
  40. * These functions must be called from the main thread.
  41. * See this bug for details: https://github.com/libsdl-org/SDL/issues/986
  42. */
  43. #ifndef SDL_render_h_
  44. #define SDL_render_h_
  45. #include <SDL3/SDL_stdinc.h>
  46. #include <SDL3/SDL_error.h>
  47. #include <SDL3/SDL_events.h>
  48. #include <SDL3/SDL_properties.h>
  49. #include <SDL3/SDL_rect.h>
  50. #include <SDL3/SDL_video.h>
  51. #include <SDL3/SDL_begin_code.h>
  52. /* Set up for C function definitions, even when using C++ */
  53. #ifdef __cplusplus
  54. extern "C" {
  55. #endif
  56. /**
  57. * The name of the software renderer.
  58. *
  59. * \since This macro is available since SDL 3.0.0.
  60. */
  61. #define SDL_SOFTWARE_RENDERER "software"
  62. /**
  63. * Flags used when creating a rendering context.
  64. *
  65. * \since This enum is available since SDL 3.0.0.
  66. */
  67. typedef enum SDL_RendererFlags
  68. {
  69. SDL_RENDERER_PRESENTVSYNC = 0x00000004 /**< Present is synchronized with the refresh rate */
  70. } SDL_RendererFlags;
  71. /**
  72. * Information on the capabilities of a render driver or context.
  73. *
  74. * \since This struct is available since SDL 3.0.0.
  75. */
  76. typedef struct SDL_RendererInfo
  77. {
  78. const char *name; /**< The name of the renderer */
  79. Uint32 flags; /**< Supported ::SDL_RendererFlags */
  80. int num_texture_formats; /**< The number of available texture formats */
  81. SDL_PixelFormatEnum texture_formats[16]; /**< The available texture formats */
  82. int max_texture_width; /**< The maximum texture width */
  83. int max_texture_height; /**< The maximum texture height */
  84. } SDL_RendererInfo;
  85. /**
  86. * Vertex structure.
  87. *
  88. * \since This struct is available since SDL 3.0.0.
  89. */
  90. typedef struct SDL_Vertex
  91. {
  92. SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
  93. SDL_FColor color; /**< Vertex color */
  94. SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
  95. } SDL_Vertex;
  96. /**
  97. * The access pattern allowed for a texture.
  98. *
  99. * \since This enum is available since SDL 3.0.0.
  100. */
  101. typedef enum SDL_TextureAccess
  102. {
  103. SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
  104. SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
  105. SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
  106. } SDL_TextureAccess;
  107. /**
  108. * How the logical size is mapped to the output.
  109. *
  110. * \since This enum is available since SDL 3.0.0.
  111. */
  112. typedef enum SDL_RendererLogicalPresentation
  113. {
  114. SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
  115. SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
  116. SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
  117. SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
  118. SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
  119. } SDL_RendererLogicalPresentation;
  120. /**
  121. * A structure representing rendering state
  122. *
  123. * \since This struct is available since SDL 3.0.0.
  124. */
  125. struct SDL_Renderer;
  126. typedef struct SDL_Renderer SDL_Renderer;
  127. /**
  128. * An efficient driver-specific representation of pixel data
  129. *
  130. * \since This struct is available since SDL 3.0.0.
  131. */
  132. struct SDL_Texture;
  133. typedef struct SDL_Texture SDL_Texture;
  134. /* Function prototypes */
  135. /**
  136. * Get the number of 2D rendering drivers available for the current display.
  137. *
  138. * A render driver is a set of code that handles rendering and texture
  139. * management on a particular display. Normally there is only one, but some
  140. * drivers may have several available with different capabilities.
  141. *
  142. * There may be none if SDL was compiled without render support.
  143. *
  144. * \returns a number >= 0 on success or a negative error code on failure; call
  145. * SDL_GetError() for more information.
  146. *
  147. * \since This function is available since SDL 3.0.0.
  148. *
  149. * \sa SDL_CreateRenderer
  150. * \sa SDL_GetRenderDriver
  151. */
  152. extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
  153. /**
  154. * Use this function to get the name of a built in 2D rendering driver.
  155. *
  156. * The list of rendering drivers is given in the order that they are normally
  157. * initialized by default; the drivers that seem more reasonable to choose
  158. * first (as far as the SDL developers believe) are earlier in the list.
  159. *
  160. * The names of drivers are all simple, low-ASCII identifiers, like "opengl",
  161. * "direct3d12" or "metal". These never have Unicode characters, and are not
  162. * meant to be proper names.
  163. *
  164. * The returned value points to a static, read-only string; do not modify or
  165. * free it!
  166. *
  167. * \param index the index of the rendering driver; the value ranges from 0 to
  168. * SDL_GetNumRenderDrivers() - 1
  169. * \returns the name of the rendering driver at the requested index, or NULL
  170. * if an invalid index was specified.
  171. *
  172. * \since This function is available since SDL 3.0.0.
  173. *
  174. * \sa SDL_GetNumRenderDrivers
  175. */
  176. extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
  177. /**
  178. * Create a window and default renderer.
  179. *
  180. * \param title the title of the window, in UTF-8 encoding
  181. * \param width the width of the window
  182. * \param height the height of the window
  183. * \param window_flags the flags used to create the window (see
  184. * SDL_CreateWindow())
  185. * \param window a pointer filled with the window, or NULL on error
  186. * \param renderer a pointer filled with the renderer, or NULL on error
  187. * \returns 0 on success or a negative error code on failure; call
  188. * SDL_GetError() for more information.
  189. *
  190. * \since This function is available since SDL 3.0.0.
  191. *
  192. * \sa SDL_CreateRenderer
  193. * \sa SDL_CreateWindow
  194. */
  195. extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer);
  196. /**
  197. * Create a 2D rendering context for a window.
  198. *
  199. * If you want a specific renderer, you can specify its name here. A list of
  200. * available renderers can be obtained by calling SDL_GetRenderDriver multiple
  201. * times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
  202. * need a specific renderer, specify NULL and SDL will attempt to choose the
  203. * best option for you, based on what is available on the user's system.
  204. *
  205. * By default the rendering size matches the window size in pixels, but you
  206. * can call SDL_SetRenderLogicalPresentation() to change the content size and
  207. * scaling options.
  208. *
  209. * \param window the window where rendering is displayed
  210. * \param name the name of the rendering driver to initialize, or NULL to
  211. * initialize the first one supporting the requested flags
  212. * \param flags 0, or one or more SDL_RendererFlags OR'd together
  213. * \returns a valid rendering context or NULL if there was an error; call
  214. * SDL_GetError() for more information.
  215. *
  216. * \since This function is available since SDL 3.0.0.
  217. *
  218. * \sa SDL_CreateRendererWithProperties
  219. * \sa SDL_CreateSoftwareRenderer
  220. * \sa SDL_DestroyRenderer
  221. * \sa SDL_GetNumRenderDrivers
  222. * \sa SDL_GetRenderDriver
  223. * \sa SDL_GetRendererInfo
  224. */
  225. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
  226. /**
  227. * Create a 2D rendering context for a window, with the specified properties.
  228. *
  229. * These are the supported properties:
  230. *
  231. * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
  232. * to use, if a specific one is desired
  233. * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
  234. * displayed, required if this isn't a software renderer using a surface
  235. * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
  236. * is displayed, if you want a software renderer without a window
  237. * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
  238. * value describing the colorspace for output to the display, defaults to
  239. * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers
  240. * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
  241. * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
  242. * still uses the sRGB colorspace, but values can go beyond 1.0 and float
  243. * (linear) format textures can be used for HDR content.
  244. * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
  245. * present synchronized with the refresh rate
  246. *
  247. * With the vulkan renderer:
  248. *
  249. * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
  250. * with the renderer, optional.
  251. * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use
  252. * with the renderer, optional.
  253. * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the
  254. * VkPhysicalDevice to use with the renderer, optional.
  255. * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use
  256. * with the renderer, optional.
  257. * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the
  258. * queue family index used for rendering.
  259. * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the
  260. * queue family index used for presentation.
  261. *
  262. * \param props the properties to use
  263. * \returns a valid rendering context or NULL if there was an error; call
  264. * SDL_GetError() for more information.
  265. *
  266. * \since This function is available since SDL 3.0.0.
  267. *
  268. * \sa SDL_CreateProperties
  269. * \sa SDL_CreateRenderer
  270. * \sa SDL_CreateSoftwareRenderer
  271. * \sa SDL_DestroyRenderer
  272. * \sa SDL_GetRendererInfo
  273. */
  274. extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
  275. #define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
  276. #define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
  277. #define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
  278. #define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace"
  279. #define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
  280. #define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "vulkan.instance"
  281. #define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "vulkan.surface"
  282. #define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "vulkan.physical_device"
  283. #define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "vulkan.device"
  284. #define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "vulkan.graphics_queue_family_index"
  285. #define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "vulkan.present_queue_family_index"
  286. /**
  287. * Create a 2D software rendering context for a surface.
  288. *
  289. * Two other API which can be used to create SDL_Renderer:
  290. * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
  291. * create a software renderer, but they are intended to be used with an
  292. * SDL_Window as the final destination and not an SDL_Surface.
  293. *
  294. * \param surface the SDL_Surface structure representing the surface where
  295. * rendering is done
  296. * \returns a valid rendering context or NULL if there was an error; call
  297. * SDL_GetError() for more information.
  298. *
  299. * \since This function is available since SDL 3.0.0.
  300. *
  301. * \sa SDL_DestroyRenderer
  302. */
  303. extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
  304. /**
  305. * Get the renderer associated with a window.
  306. *
  307. * \param window the window to query
  308. * \returns the rendering context on success 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. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
  314. /**
  315. * Get the window associated with a renderer.
  316. *
  317. * \param renderer the renderer to query
  318. * \returns the window on success or NULL on failure; call SDL_GetError() for
  319. * more information.
  320. *
  321. * \since This function is available since SDL 3.0.0.
  322. */
  323. extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
  324. /**
  325. * Get information about a rendering context.
  326. *
  327. * \param renderer the rendering context
  328. * \param info an SDL_RendererInfo structure filled with information about the
  329. * current renderer
  330. * \returns 0 on success or a negative error code on failure; call
  331. * SDL_GetError() for more information.
  332. *
  333. * \since This function is available since SDL 3.0.0.
  334. *
  335. * \sa SDL_CreateRenderer
  336. * \sa SDL_CreateRendererWithProperties
  337. */
  338. extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
  339. /**
  340. * Get the properties associated with a renderer.
  341. *
  342. * The following read-only properties are provided by SDL:
  343. *
  344. * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
  345. * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
  346. * displayed, if any
  347. * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
  348. * displayed, if this is a software renderer without a window
  349. * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  350. * describing the colorspace for output to the display, defaults to
  351. * SDL_COLORSPACE_SRGB.
  352. * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
  353. * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
  354. * HDR enabled. This property can change dynamically when
  355. * SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  356. * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
  357. * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
  358. * automatically multiplied into the color scale. This property can change
  359. * dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  360. * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
  361. * that can be displayed, in terms of the SDR white point. When HDR is not
  362. * enabled, this will be 1.0. This property can change dynamically when
  363. * SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  364. *
  365. * With the direct3d renderer:
  366. *
  367. * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
  368. * with the renderer
  369. *
  370. * With the direct3d11 renderer:
  371. *
  372. * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
  373. * with the renderer
  374. *
  375. * With the direct3d12 renderer:
  376. *
  377. * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
  378. * with the renderer
  379. * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
  380. * associated with the renderer
  381. *
  382. * With the vulkan renderer:
  383. *
  384. * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated
  385. * with the renderer
  386. * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated
  387. * with the renderer
  388. * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice
  389. * associated with the renderer
  390. * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with
  391. * the renderer
  392. * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue
  393. * family index used for rendering
  394. * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue
  395. * family index used for presentation
  396. * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of
  397. * swapchain images, or potential frames in flight, used by the Vulkan
  398. * renderer
  399. *
  400. * \param renderer the rendering context
  401. * \returns a valid property ID on success or 0 on failure; call
  402. * SDL_GetError() for more information.
  403. *
  404. * \since This function is available since SDL 3.0.0.
  405. *
  406. * \sa SDL_GetProperty
  407. * \sa SDL_SetProperty
  408. */
  409. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
  410. #define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
  411. #define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
  412. #define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
  413. #define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
  414. #define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
  415. #define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
  416. #define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
  417. #define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
  418. #define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
  419. #define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
  420. #define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
  421. #define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance"
  422. #define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface"
  423. #define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device"
  424. #define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device"
  425. #define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index"
  426. #define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index"
  427. #define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count"
  428. /**
  429. * Get the output size in pixels of a rendering context.
  430. *
  431. * This returns the true output size in pixels, ignoring any render targets or
  432. * logical size and presentation.
  433. *
  434. * \param renderer the rendering context
  435. * \param w a pointer filled in with the width in pixels
  436. * \param h a pointer filled in with the height in pixels
  437. * \returns 0 on success or a negative error code on failure; call
  438. * SDL_GetError() for more information.
  439. *
  440. * \since This function is available since SDL 3.0.0.
  441. *
  442. * \sa SDL_GetCurrentRenderOutputSize
  443. */
  444. extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  445. /**
  446. * Get the current output size in pixels of a rendering context.
  447. *
  448. * If a rendering target is active, this will return the size of the rendering
  449. * target in pixels, otherwise if a logical size is set, it will return the
  450. * logical size, otherwise it will return the value of
  451. * SDL_GetRenderOutputSize().
  452. *
  453. * \param renderer the rendering context
  454. * \param w a pointer filled in with the current width
  455. * \param h a pointer filled in with the current height
  456. * \returns 0 on success or a negative error code on failure; call
  457. * SDL_GetError() for more information.
  458. *
  459. * \since This function is available since SDL 3.0.0.
  460. *
  461. * \sa SDL_GetRenderOutputSize
  462. */
  463. extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
  464. /**
  465. * Create a texture for a rendering context.
  466. *
  467. * \param renderer the rendering context
  468. * \param format one of the enumerated values in SDL_PixelFormatEnum
  469. * \param access one of the enumerated values in SDL_TextureAccess
  470. * \param w the width of the texture in pixels
  471. * \param h the height of the texture in pixels
  472. * \returns a pointer to the created texture or NULL if no rendering context
  473. * was active, the format was unsupported, or the width or height
  474. * were out of range; call SDL_GetError() for more information.
  475. *
  476. * \since This function is available since SDL 3.0.0.
  477. *
  478. * \sa SDL_CreateTextureFromSurface
  479. * \sa SDL_CreateTextureWithProperties
  480. * \sa SDL_DestroyTexture
  481. * \sa SDL_QueryTexture
  482. * \sa SDL_UpdateTexture
  483. */
  484. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormatEnum format, int access, int w, int h);
  485. /**
  486. * Create a texture from an existing surface.
  487. *
  488. * The surface is not modified or freed by this function.
  489. *
  490. * The SDL_TextureAccess hint for the created texture is
  491. * `SDL_TEXTUREACCESS_STATIC`.
  492. *
  493. * The pixel format of the created texture may be different from the pixel
  494. * format of the surface. Use SDL_QueryTexture() to query the pixel format of
  495. * the texture.
  496. *
  497. * \param renderer the rendering context
  498. * \param surface the SDL_Surface structure containing pixel data used to fill
  499. * the texture
  500. * \returns the created texture or NULL on failure; call SDL_GetError() for
  501. * more information.
  502. *
  503. * \since This function is available since SDL 3.0.0.
  504. *
  505. * \sa SDL_CreateTexture
  506. * \sa SDL_CreateTextureWithProperties
  507. * \sa SDL_DestroyTexture
  508. * \sa SDL_QueryTexture
  509. */
  510. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
  511. /**
  512. * Create a texture for a rendering context with the specified properties.
  513. *
  514. * These are the supported properties:
  515. *
  516. * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
  517. * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
  518. * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
  519. * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
  520. * YUV textures.
  521. * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
  522. * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
  523. * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
  524. * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
  525. * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
  526. * pixels, required
  527. * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
  528. * pixels, required
  529. * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating
  530. * point textures, this defines the value of 100% diffuse white, with higher
  531. * values being displayed in the High Dynamic Range headroom. This defaults
  532. * to 100 for HDR10 textures and 1.0 for floating point textures.
  533. * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating
  534. * point textures, this defines the maximum dynamic range used by the
  535. * content, in terms of the SDR white point. This would be equivalent to
  536. * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content.
  537. * If this is defined, any values outside the range supported by the display
  538. * will be scaled into the available HDR headroom, otherwise they are
  539. * clipped.
  540. *
  541. * With the direct3d11 renderer:
  542. *
  543. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
  544. * associated with the texture, if you want to wrap an existing texture.
  545. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  546. * associated with the U plane of a YUV texture, if you want to wrap an
  547. * existing texture.
  548. * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  549. * associated with the V plane of a YUV texture, if you want to wrap an
  550. * existing texture.
  551. *
  552. * With the direct3d12 renderer:
  553. *
  554. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
  555. * associated with the texture, if you want to wrap an existing texture.
  556. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
  557. * associated with the U plane of a YUV texture, if you want to wrap an
  558. * existing texture.
  559. * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
  560. * associated with the V plane of a YUV texture, if you want to wrap an
  561. * existing texture.
  562. *
  563. * With the metal renderer:
  564. *
  565. * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
  566. * associated with the texture, if you want to create a texture from an
  567. * existing pixel buffer.
  568. *
  569. * With the opengl renderer:
  570. *
  571. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
  572. * associated with the texture, if you want to wrap an existing texture.
  573. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  574. * associated with the UV plane of an NV12 texture, if you want to wrap an
  575. * existing texture.
  576. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
  577. * associated with the U plane of a YUV texture, if you want to wrap an
  578. * existing texture.
  579. * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
  580. * associated with the V plane of a YUV texture, if you want to wrap an
  581. * existing texture.
  582. *
  583. * With the opengles2 renderer:
  584. *
  585. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  586. * associated with the texture, if you want to wrap an existing texture.
  587. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  588. * associated with the texture, if you want to wrap an existing texture.
  589. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  590. * associated with the UV plane of an NV12 texture, if you want to wrap an
  591. * existing texture.
  592. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  593. * associated with the U plane of a YUV texture, if you want to wrap an
  594. * existing texture.
  595. * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  596. * associated with the V plane of a YUV texture, if you want to wrap an
  597. * existing texture.
  598. *
  599. * With the vulkan renderer:
  600. *
  601. * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage with layout
  602. * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if
  603. * you want to wrap an existing texture.
  604. *
  605. * \param renderer the rendering context
  606. * \param props the properties to use
  607. * \returns a pointer to the created texture or NULL if no rendering context
  608. * was active, the format was unsupported, or the width or height
  609. * were out of range; call SDL_GetError() for more information.
  610. *
  611. * \since This function is available since SDL 3.0.0.
  612. *
  613. * \sa SDL_CreateProperties
  614. * \sa SDL_CreateTexture
  615. * \sa SDL_CreateTextureFromSurface
  616. * \sa SDL_DestroyTexture
  617. * \sa SDL_QueryTexture
  618. * \sa SDL_UpdateTexture
  619. */
  620. extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
  621. #define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
  622. #define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
  623. #define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
  624. #define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
  625. #define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
  626. #define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDR_white_point"
  627. #define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "HDR_headroom"
  628. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
  629. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
  630. #define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
  631. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
  632. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
  633. #define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
  634. #define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "metal.pixelbuffer"
  635. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
  636. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
  637. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
  638. #define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
  639. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
  640. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
  641. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
  642. #define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
  643. #define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "vulkan.texture"
  644. /**
  645. * Get the properties associated with a texture.
  646. *
  647. * The following read-only properties are provided by SDL:
  648. *
  649. * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
  650. * the colorspace used by the texture
  651. * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
  652. * textures, this defines the value of 100% diffuse white, with higher
  653. * values being displayed in the High Dynamic Range headroom. This defaults
  654. * to 100 for HDR10 textures and 1.0 for other textures.
  655. * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point
  656. * textures, this defines the maximum dynamic range used by the content, in
  657. * terms of the SDR white point. If this is defined, any values outside the
  658. * range supported by the display will be scaled into the available HDR
  659. * headroom, otherwise they are clipped. This defaults to 1.0 for SDR
  660. * textures, 4.0 for HDR10 textures, and no default for floating point
  661. * textures.
  662. *
  663. * With the direct3d11 renderer:
  664. *
  665. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
  666. * with the texture
  667. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
  668. * associated with the U plane of a YUV texture
  669. * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
  670. * associated with the V plane of a YUV texture
  671. *
  672. * With the direct3d12 renderer:
  673. *
  674. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
  675. * with the texture
  676. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
  677. * with the U plane of a YUV texture
  678. * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
  679. * with the V plane of a YUV texture
  680. *
  681. * With the vulkan renderer:
  682. *
  683. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER`: the VkImage associated with
  684. * the texture
  685. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER`: the VkImage associated with
  686. * the U plane of a YUV texture
  687. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER`: the VkImage associated with
  688. * the V plane of a YUV texture
  689. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER`: the VkImage associated with
  690. * the UV plane of a NV12/NV21 texture
  691. *
  692. * With the opengl renderer:
  693. *
  694. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
  695. * with the texture
  696. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
  697. * associated with the UV plane of an NV12 texture
  698. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
  699. * with the U plane of a YUV texture
  700. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
  701. * with the V plane of a YUV texture
  702. * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
  703. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
  704. * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
  705. * the texture (0.0 - 1.0)
  706. * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
  707. * the texture (0.0 - 1.0)
  708. *
  709. * With the opengles2 renderer:
  710. *
  711. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
  712. * associated with the texture
  713. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
  714. * associated with the UV plane of an NV12 texture
  715. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
  716. * associated with the U plane of a YUV texture
  717. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
  718. * associated with the V plane of a YUV texture
  719. * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
  720. * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
  721. *
  722. * With the vulkan renderer:
  723. *
  724. * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
  725. * texture
  726. *
  727. * \param texture the texture to query
  728. * \returns a valid property ID on success or 0 on failure; call
  729. * SDL_GetError() for more information.
  730. *
  731. * \since This function is available since SDL 3.0.0.
  732. *
  733. * \sa SDL_GetProperty
  734. * \sa SDL_SetProperty
  735. */
  736. extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
  737. #define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
  738. #define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
  739. #define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
  740. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
  741. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
  742. #define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
  743. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
  744. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
  745. #define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
  746. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
  747. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
  748. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
  749. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
  750. #define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
  751. #define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
  752. #define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
  753. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
  754. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
  755. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
  756. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
  757. #define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
  758. #define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture"
  759. /**
  760. * Get the renderer that created an SDL_Texture.
  761. *
  762. * \param texture the texture to query
  763. * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
  764. * failure; call SDL_GetError() for more information.
  765. *
  766. * \threadsafety It is safe to call this function from any thread.
  767. *
  768. * \since This function is available since SDL 3.0.0.
  769. */
  770. extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
  771. /**
  772. * Query the attributes of a texture.
  773. *
  774. * \param texture the texture to query
  775. * \param format a pointer filled in with the raw format of the texture; the
  776. * actual format may differ, but pixel transfers will use this
  777. * format (one of the SDL_PixelFormatEnum values). This argument
  778. * can be NULL if you don't need this information.
  779. * \param access a pointer filled in with the actual access to the texture
  780. * (one of the SDL_TextureAccess values). This argument can be
  781. * NULL if you don't need this information.
  782. * \param w a pointer filled in with the width of the texture in pixels. This
  783. * argument can be NULL if you don't need this information.
  784. * \param h a pointer filled in with the height of the texture in pixels. This
  785. * argument can be NULL if you don't need this information.
  786. * \returns 0 on success or a negative error code on failure; call
  787. * SDL_GetError() for more information.
  788. *
  789. * \since This function is available since SDL 3.0.0.
  790. */
  791. extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, SDL_PixelFormatEnum *format, int *access, int *w, int *h);
  792. /**
  793. * Set an additional color value multiplied into render copy operations.
  794. *
  795. * When this texture is rendered, during the copy operation each source color
  796. * channel is modulated by the appropriate color value according to the
  797. * following formula:
  798. *
  799. * `srcC = srcC * (color / 255)`
  800. *
  801. * Color modulation is not always supported by the renderer; it will return -1
  802. * if color modulation is not supported.
  803. *
  804. * \param texture the texture to update
  805. * \param r the red color value multiplied into copy operations
  806. * \param g the green color value multiplied into copy operations
  807. * \param b the blue color value multiplied into copy operations
  808. * \returns 0 on success or a negative error code on failure; call
  809. * SDL_GetError() for more information.
  810. *
  811. * \since This function is available since SDL 3.0.0.
  812. *
  813. * \sa SDL_GetTextureColorMod
  814. * \sa SDL_SetTextureAlphaMod
  815. * \sa SDL_SetTextureColorModFloat
  816. */
  817. extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
  818. /**
  819. * Set an additional color value multiplied into render copy operations.
  820. *
  821. * When this texture is rendered, during the copy operation each source color
  822. * channel is modulated by the appropriate color value according to the
  823. * following formula:
  824. *
  825. * `srcC = srcC * color`
  826. *
  827. * Color modulation is not always supported by the renderer; it will return -1
  828. * if color modulation is not supported.
  829. *
  830. * \param texture the texture to update
  831. * \param r the red color value multiplied into copy operations
  832. * \param g the green color value multiplied into copy operations
  833. * \param b the blue color value multiplied into copy operations
  834. * \returns 0 on success or a negative error code on failure; call
  835. * SDL_GetError() for more information.
  836. *
  837. * \since This function is available since SDL 3.0.0.
  838. *
  839. * \sa SDL_GetTextureColorModFloat
  840. * \sa SDL_SetTextureAlphaModFloat
  841. * \sa SDL_SetTextureColorMod
  842. */
  843. extern DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
  844. /**
  845. * Get the additional color value multiplied into render copy operations.
  846. *
  847. * \param texture the texture to query
  848. * \param r a pointer filled in with the current red color value
  849. * \param g a pointer filled in with the current green color value
  850. * \param b a pointer filled in with the current blue color value
  851. * \returns 0 on success or a negative error code on failure; call
  852. * SDL_GetError() for more information.
  853. *
  854. * \since This function is available since SDL 3.0.0.
  855. *
  856. * \sa SDL_GetTextureAlphaMod
  857. * \sa SDL_GetTextureColorModFloat
  858. * \sa SDL_SetTextureColorMod
  859. */
  860. extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
  861. /**
  862. * Get the additional color value multiplied into render copy operations.
  863. *
  864. * \param texture the texture to query
  865. * \param r a pointer filled in with the current red color value
  866. * \param g a pointer filled in with the current green color value
  867. * \param b a pointer filled in with the current blue color value
  868. * \returns 0 on success or a negative error code on failure; call
  869. * SDL_GetError() for more information.
  870. *
  871. * \since This function is available since SDL 3.0.0.
  872. *
  873. * \sa SDL_GetTextureAlphaModFloat
  874. * \sa SDL_GetTextureColorMod
  875. * \sa SDL_SetTextureColorModFloat
  876. */
  877. extern DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
  878. /**
  879. * Set an additional alpha value multiplied into render copy operations.
  880. *
  881. * When this texture is rendered, during the copy operation the source alpha
  882. * value is modulated by this alpha value according to the following formula:
  883. *
  884. * `srcA = srcA * (alpha / 255)`
  885. *
  886. * Alpha modulation is not always supported by the renderer; it will return -1
  887. * if alpha modulation is not supported.
  888. *
  889. * \param texture the texture to update
  890. * \param alpha the source alpha value multiplied into copy operations
  891. * \returns 0 on success or a negative error code on failure; call
  892. * SDL_GetError() for more information.
  893. *
  894. * \since This function is available since SDL 3.0.0.
  895. *
  896. * \sa SDL_GetTextureAlphaMod
  897. * \sa SDL_SetTextureAlphaModFloat
  898. * \sa SDL_SetTextureColorMod
  899. */
  900. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
  901. /**
  902. * Set an additional alpha value multiplied into render copy operations.
  903. *
  904. * When this texture is rendered, during the copy operation the source alpha
  905. * value is modulated by this alpha value according to the following formula:
  906. *
  907. * `srcA = srcA * alpha`
  908. *
  909. * Alpha modulation is not always supported by the renderer; it will return -1
  910. * if alpha modulation is not supported.
  911. *
  912. * \param texture the texture to update
  913. * \param alpha the source alpha value multiplied into copy operations
  914. * \returns 0 on success or a negative error code on failure; call
  915. * SDL_GetError() for more information.
  916. *
  917. * \since This function is available since SDL 3.0.0.
  918. *
  919. * \sa SDL_GetTextureAlphaModFloat
  920. * \sa SDL_SetTextureAlphaMod
  921. * \sa SDL_SetTextureColorModFloat
  922. */
  923. extern DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
  924. /**
  925. * Get the additional alpha value multiplied into render copy operations.
  926. *
  927. * \param texture the texture to query
  928. * \param alpha a pointer filled in with the current alpha value
  929. * \returns 0 on success or a negative error code on failure; call
  930. * SDL_GetError() for more information.
  931. *
  932. * \since This function is available since SDL 3.0.0.
  933. *
  934. * \sa SDL_GetTextureAlphaModFloat
  935. * \sa SDL_GetTextureColorMod
  936. * \sa SDL_SetTextureAlphaMod
  937. */
  938. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
  939. /**
  940. * Get the additional alpha value multiplied into render copy operations.
  941. *
  942. * \param texture the texture to query
  943. * \param alpha a pointer filled in with the current alpha value
  944. * \returns 0 on success or a negative error code on failure; call
  945. * SDL_GetError() for more information.
  946. *
  947. * \since This function is available since SDL 3.0.0.
  948. *
  949. * \sa SDL_GetTextureAlphaMod
  950. * \sa SDL_GetTextureColorModFloat
  951. * \sa SDL_SetTextureAlphaModFloat
  952. */
  953. extern DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
  954. /**
  955. * Set the blend mode for a texture, used by SDL_RenderTexture().
  956. *
  957. * If the blend mode is not supported, the closest supported mode is chosen
  958. * and this function returns -1.
  959. *
  960. * \param texture the texture to update
  961. * \param blendMode the SDL_BlendMode to use for texture blending
  962. * \returns 0 on success or a negative error code on failure; call
  963. * SDL_GetError() for more information.
  964. *
  965. * \since This function is available since SDL 3.0.0.
  966. *
  967. * \sa SDL_GetTextureBlendMode
  968. */
  969. extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
  970. /**
  971. * Get the blend mode used for texture copy operations.
  972. *
  973. * \param texture the texture to query
  974. * \param blendMode a pointer filled in with the current SDL_BlendMode
  975. * \returns 0 on success or a negative error code on failure; call
  976. * SDL_GetError() for more information.
  977. *
  978. * \since This function is available since SDL 3.0.0.
  979. *
  980. * \sa SDL_SetTextureBlendMode
  981. */
  982. extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
  983. /**
  984. * Set the scale mode used for texture scale operations.
  985. *
  986. * The default texture scale mode is SDL_SCALEMODE_LINEAR.
  987. *
  988. * If the scale mode is not supported, the closest supported mode is chosen.
  989. *
  990. * \param texture The texture to update.
  991. * \param scaleMode the SDL_ScaleMode to use for texture scaling.
  992. * \returns 0 on success or a negative error code on failure; call
  993. * SDL_GetError() for more information.
  994. *
  995. * \since This function is available since SDL 3.0.0.
  996. *
  997. * \sa SDL_GetTextureScaleMode
  998. */
  999. extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
  1000. /**
  1001. * Get the scale mode used for texture scale operations.
  1002. *
  1003. * \param texture the texture to query.
  1004. * \param scaleMode a pointer filled in with the current scale mode.
  1005. * \returns 0 on success or a negative error code on failure; call
  1006. * SDL_GetError() for more information.
  1007. *
  1008. * \since This function is available since SDL 3.0.0.
  1009. *
  1010. * \sa SDL_SetTextureScaleMode
  1011. */
  1012. extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
  1013. /**
  1014. * Update the given texture rectangle with new pixel data.
  1015. *
  1016. * The pixel data must be in the pixel format of the texture. Use
  1017. * SDL_QueryTexture() to query the pixel format of the texture.
  1018. *
  1019. * This is a fairly slow function, intended for use with static textures that
  1020. * do not change often.
  1021. *
  1022. * If the texture is intended to be updated often, it is preferred to create
  1023. * the texture as streaming and use the locking functions referenced below.
  1024. * While this function will work with streaming textures, for optimization
  1025. * reasons you may not get the pixels back if you lock the texture afterward.
  1026. *
  1027. * \param texture the texture to update
  1028. * \param rect an SDL_Rect structure representing the area to update, or NULL
  1029. * to update the entire texture
  1030. * \param pixels the raw pixel data in the format of the texture
  1031. * \param pitch the number of bytes in a row of pixel data, including padding
  1032. * between lines
  1033. * \returns 0 on success or a negative error code on failure; call
  1034. * SDL_GetError() for more information.
  1035. *
  1036. * \since This function is available since SDL 3.0.0.
  1037. *
  1038. * \sa SDL_LockTexture
  1039. * \sa SDL_UnlockTexture
  1040. * \sa SDL_UpdateNVTexture
  1041. * \sa SDL_UpdateYUVTexture
  1042. */
  1043. extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
  1044. /**
  1045. * Update a rectangle within a planar YV12 or IYUV texture with new pixel
  1046. * data.
  1047. *
  1048. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  1049. * block of Y and U/V planes in the proper order, but this function is
  1050. * available if your pixel data is not contiguous.
  1051. *
  1052. * \param texture the texture to update
  1053. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  1054. * update the entire texture
  1055. * \param Yplane the raw pixel data for the Y plane
  1056. * \param Ypitch the number of bytes between rows of pixel data for the Y
  1057. * plane
  1058. * \param Uplane the raw pixel data for the U plane
  1059. * \param Upitch the number of bytes between rows of pixel data for the U
  1060. * plane
  1061. * \param Vplane the raw pixel data for the V plane
  1062. * \param Vpitch the number of bytes between rows of pixel data for the V
  1063. * plane
  1064. * \returns 0 on success or a negative error code on failure; call
  1065. * SDL_GetError() for more information.
  1066. *
  1067. * \since This function is available since SDL 3.0.0.
  1068. *
  1069. * \sa SDL_UpdateNVTexture
  1070. * \sa SDL_UpdateTexture
  1071. */
  1072. extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
  1073. const SDL_Rect *rect,
  1074. const Uint8 *Yplane, int Ypitch,
  1075. const Uint8 *Uplane, int Upitch,
  1076. const Uint8 *Vplane, int Vpitch);
  1077. /**
  1078. * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
  1079. *
  1080. * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
  1081. * block of NV12/21 planes in the proper order, but this function is available
  1082. * if your pixel data is not contiguous.
  1083. *
  1084. * \param texture the texture to update
  1085. * \param rect a pointer to the rectangle of pixels to update, or NULL to
  1086. * update the entire texture.
  1087. * \param Yplane the raw pixel data for the Y plane.
  1088. * \param Ypitch the number of bytes between rows of pixel data for the Y
  1089. * plane.
  1090. * \param UVplane the raw pixel data for the UV plane.
  1091. * \param UVpitch the number of bytes between rows of pixel data for the UV
  1092. * plane.
  1093. * \returns 0 on success or a negative error code on failure; call
  1094. * SDL_GetError() for more information.
  1095. *
  1096. * \since This function is available since SDL 3.0.0.
  1097. *
  1098. * \sa SDL_UpdateTexture
  1099. * \sa SDL_UpdateYUVTexture
  1100. */
  1101. extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
  1102. const SDL_Rect *rect,
  1103. const Uint8 *Yplane, int Ypitch,
  1104. const Uint8 *UVplane, int UVpitch);
  1105. /**
  1106. * Lock a portion of the texture for **write-only** pixel access.
  1107. *
  1108. * As an optimization, the pixels made available for editing don't necessarily
  1109. * contain the old texture data. This is a write-only operation, and if you
  1110. * need to keep a copy of the texture data you should do that at the
  1111. * application level.
  1112. *
  1113. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1114. * changes.
  1115. *
  1116. * \param texture the texture to lock for access, which was created with
  1117. * `SDL_TEXTUREACCESS_STREAMING`
  1118. * \param rect an SDL_Rect structure representing the area to lock for access;
  1119. * NULL to lock the entire texture
  1120. * \param pixels this is filled in with a pointer to the locked pixels,
  1121. * appropriately offset by the locked area
  1122. * \param pitch this is filled in with the pitch of the locked pixels; the
  1123. * pitch is the length of one row in bytes
  1124. * \returns 0 on success or a negative error code if the texture is not valid
  1125. * or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
  1126. * SDL_GetError() for more information.
  1127. *
  1128. * \since This function is available since SDL 3.0.0.
  1129. *
  1130. * \sa SDL_LockTextureToSurface
  1131. * \sa SDL_UnlockTexture
  1132. */
  1133. extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
  1134. const SDL_Rect *rect,
  1135. void **pixels, int *pitch);
  1136. /**
  1137. * Lock a portion of the texture for **write-only** pixel access, and expose
  1138. * it as a SDL surface.
  1139. *
  1140. * Besides providing an SDL_Surface instead of raw pixel data, this function
  1141. * operates like SDL_LockTexture.
  1142. *
  1143. * As an optimization, the pixels made available for editing don't necessarily
  1144. * contain the old texture data. This is a write-only operation, and if you
  1145. * need to keep a copy of the texture data you should do that at the
  1146. * application level.
  1147. *
  1148. * You must use SDL_UnlockTexture() to unlock the pixels and apply any
  1149. * changes.
  1150. *
  1151. * The returned surface is freed internally after calling SDL_UnlockTexture()
  1152. * or SDL_DestroyTexture(). The caller should not free it.
  1153. *
  1154. * \param texture the texture to lock for access, which must be created with
  1155. * `SDL_TEXTUREACCESS_STREAMING`
  1156. * \param rect a pointer to the rectangle to lock for access. If the rect is
  1157. * NULL, the entire texture will be locked
  1158. * \param surface this is filled in with an SDL surface representing the
  1159. * locked area
  1160. * \returns 0 on success or a negative error code on failure; call
  1161. * SDL_GetError() for more information.
  1162. *
  1163. * \since This function is available since SDL 3.0.0.
  1164. *
  1165. * \sa SDL_LockTexture
  1166. * \sa SDL_UnlockTexture
  1167. */
  1168. extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
  1169. const SDL_Rect *rect,
  1170. SDL_Surface **surface);
  1171. /**
  1172. * Unlock a texture, uploading the changes to video memory, if needed.
  1173. *
  1174. * **Warning**: Please note that SDL_LockTexture() is intended to be
  1175. * write-only; it will not guarantee the previous contents of the texture will
  1176. * be provided. You must fully initialize any area of a texture that you lock
  1177. * before unlocking it, as the pixels might otherwise be uninitialized memory.
  1178. *
  1179. * Which is to say: locking and immediately unlocking a texture can result in
  1180. * corrupted textures, depending on the renderer in use.
  1181. *
  1182. * \param texture a texture locked by SDL_LockTexture()
  1183. *
  1184. * \since This function is available since SDL 3.0.0.
  1185. *
  1186. * \sa SDL_LockTexture
  1187. */
  1188. extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
  1189. /**
  1190. * Set a texture as the current rendering target.
  1191. *
  1192. * The default render target is the window for which the renderer was created.
  1193. * To stop rendering to a texture and render to the window again, call this
  1194. * function with a NULL `texture`.
  1195. *
  1196. * \param renderer the rendering context
  1197. * \param texture the targeted texture, which must be created with the
  1198. * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
  1199. * window instead of a texture.
  1200. * \returns 0 on success or a negative error code on failure; call
  1201. * SDL_GetError() for more information.
  1202. *
  1203. * \since This function is available since SDL 3.0.0.
  1204. *
  1205. * \sa SDL_GetRenderTarget
  1206. */
  1207. extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
  1208. /**
  1209. * Get the current render target.
  1210. *
  1211. * The default render target is the window for which the renderer was created,
  1212. * and is reported a NULL here.
  1213. *
  1214. * \param renderer the rendering context
  1215. * \returns the current render target or NULL for the default render target.
  1216. *
  1217. * \since This function is available since SDL 3.0.0.
  1218. *
  1219. * \sa SDL_SetRenderTarget
  1220. */
  1221. extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
  1222. /**
  1223. * Set a device independent resolution and presentation mode for rendering.
  1224. *
  1225. * This function sets the width and height of the logical rendering output. A
  1226. * render target is created at the specified size and used for rendering and
  1227. * then copied to the output during presentation.
  1228. *
  1229. * You can disable logical coordinates by setting the mode to
  1230. * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
  1231. * resolution of the output window.
  1232. *
  1233. * You can convert coordinates in an event into rendering coordinates using
  1234. * SDL_ConvertEventToRenderCoordinates().
  1235. *
  1236. * \param renderer the rendering context
  1237. * \param w the width of the logical resolution
  1238. * \param h the height of the logical resolution
  1239. * \param mode the presentation mode used
  1240. * \param scale_mode the scale mode used
  1241. * \returns 0 on success or a negative error code on failure; call
  1242. * SDL_GetError() for more information.
  1243. *
  1244. * \since This function is available since SDL 3.0.0.
  1245. *
  1246. * \sa SDL_ConvertEventToRenderCoordinates
  1247. * \sa SDL_GetRenderLogicalPresentation
  1248. */
  1249. extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
  1250. /**
  1251. * Get device independent resolution and presentation mode for rendering.
  1252. *
  1253. * This function gets the width and height of the logical rendering output, or
  1254. * the output size in pixels if a logical resolution is not enabled.
  1255. *
  1256. * \param renderer the rendering context
  1257. * \param w an int to be filled with the width
  1258. * \param h an int to be filled with the height
  1259. * \param mode a pointer filled in with the presentation mode
  1260. * \param scale_mode a pointer filled in with the scale mode
  1261. * \returns 0 on success or a negative error code on failure; call
  1262. * SDL_GetError() for more information.
  1263. *
  1264. * \since This function is available since SDL 3.0.0.
  1265. *
  1266. * \sa SDL_SetRenderLogicalPresentation
  1267. */
  1268. extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
  1269. /**
  1270. * Get a point in render coordinates when given a point in window coordinates.
  1271. *
  1272. * \param renderer the rendering context
  1273. * \param window_x the x coordinate in window coordinates
  1274. * \param window_y the y coordinate in window coordinates
  1275. * \param x a pointer filled with the x coordinate in render coordinates
  1276. * \param y a pointer filled with the y coordinate in render coordinates
  1277. * \returns 0 on success or a negative error code on failure; call
  1278. * SDL_GetError() for more information.
  1279. *
  1280. * \since This function is available since SDL 3.0.0.
  1281. *
  1282. * \sa SDL_SetRenderLogicalPresentation
  1283. * \sa SDL_SetRenderScale
  1284. */
  1285. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
  1286. /**
  1287. * Get a point in window coordinates when given a point in render coordinates.
  1288. *
  1289. * \param renderer the rendering context
  1290. * \param x the x coordinate in render coordinates
  1291. * \param y the y coordinate in render coordinates
  1292. * \param window_x a pointer filled with the x coordinate in window
  1293. * coordinates
  1294. * \param window_y a pointer filled with the y coordinate in window
  1295. * coordinates
  1296. * \returns 0 on success or a negative error code on failure; call
  1297. * SDL_GetError() for more information.
  1298. *
  1299. * \since This function is available since SDL 3.0.0.
  1300. *
  1301. * \sa SDL_SetRenderLogicalPresentation
  1302. * \sa SDL_SetRenderScale
  1303. */
  1304. extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
  1305. /**
  1306. * Convert the coordinates in an event to render coordinates.
  1307. *
  1308. * Touch coordinates are converted from normalized coordinates in the window
  1309. * to non-normalized rendering coordinates.
  1310. *
  1311. * Once converted, the coordinates may be outside the rendering area.
  1312. *
  1313. * \param renderer the rendering context
  1314. * \param event the event to modify
  1315. * \returns 0 on success or a negative error code on failure; call
  1316. * SDL_GetError() for more information.
  1317. *
  1318. * \since This function is available since SDL 3.0.0.
  1319. *
  1320. * \sa SDL_GetRenderCoordinatesFromWindowCoordinates
  1321. */
  1322. extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
  1323. /**
  1324. * Set the drawing area for rendering on the current target.
  1325. *
  1326. * \param renderer the rendering context
  1327. * \param rect the SDL_Rect structure representing the drawing area, or NULL
  1328. * to set the viewport to the entire target
  1329. * \returns 0 on success or a negative error code on failure; call
  1330. * SDL_GetError() for more information.
  1331. *
  1332. * \since This function is available since SDL 3.0.0.
  1333. *
  1334. * \sa SDL_GetRenderViewport
  1335. * \sa SDL_RenderViewportSet
  1336. */
  1337. extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
  1338. /**
  1339. * Get the drawing area for the current target.
  1340. *
  1341. * \param renderer the rendering context
  1342. * \param rect an SDL_Rect structure filled in with the current drawing area
  1343. * \returns 0 on success or a negative error code on failure; call
  1344. * SDL_GetError() for more information.
  1345. *
  1346. * \since This function is available since SDL 3.0.0.
  1347. *
  1348. * \sa SDL_RenderViewportSet
  1349. * \sa SDL_SetRenderViewport
  1350. */
  1351. extern DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
  1352. /**
  1353. * Return whether an explicit rectangle was set as the viewport.
  1354. *
  1355. * This is useful if you're saving and restoring the viewport and want to know
  1356. * whether you should restore a specific rectangle or NULL. Note that the
  1357. * viewport is always reset when changing rendering targets.
  1358. *
  1359. * \param renderer the rendering context
  1360. * \returns SDL_TRUE if the viewport was set to a specific rectangle, or
  1361. * SDL_FALSE if it was set to NULL (the entire target)
  1362. *
  1363. * \since This function is available since SDL 3.0.0.
  1364. *
  1365. * \sa SDL_GetRenderViewport
  1366. * \sa SDL_SetRenderViewport
  1367. */
  1368. extern DECLSPEC SDL_bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
  1369. /**
  1370. * Set the clip rectangle for rendering on the specified target.
  1371. *
  1372. * \param renderer the rendering context
  1373. * \param rect an SDL_Rect structure representing the clip area, relative to
  1374. * the viewport, or NULL to disable clipping
  1375. * \returns 0 on success or a negative error code on failure; call
  1376. * SDL_GetError() for more information.
  1377. *
  1378. * \since This function is available since SDL 3.0.0.
  1379. *
  1380. * \sa SDL_GetRenderClipRect
  1381. * \sa SDL_RenderClipEnabled
  1382. */
  1383. extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
  1384. /**
  1385. * Get the clip rectangle for the current target.
  1386. *
  1387. * \param renderer the rendering context
  1388. * \param rect an SDL_Rect structure filled in with the current clipping area
  1389. * or an empty rectangle if clipping is disabled
  1390. * \returns 0 on success or a negative error code on failure; call
  1391. * SDL_GetError() for more information.
  1392. *
  1393. * \since This function is available since SDL 3.0.0.
  1394. *
  1395. * \sa SDL_RenderClipEnabled
  1396. * \sa SDL_SetRenderClipRect
  1397. */
  1398. extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
  1399. /**
  1400. * Get whether clipping is enabled on the given renderer.
  1401. *
  1402. * \param renderer the rendering context
  1403. * \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
  1404. * SDL_GetError() for more information.
  1405. *
  1406. * \since This function is available since SDL 3.0.0.
  1407. *
  1408. * \sa SDL_GetRenderClipRect
  1409. * \sa SDL_SetRenderClipRect
  1410. */
  1411. extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
  1412. /**
  1413. * Set the drawing scale for rendering on the current target.
  1414. *
  1415. * The drawing coordinates are scaled by the x/y scaling factors before they
  1416. * are used by the renderer. This allows resolution independent drawing with a
  1417. * single coordinate system.
  1418. *
  1419. * If this results in scaling or subpixel drawing by the rendering backend, it
  1420. * will be handled using the appropriate quality hints. For best results use
  1421. * integer scaling factors.
  1422. *
  1423. * \param renderer the rendering context
  1424. * \param scaleX the horizontal scaling factor
  1425. * \param scaleY the vertical scaling factor
  1426. * \returns 0 on success or a negative error code on failure; call
  1427. * SDL_GetError() for more information.
  1428. *
  1429. * \since This function is available since SDL 3.0.0.
  1430. *
  1431. * \sa SDL_GetRenderScale
  1432. */
  1433. extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
  1434. /**
  1435. * Get the drawing scale for the current target.
  1436. *
  1437. * \param renderer the rendering context
  1438. * \param scaleX a pointer filled in with the horizontal scaling factor
  1439. * \param scaleY a pointer filled in with the vertical scaling factor
  1440. * \returns 0 on success or a negative error code on failure; call
  1441. * SDL_GetError() for more information.
  1442. *
  1443. * \since This function is available since SDL 3.0.0.
  1444. *
  1445. * \sa SDL_SetRenderScale
  1446. */
  1447. extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
  1448. /**
  1449. * Set the color used for drawing operations.
  1450. *
  1451. * Set the color for drawing or filling rectangles, lines, and points, and for
  1452. * SDL_RenderClear().
  1453. *
  1454. * \param renderer the rendering context
  1455. * \param r the red value used to draw on the rendering target
  1456. * \param g the green value used to draw on the rendering target
  1457. * \param b the blue value used to draw on the rendering target
  1458. * \param a the alpha value used to draw on the rendering target; usually
  1459. * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
  1460. * specify how the alpha channel is used
  1461. * \returns 0 on success or a negative error code on failure; call
  1462. * SDL_GetError() for more information.
  1463. *
  1464. * \since This function is available since SDL 3.0.0.
  1465. *
  1466. * \sa SDL_GetRenderDrawColor
  1467. * \sa SDL_SetRenderDrawColorFloat
  1468. */
  1469. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
  1470. /**
  1471. * Set the color used for drawing operations (Rect, Line and Clear).
  1472. *
  1473. * Set the color for drawing or filling rectangles, lines, and points, and for
  1474. * SDL_RenderClear().
  1475. *
  1476. * \param renderer the rendering context
  1477. * \param r the red value used to draw on the rendering target
  1478. * \param g the green value used to draw on the rendering target
  1479. * \param b the blue value used to draw on the rendering target
  1480. * \param a the alpha value used to draw on the rendering target. Use
  1481. * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
  1482. * used
  1483. * \returns 0 on success or a negative error code on failure; call
  1484. * SDL_GetError() for more information.
  1485. *
  1486. * \since This function is available since SDL 3.0.0.
  1487. *
  1488. * \sa SDL_GetRenderDrawColorFloat
  1489. * \sa SDL_SetRenderDrawColor
  1490. */
  1491. extern DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
  1492. /**
  1493. * Get the color used for drawing operations (Rect, Line and Clear).
  1494. *
  1495. * \param renderer the rendering context
  1496. * \param r a pointer filled in with the red value used to draw on the
  1497. * rendering target
  1498. * \param g a pointer filled in with the green value used to draw on the
  1499. * rendering target
  1500. * \param b a pointer filled in with the blue value used to draw on the
  1501. * rendering target
  1502. * \param a a pointer filled in with the alpha value used to draw on the
  1503. * rendering target; usually `SDL_ALPHA_OPAQUE` (255)
  1504. * \returns 0 on success or a negative error code on failure; call
  1505. * SDL_GetError() for more information.
  1506. *
  1507. * \since This function is available since SDL 3.0.0.
  1508. *
  1509. * \sa SDL_GetRenderDrawColorFloat
  1510. * \sa SDL_SetRenderDrawColor
  1511. */
  1512. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
  1513. /**
  1514. * Get the color used for drawing operations (Rect, Line and Clear).
  1515. *
  1516. * \param renderer the rendering context
  1517. * \param r a pointer filled in with the red value used to draw on the
  1518. * rendering target
  1519. * \param g a pointer filled in with the green value used to draw on the
  1520. * rendering target
  1521. * \param b a pointer filled in with the blue value used to draw on the
  1522. * rendering target
  1523. * \param a a pointer filled in with the alpha value used to draw on the
  1524. * rendering target
  1525. * \returns 0 on success or a negative error code on failure; call
  1526. * SDL_GetError() for more information.
  1527. *
  1528. * \since This function is available since SDL 3.0.0.
  1529. *
  1530. * \sa SDL_SetRenderDrawColorFloat
  1531. * \sa SDL_GetRenderDrawColor
  1532. */
  1533. extern DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
  1534. /**
  1535. * Set the color scale used for render operations.
  1536. *
  1537. * The color scale is an additional scale multiplied into the pixel color
  1538. * value while rendering. This can be used to adjust the brightness of colors
  1539. * during HDR rendering, or changing HDR video brightness when playing on an
  1540. * SDR display.
  1541. *
  1542. * The color scale does not affect the alpha channel, only the color
  1543. * brightness.
  1544. *
  1545. * \param renderer the rendering context
  1546. * \param scale the color scale value
  1547. * \returns 0 on success or a negative error code on failure; call
  1548. * SDL_GetError() for more information.
  1549. *
  1550. * \since This function is available since SDL 3.0.0.
  1551. *
  1552. * \sa SDL_GetRenderColorScale
  1553. */
  1554. extern DECLSPEC int SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
  1555. /**
  1556. * Get the color scale used for render operations.
  1557. *
  1558. * \param renderer the rendering context
  1559. * \param scale a pointer filled in with the current color scale value
  1560. * \returns 0 on success or a negative error code on failure; call
  1561. * SDL_GetError() for more information.
  1562. *
  1563. * \since This function is available since SDL 3.0.0.
  1564. *
  1565. * \sa SDL_SetRenderColorScale
  1566. */
  1567. extern DECLSPEC int SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
  1568. /**
  1569. * Set the blend mode used for drawing operations (Fill and Line).
  1570. *
  1571. * If the blend mode is not supported, the closest supported mode is chosen.
  1572. *
  1573. * \param renderer the rendering context
  1574. * \param blendMode the SDL_BlendMode to use for blending
  1575. * \returns 0 on success or a negative error code on failure; call
  1576. * SDL_GetError() for more information.
  1577. *
  1578. * \since This function is available since SDL 3.0.0.
  1579. *
  1580. * \sa SDL_GetRenderDrawBlendMode
  1581. */
  1582. extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
  1583. /**
  1584. * Get the blend mode used for drawing operations.
  1585. *
  1586. * \param renderer the rendering context
  1587. * \param blendMode a pointer filled in with the current SDL_BlendMode
  1588. * \returns 0 on success or a negative error code on failure; call
  1589. * SDL_GetError() for more information.
  1590. *
  1591. * \since This function is available since SDL 3.0.0.
  1592. *
  1593. * \sa SDL_SetRenderDrawBlendMode
  1594. */
  1595. extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
  1596. /**
  1597. * Clear the current rendering target with the drawing color.
  1598. *
  1599. * This function clears the entire rendering target, ignoring the viewport and
  1600. * the clip rectangle.
  1601. *
  1602. * \param renderer the rendering context
  1603. * \returns 0 on success or a negative error code on failure; call
  1604. * SDL_GetError() for more information.
  1605. *
  1606. * \since This function is available since SDL 3.0.0.
  1607. *
  1608. * \sa SDL_SetRenderDrawColor
  1609. */
  1610. extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
  1611. /**
  1612. * Draw a point on the current rendering target at subpixel precision.
  1613. *
  1614. * \param renderer The renderer which should draw a point.
  1615. * \param x The x coordinate of the point.
  1616. * \param y The y coordinate of the point.
  1617. * \returns 0 on success, or -1 on error
  1618. *
  1619. * \since This function is available since SDL 3.0.0.
  1620. *
  1621. * \sa SDL_RenderPoints
  1622. */
  1623. extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
  1624. /**
  1625. * Draw multiple points on the current rendering target at subpixel precision.
  1626. *
  1627. * \param renderer The renderer which should draw multiple points.
  1628. * \param points The points to draw
  1629. * \param count The number of points to draw
  1630. * \returns 0 on success or a negative error code on failure; call
  1631. * SDL_GetError() for more information.
  1632. *
  1633. * \since This function is available since SDL 3.0.0.
  1634. *
  1635. * \sa SDL_RenderPoint
  1636. */
  1637. extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1638. /**
  1639. * Draw a line on the current rendering target at subpixel precision.
  1640. *
  1641. * \param renderer The renderer which should draw a line.
  1642. * \param x1 The x coordinate of the start point.
  1643. * \param y1 The y coordinate of the start point.
  1644. * \param x2 The x coordinate of the end point.
  1645. * \param y2 The y coordinate of the end point.
  1646. * \returns 0 on success, or -1 on error
  1647. *
  1648. * \since This function is available since SDL 3.0.0.
  1649. *
  1650. * \sa SDL_RenderLines
  1651. */
  1652. extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
  1653. /**
  1654. * Draw a series of connected lines on the current rendering target at
  1655. * subpixel precision.
  1656. *
  1657. * \param renderer The renderer which should draw multiple lines.
  1658. * \param points The points along the lines
  1659. * \param count The number of points, drawing count-1 lines
  1660. * \returns 0 on success or a negative error code on failure; call
  1661. * SDL_GetError() for more information.
  1662. *
  1663. * \since This function is available since SDL 3.0.0.
  1664. *
  1665. * \sa SDL_RenderLine
  1666. */
  1667. extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
  1668. /**
  1669. * Draw a rectangle on the current rendering target at subpixel precision.
  1670. *
  1671. * \param renderer The renderer which should draw a rectangle.
  1672. * \param rect A pointer to the destination rectangle, or NULL to outline the
  1673. * entire rendering target.
  1674. * \returns 0 on success, or -1 on error
  1675. *
  1676. * \since This function is available since SDL 3.0.0.
  1677. *
  1678. * \sa SDL_RenderRects
  1679. */
  1680. extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1681. /**
  1682. * Draw some number of rectangles on the current rendering target at subpixel
  1683. * precision.
  1684. *
  1685. * \param renderer The renderer which should draw multiple rectangles.
  1686. * \param rects A pointer to an array of destination rectangles.
  1687. * \param count The number of rectangles.
  1688. * \returns 0 on success or a negative error code on failure; call
  1689. * SDL_GetError() for more information.
  1690. *
  1691. * \since This function is available since SDL 3.0.0.
  1692. *
  1693. * \sa SDL_RenderRect
  1694. */
  1695. extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1696. /**
  1697. * Fill a rectangle on the current rendering target with the drawing color at
  1698. * subpixel precision.
  1699. *
  1700. * \param renderer The renderer which should fill a rectangle.
  1701. * \param rect A pointer to the destination rectangle, or NULL for the entire
  1702. * rendering target.
  1703. * \returns 0 on success, or -1 on error
  1704. *
  1705. * \since This function is available since SDL 3.0.0.
  1706. *
  1707. * \sa SDL_RenderFillRects
  1708. */
  1709. extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
  1710. /**
  1711. * Fill some number of rectangles on the current rendering target with the
  1712. * drawing color at subpixel precision.
  1713. *
  1714. * \param renderer The renderer which should fill multiple rectangles.
  1715. * \param rects A pointer to an array of destination rectangles.
  1716. * \param count The number of rectangles.
  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_RenderFillRect
  1723. */
  1724. extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
  1725. /**
  1726. * Copy a portion of the texture to the current rendering target at subpixel
  1727. * precision.
  1728. *
  1729. * \param renderer The renderer which should copy parts of a texture.
  1730. * \param texture The source texture.
  1731. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1732. * texture.
  1733. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1734. * entire rendering target.
  1735. * \returns 0 on success, or -1 on error
  1736. *
  1737. * \since This function is available since SDL 3.0.0.
  1738. *
  1739. * \sa SDL_RenderTextureRotated
  1740. */
  1741. extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
  1742. /**
  1743. * Copy a portion of the source texture to the current rendering target, with
  1744. * rotation and flipping, at subpixel precision.
  1745. *
  1746. * \param renderer The renderer which should copy parts of a texture.
  1747. * \param texture The source texture.
  1748. * \param srcrect A pointer to the source rectangle, or NULL for the entire
  1749. * texture.
  1750. * \param dstrect A pointer to the destination rectangle, or NULL for the
  1751. * entire rendering target.
  1752. * \param angle An angle in degrees that indicates the rotation that will be
  1753. * applied to dstrect, rotating it in a clockwise direction
  1754. * \param center A pointer to a point indicating the point around which
  1755. * dstrect will be rotated (if NULL, rotation will be done
  1756. * around dstrect.w/2, dstrect.h/2).
  1757. * \param flip An SDL_FlipMode value stating which flipping actions should be
  1758. * performed on the texture
  1759. * \returns 0 on success or a negative error code on failure; call
  1760. * SDL_GetError() for more information.
  1761. *
  1762. * \since This function is available since SDL 3.0.0.
  1763. *
  1764. * \sa SDL_RenderTexture
  1765. */
  1766. extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
  1767. const SDL_FRect *srcrect, const SDL_FRect *dstrect,
  1768. const double angle, const SDL_FPoint *center,
  1769. const SDL_FlipMode flip);
  1770. /**
  1771. * Render a list of triangles, optionally using a texture and indices into the
  1772. * vertex array Color and alpha modulation is done per vertex
  1773. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1774. *
  1775. * \param renderer The rendering context.
  1776. * \param texture (optional) The SDL texture to use.
  1777. * \param vertices Vertices.
  1778. * \param num_vertices Number of vertices.
  1779. * \param indices (optional) An array of integer indices into the 'vertices'
  1780. * array, if NULL all vertices will be rendered in sequential
  1781. * order.
  1782. * \param num_indices Number of indices.
  1783. * \returns 0 on success, or -1 if the operation is not supported
  1784. *
  1785. * \since This function is available since SDL 3.0.0.
  1786. *
  1787. * \sa SDL_RenderGeometryRaw
  1788. */
  1789. extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
  1790. SDL_Texture *texture,
  1791. const SDL_Vertex *vertices, int num_vertices,
  1792. const int *indices, int num_indices);
  1793. /**
  1794. * Render a list of triangles, optionally using a texture and indices into the
  1795. * vertex arrays Color and alpha modulation is done per vertex
  1796. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1797. *
  1798. * \param renderer The rendering context.
  1799. * \param texture (optional) The SDL texture to use.
  1800. * \param xy Vertex positions
  1801. * \param xy_stride Byte size to move from one element to the next element
  1802. * \param color Vertex colors (as SDL_Color)
  1803. * \param color_stride Byte size to move from one element to the next element
  1804. * \param uv Vertex normalized texture coordinates
  1805. * \param uv_stride Byte size to move from one element to the next element
  1806. * \param num_vertices Number of vertices.
  1807. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1808. * if NULL all vertices will be rendered in sequential order.
  1809. * \param num_indices Number of indices.
  1810. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1811. * \returns 0 on success or a negative error code on failure; call
  1812. * SDL_GetError() for more information.
  1813. *
  1814. * \since This function is available since SDL 3.0.0.
  1815. *
  1816. * \sa SDL_RenderGeometry
  1817. */
  1818. extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
  1819. SDL_Texture *texture,
  1820. const float *xy, int xy_stride,
  1821. const SDL_Color *color, int color_stride,
  1822. const float *uv, int uv_stride,
  1823. int num_vertices,
  1824. const void *indices, int num_indices, int size_indices);
  1825. /**
  1826. * Render a list of triangles, optionally using a texture and indices into the
  1827. * vertex arrays Color and alpha modulation is done per vertex
  1828. * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
  1829. *
  1830. * \param renderer The rendering context.
  1831. * \param texture (optional) The SDL texture to use.
  1832. * \param xy Vertex positions
  1833. * \param xy_stride Byte size to move from one element to the next element
  1834. * \param color Vertex colors (as SDL_FColor)
  1835. * \param color_stride Byte size to move from one element to the next element
  1836. * \param uv Vertex normalized texture coordinates
  1837. * \param uv_stride Byte size to move from one element to the next element
  1838. * \param num_vertices Number of vertices.
  1839. * \param indices (optional) An array of indices into the 'vertices' arrays,
  1840. * if NULL all vertices will be rendered in sequential order.
  1841. * \param num_indices Number of indices.
  1842. * \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
  1843. * \returns 0 on success or a negative error code on failure; call
  1844. * SDL_GetError() for more information.
  1845. *
  1846. * \since This function is available since SDL 3.0.0.
  1847. *
  1848. * \sa SDL_RenderGeometry
  1849. * \sa SDL_RenderGeometryRaw
  1850. */
  1851. extern DECLSPEC int SDLCALL SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
  1852. SDL_Texture *texture,
  1853. const float *xy, int xy_stride,
  1854. const SDL_FColor *color, int color_stride,
  1855. const float *uv, int uv_stride,
  1856. int num_vertices,
  1857. const void *indices, int num_indices, int size_indices);
  1858. /**
  1859. * Read pixels from the current rendering target.
  1860. *
  1861. * The returned surface should be freed with SDL_DestroySurface()
  1862. *
  1863. * **WARNING**: This is a very slow operation, and should not be used
  1864. * frequently. If you're using this on the main rendering target, it should be
  1865. * called after rendering and before SDL_RenderPresent().
  1866. *
  1867. * \param renderer the rendering context
  1868. * \param rect an SDL_Rect structure representing the area in pixels relative
  1869. * to the to current viewport, or NULL for the entire viewport
  1870. * \returns a new SDL_Surface on success or NULL on failure; call
  1871. * SDL_GetError() for more information.
  1872. *
  1873. * \since This function is available since SDL 3.0.0.
  1874. */
  1875. extern DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
  1876. /**
  1877. * Update the screen with any rendering performed since the previous call.
  1878. *
  1879. * SDL's rendering functions operate on a backbuffer; that is, calling a
  1880. * rendering function such as SDL_RenderLine() does not directly put a line on
  1881. * the screen, but rather updates the backbuffer. As such, you compose your
  1882. * entire scene and *present* the composed backbuffer to the screen as a
  1883. * complete picture.
  1884. *
  1885. * Therefore, when using SDL's rendering API, one does all drawing intended
  1886. * for the frame, and then calls this function once per frame to present the
  1887. * final drawing to the user.
  1888. *
  1889. * The backbuffer should be considered invalidated after each present; do not
  1890. * assume that previous contents will exist between frames. You are strongly
  1891. * encouraged to call SDL_RenderClear() to initialize the backbuffer before
  1892. * starting each new frame's drawing, even if you plan to overwrite every
  1893. * pixel.
  1894. *
  1895. * \param renderer the rendering context
  1896. * \returns 0 on success or a negative error code on failure; call
  1897. * SDL_GetError() for more information.
  1898. *
  1899. * \threadsafety You may only call this function on the main thread.
  1900. *
  1901. * \since This function is available since SDL 3.0.0.
  1902. *
  1903. * \sa SDL_RenderClear
  1904. * \sa SDL_RenderLine
  1905. * \sa SDL_RenderLines
  1906. * \sa SDL_RenderPoint
  1907. * \sa SDL_RenderPoints
  1908. * \sa SDL_RenderRect
  1909. * \sa SDL_RenderRects
  1910. * \sa SDL_RenderFillRect
  1911. * \sa SDL_RenderFillRects
  1912. * \sa SDL_SetRenderDrawBlendMode
  1913. * \sa SDL_SetRenderDrawColor
  1914. */
  1915. extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
  1916. /**
  1917. * Destroy the specified texture.
  1918. *
  1919. * Passing NULL or an otherwise invalid texture will set the SDL error message
  1920. * to "Invalid texture".
  1921. *
  1922. * \param texture the texture to destroy
  1923. *
  1924. * \since This function is available since SDL 3.0.0.
  1925. *
  1926. * \sa SDL_CreateTexture
  1927. * \sa SDL_CreateTextureFromSurface
  1928. */
  1929. extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
  1930. /**
  1931. * Destroy the rendering context for a window and free associated textures.
  1932. *
  1933. * If `renderer` is NULL, this function will return immediately after setting
  1934. * the SDL error message to "Invalid renderer". See SDL_GetError().
  1935. *
  1936. * \param renderer the rendering context
  1937. *
  1938. * \since This function is available since SDL 3.0.0.
  1939. *
  1940. * \sa SDL_CreateRenderer
  1941. */
  1942. extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
  1943. /**
  1944. * Force the rendering context to flush any pending commands and state.
  1945. *
  1946. * You do not need to (and in fact, shouldn't) call this function unless you
  1947. * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
  1948. * addition to using an SDL_Renderer.
  1949. *
  1950. * This is for a very-specific case: if you are using SDL's render API, and
  1951. * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
  1952. * calls. If this applies, you should call this function between calls to
  1953. * SDL's render API and the low-level API you're using in cooperation.
  1954. *
  1955. * In all other cases, you can ignore this function.
  1956. *
  1957. * This call makes SDL flush any pending rendering work it was queueing up to
  1958. * do later in a single batch, and marks any internal cached state as invalid,
  1959. * so it'll prepare all its state again later, from scratch.
  1960. *
  1961. * This means you do not need to save state in your rendering code to protect
  1962. * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
  1963. * OpenGL state that can confuse things; you should use your best judgement
  1964. * and be prepared to make changes if specific state needs to be protected.
  1965. *
  1966. * \param renderer the rendering context
  1967. * \returns 0 on success or a negative error code on failure; call
  1968. * SDL_GetError() for more information.
  1969. *
  1970. * \since This function is available since SDL 3.0.0.
  1971. */
  1972. extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
  1973. /**
  1974. * Get the CAMetalLayer associated with the given Metal renderer.
  1975. *
  1976. * This function returns `void *`, so SDL doesn't have to include Metal's
  1977. * headers, but it can be safely cast to a `CAMetalLayer *`.
  1978. *
  1979. * \param renderer The renderer to query
  1980. * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
  1981. * Metal renderer
  1982. *
  1983. * \since This function is available since SDL 3.0.0.
  1984. *
  1985. * \sa SDL_GetRenderMetalCommandEncoder
  1986. */
  1987. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
  1988. /**
  1989. * Get the Metal command encoder for the current frame.
  1990. *
  1991. * This function returns `void *`, so SDL doesn't have to include Metal's
  1992. * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  1993. *
  1994. * This will return NULL if Metal refuses to give SDL a drawable to render to,
  1995. * which might happen if the window is hidden/minimized/offscreen. This
  1996. * doesn't apply to command encoders for render targets, just the window's
  1997. * backbuffer. Check your return values!
  1998. *
  1999. * \param renderer The renderer to query
  2000. * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
  2001. * renderer isn't a Metal renderer or there was an error.
  2002. *
  2003. * \since This function is available since SDL 3.0.0.
  2004. *
  2005. * \sa SDL_GetRenderMetalLayer
  2006. */
  2007. extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
  2008. /**
  2009. * Add a set of synchronization semaphores for the current frame.
  2010. *
  2011. * The Vulkan renderer will wait for `wait_semaphore` before submitting
  2012. * rendering commands and signal `signal_semaphore` after rendering commands
  2013. * are complete for this frame.
  2014. *
  2015. * This should be called each frame that you want semaphore synchronization.
  2016. * The Vulkan renderer may have multiple frames in flight on the GPU, so you
  2017. * should have multiple semaphores that are used for synchronization. Querying
  2018. * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the
  2019. * maximum number of semaphores you'll need.
  2020. *
  2021. * \param renderer the rendering context
  2022. * \param wait_stage_mask the VkPipelineStageFlags for the wait
  2023. * \param wait_semaphore a VkSempahore to wait on before rendering the current
  2024. * frame, or 0 if not needed
  2025. * \param signal_semaphore a VkSempahore that SDL will signal when rendering
  2026. * for the current frame is complete, or 0 if not
  2027. * needed
  2028. * \returns 0 on success or a negative error code on failure; call
  2029. * SDL_GetError() for more information.
  2030. *
  2031. * \since This function is available since SDL 3.0.0.
  2032. */
  2033. extern DECLSPEC int SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
  2034. /**
  2035. * Toggle VSync of the given renderer.
  2036. *
  2037. * \param renderer The renderer to toggle
  2038. * \param vsync 1 for on, 0 for off. All other values are reserved
  2039. * \returns 0 on success or a negative error code on failure; call
  2040. * SDL_GetError() for more information.
  2041. *
  2042. * \since This function is available since SDL 3.0.0.
  2043. *
  2044. * \sa SDL_GetRenderVSync
  2045. */
  2046. extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
  2047. /**
  2048. * Get VSync of the given renderer.
  2049. *
  2050. * \param renderer The renderer to toggle
  2051. * \param vsync an int filled with 1 for on, 0 for off. All other values are
  2052. * reserved
  2053. * \returns 0 on success or a negative error code on failure; call
  2054. * SDL_GetError() for more information.
  2055. *
  2056. * \since This function is available since SDL 3.0.0.
  2057. *
  2058. * \sa SDL_SetRenderVSync
  2059. */
  2060. extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
  2061. /* Ends C function definitions when using C++ */
  2062. #ifdef __cplusplus
  2063. }
  2064. #endif
  2065. #include <SDL3/SDL_close_code.h>
  2066. #endif /* SDL_render_h_ */