tomato-testing/include/SDL3/SDL_render.h
Green Sky e4f454091a Squashed 'external/sdl/SDL/' changes from 0d7df16812c..fb5307c1b3f
fb5307c1b3f Vulkan Renderer - fix synchronization validation issues with testrendertarget and testcopyex.  When a texture is destroyed, VULKAN_IssueBatch is called to make sure the texture isn't referenced in any outstanding command work.  This path did not wait on the semaphore from vkAcquireNextImageKHR, which would create a hazard.
0d007bbb014 psp: Fixed building with pspdev when not using CMake.
ad92c9e3009 README-main-functions.md: Added notes about the new `appstate` parameter.
7a9f99cff34 Corrected migration documentation for SDL_GetDisplayDPI()
d00ccc1546c audio: Fix audio stream incorrectly not unlocking during unbind.
38e3c6a4aa3 main: Add an optional `appstate` param to main callback entry points.
a9dbdb19475 Removed SDL_RenderSetIntegerScale() renaming note
cde2dcd0d49 Note that SDL_EVENT_SYSWM has been removed
05b3605a41d Sync SDL3 wiki -> header
5abcfad3524 video: Document that renderer lifetimes are tied to their associated windows
02c63667c7b Only clear the raw input queue status if we don't call GetRawInputBuffer()
d6fc629b5b1 Fixed Windows rawinput crash
a7df28201be Revert "testautomation: fix renderer leak in video tests"
8f14fa1113b video: Destroy the associated renderer when a window is destroyed
f0cd3ed3303 x11: don't send raw mouse motion when the application doesn't have focus
c47f9b9b547 x11: fixed mouse and keyboard input when XInput2 isn't available
fed5f3a81b2 We no longer automatically set up a logical presentation mode
823ab13b9cf SDL_CreateTexture() takes a SDL_PixelFormatEnum format parameter
35785d13544 SDL_CreateWindowTexture() shouldn't use 10-bit or float textures
696ecca499f Fixed SDL_MapRGB(), SDL_MapRGBA(), SDL_GetRGB() and SDL_GetRGBA() when used with 10-bit pixel formats
3eb8f35f3bd windows: handle the Pause key sequence for raw keyboard input
4562b41a4d1 VisualC-GDK: Add missing dialog sources, fix Xbox builds
693c75e36eb SDL_x11events.c: fix build if Xinput2 is not available after 3dfc3b4c8
0556362c381 SDL_windowsevents.c: comment out unused local mouse var after 70b5cd44
70b5cd44ec3 windows: explicitly check whether raw_mouse_enabled is true before handling Windows mouse messages
3dfc3b4c8da x11: added hotplug support for XInput2 devices
f1f24b173c4 Added support for multiple distinct keyboards
78c7834f90a Added SDL_HINT_WINDOWS_RAW_KEYBOARD to control whether raw keyboard is enabled on Windows
9095cb64c41 linux/SDL_system_theme.c: fix an include path
a65982e15dc testevdev: include SDL_internal.h first, and fixup SDL_main.h
ffc3f71aa24 wayland: Use the floating width/height for initial window creation
b9a88bbecba Removed SDL_TextInputShown()
6443c75edaa Removed SDL_TEXTINPUTEVENT_TEXT_SIZE
fa236f169ba Only do work to process text events if text input is active
658f3cdcf1a x11: use XInput2 for lower level access to keyboard events
012fc1e32b4 windows: enable raw keyboard input when raw mouse input is enabled
35d335e61f6 Fixed warning C4267: 'function': conversion from 'size_t' to 'DWORD', possible loss of data
43b8e9f6814 Fixed spacing
5e8486bb29a Don't fail joystick initialization if udev isn't available
5a1c48be5c2 remove non-existent vulkan.hpp and vulkan_mir.h from Xcode project
58f2e102a93 visualc: filters also contained 2 wrong include headers
c7d32ff64bd visualc: rename/remove 2 include paths
977285ef6a4 Send joystick added events on portable handheld platforms
b391e6477e2 The joystick instance ID is already set in the open call
07c49d1a678 Fixed text input being active after SDL_StopTextInput() (thanks @AntTheAlchemist!)
53ade194306 udev: Fix O(n^2) device walking issue (closes #9092)
2b4c75690c2 Add Yawman Arrow flightstick controller
f14fb979c10 Remove legacy SDL2 input grab API
cf3cf0e1066 dmg: fix SDL_version.h issue in sdl3-config-version.cmake
fc053fb4996 Fix OpenFolder dialog behavior on Windows
13933222eef Fixed string comparison (thanks @meyraud705!)
8f33f5cc331 Sync SDL3 wiki -> header
beb52ed54a9 pen: remove stray '#include <stdio.h>'
96fbd10de0c Added a script to trigger the release workflow
36e73bdda44 Updated to version 3.1.0 for the preview release
a20eec14155 Tweaking documentation for the SDL 3.0 preview release
9e460ce6a6a wayland: Pass the keyboard ID through to repeat events
0df0462d0a9 Removed all tabs in testautomation_pen.c
615c7efd98e Fix #9279: Memory leak in pen name handling
675c9f01ff3 Renamed releaser.py to build-release.py
c83d0d87c29 Revert "Added virtual keyboard support for Xbox (thanks @ts-13512)"
f030533580f SDL_blit: remove SDL_BLIT_CPU_FEATURES override
1aa9ef72134 cpuinfo: reset cpu features on SDL_Quit
64465653b44 audio: always build fallback scalar converters
89b135e570e cmake: add automation and platform test without simd
1d0e5286aa2 Limit CPU features through a hint
b5d4206b303 Added virtual keyboard support for Xbox (thanks @ts-13512)
675216e81b2 Sync SDL3 wiki -> header
1855ce68af2 Fix bug #9331 - SDL3 Android crash getVibrator() == null
208cd434b55 Show the names of mice and keyboards when they connect
7852a6c307f Added device name for evdev mice and keyboards
87714ce5b9e wayland: Set the keyboard and mouse names to match XWayland
72fc6f86e5d Text input is no longer automatically enabled when initializing video.
6604d423fde Added a test program for multiple mice
361b7190df2 Track unique button states between different mice
35756593d67 Use the correct device ID (global or default or specific) based on context
9eb87ca3255 Note that many things are considered mice and keyboards that you might not expect
c0f45655528 Added SDL_GetKeyboardName() and SDL_GetMouseName()
20a860c8765 Use the specific pointer device ID for X11 button and motion events
476245564cf Use the real device IDs for the X11 master keyboard and pointer
d1eb4adb161 Be explicit about the event mouse and keyboard ID
1c544553533 wayland: Send keyboard and mouse added/removed events
2fe1a6a2796 Initial support for hotplugging mice and keyboards
c33e4c998db Clear the subsystem ref count when shutting down subsystems in the main quit
171ff041d04 Removed invalid ascii from headers
e19b6c0b958 Add releaser script + workflow
c81d11fae4a mingw: add pkg-support files (INSTALL.txt and Makefile)
4defea47e17 dmg: fix sdl3-config.cmake
2ed01434253 visualc: fix sdl3-config.cmake
75a71bde4b4 cmake: build tests against installed SDL prefix
7f888f98f7d gles2: only build tests when building SDL3 or when the headers are available
297f8e41af3 wayland: Factor out the general SHM buffer allocation/free functions from the cursor code
3d96c2426f3 PSP: improve performance counter res to us granularity (thanks @rofl0r!)
c493b40cc31 testffmpeg_vulkan: fix -Wincompatible-pointer-types warning
67e425bcf81 Add support for MadCatz Saitek Side Panel Control Deck
05b57f6c2cb Simplified SDL_SYS_RemovePath()
2521ba47fe2 jack: set error message when failing to open jack client
dd4636e3fde SDL_sysmutex.c: fix void return compile error
917d683811d Moved SDL_JoyBallEvent together with the other joystick events
888cc29df66 add missing `reserved` field to struct SDL_JoyBallEvent,
70b0d33106e Poll for the initial controller state when using DirectInput
4a7e3beeb94 filesystem: Use high-res file times on more platforms
18feaa52dd9 Fixed comment at the top of testtime.c
e0ef4dac854 Fixed int to float conversion warnings
3316587113d Fixed warning C4389: '==': signed/unsigned mismatch
da027ec3eed Fixed signed/unsigned comparison warning
390fff4ae0f N3DS: Fix locale name and early return.
8f529d9d16e N3DS: Implement SDL_GetSystemTimeLocalePreferences
ed5d2bdda5c Fixed adding duplicate fsops files to CMakeLists.txt
478b965e6cc Fixed warning C4702: unreachable code
b1215272adc Fixed warning C4244: '=': conversion from '__int64' to 'int', possible loss of data
2265d22f759 Updated Xcode project for time APIs
c582a89f78b Fixed build warning
b90fed094f0 Standardise header includes
2e45568338d PSVita: fix SDL_GetSystemTimeLocalePreferences
ba0417db407 Sync SDL3 wiki -> header
a6fbf0488c6 Add time and realtime clock functions
b6c9a727403 Add SDL_storage files to Xcode project
b2682da035f Sync SDL3 wiki -> header
24ec1c09b90 Renamed SDL_PROP_IOSTREAM_STDIO_HANDLE_POINTER to SDL_PROP_IOSTREAM_STDIO_FILE_POINTER
d3a785e521d Improve event processing latency when gamepad/sensor is open
1eb7b79986a video: Prepend global video property with "SDL"
784311c20ee Fixed duplicate SDL_Version change
009318c5a9d Fix warnings when building with -DSDL_LIBC=OFF on Linux
f59dbf6a120 cmake: add -Wimplicit-fallthrough warning
086a7a46873 Fixed signed/unsigned comparison warning
491f18eea39 Fixed uninitialized signal_id
90e2551c4ff Sort the SDL API symbols
0d0aaa2d752 Sync SDL3 wiki -> header
92d01ef12a9 You can pass NULL to SDL_GetPathInfo() and SDL_GetStoragePathInfo() to test for the existence of a file.
ebb6582534d wayland: Handle the toplevel export property as a string
9072b994f7a src/filesystem/unix/SDL_sysfilesystem.c add <stdio.h> inclusion
6af979975f2 Add missing break
fc26d5d3285 Sync SDL3 wiki -> header
a1a01567563 Renamed SDL_SizeIO() SDL_GetIOSize()
df0f5deddfd Added SDL_IOFromDynamicMem()
12245e4c756 PSP/Joystick: fix formatting
7169db1e62a PSP: don't block on joystick event query
747300b3562 SDL file times are 64-bit integers representing nanoseconds since the Unix epoch
9153287fa03 Added storage filesystem operations to the exported function list
e7b9f75e624 Sync SDL3 wiki -> header
d65ae710a13 Renamed SDL_LogGetOutputFunction() and SDL_LogSetOutputFunction() to match SDL 3.0 naming convention
d8a54cd4f81 Updated "see also" references to be more consistent
d972244d3ad Added a mapping for the Defender Joystick Cobra R4 (thanks @kotenok2000!)
4697153d1e2 Use the CRC as part of the unique key for mappings
9d83c0a65d9 filesystem: Rename some internal symbols to remove "FSops" terminology.
4ecea42fb03 testautomation_math.c: use isinf(V) instead of fpclassify(V) == FP_INFINITE
cb39740cfdc wayland: Remove additional instance of setting the viewport source rect
a206e1e3c04 Sync SDL3 wiki -> header
2f78e5f321b All storage interface functions are optional
f460f42e707 Added filesystem operations to SDL_Storage
7a088527c19 Removed the reserved parameter from SDL_EnumerateDirectoryCallback
ec3ba387d1f Added SDL_OpenFileStorage() for local file storage
ee0a23c7ab8 The storage ready callback is optional
db0c1d7aeb5 Added portable file and directory operations (thanks @icculus!)
fe5c34d4bdc Renamed storage functions to match SDL 3.0 naming convention
1bab87399fd wayland: Always use the entire buffer for the viewport source
e5812a9fd2c testpen: don't include math.h
2f13f66c71d testautomation: fix renderer leak in video tests
9ccde0def40 Sync SDL3 wiki -> header
744227e6abe Add SDL_storage
4fc749443fd Added dialog files to the Xcode build
25c64a954d6 Removed UIKit_SetWindowMouseGrab(), mouse grab isn't supported on iOS
41e187be4f9 Adjust Steam button names to match SDL
572e088b8f5 SDL_IOFromMem/SDL_IOFromConstMem: free userdata on close
ea60c2079bd dialog: Pass the Wayland or X11 parent window handle to the file dialog portal
d523cd069fd dialog: Detect if the file chooser portal is available
19764ffcc81 wayland: Add the xdg-foreign-unstable-v2 protocol
db31367999e testffmpeg: use SDL_free instead of free
f8c2ec54621 testffmpeg: use Uint64 instead of __u64
2b45452dd53 Adding comments to init-flags SDL_INIT_AUDIO and SDL_INIT_SENSOR that they imply SDL_INIT_EVENTS
fa7ec59ecd0 Sync SDL3 wiki -> header
ec6de7017ce Merge pull request #9254 from icculus/sdl3-rwops-hidden-interface
b7cda16613d iostream: Final fixes before merging.
c175eb488cb iostream: Note that the new name has nothing to do with C++'s iostream class.
5a21d87e692 rwops: Changed filenames that reference "rwops" to "iostream".
6776b6108a5 iostream: "free*" params should be "closeio".
5440fd7d12f README-migration.md: Fixed some RWops mistakes.
3a344cf877c rwops: Fixed some SDL2 symbols that got missed.
5f64cc511e4 rwops: Fixed build on Android.
fc7afa9cbf4 rwops: Renamed SDL_RWops to SDL_IOStream, and other related symbols.
fe33b2a81bb rwops: Give implementations access to status value.
447c29e65c4 include: Added missing RWops documentation.
cc58da4c63c rwops: Add SDL_GetRWStatus, make the statuses into an enum.
e35c304022c rwops: Add properties for some of the internal implementation details.
7d4d8ccde09 rwops: Rename everything from SDL_RWxxx to SDL_XxxRW.
655ceb3b315 rwops: Renamed SDL_CreateRW and SDL_DestroyRW to SDL_OpenRW and SDL_CloseRW.
525919b3151 rwops: Reworked RWops for SDL3.
495e432fb97 Sync SDL3 wiki -> header
70c2e15615d Add file dialogs
30e93b40c2a If a mapping specifies a crc, don't match for controllers that don't have that CRC
6c11449cd44 Added a note for the SDL_CommonEvent type
209a87bf248 Added missing default case (thanks @sezero!)
442073f379e Added missing reserved field in SDL_CameraDeviceEvent (thanks @Saalvage!)
9bef331dc8a Note that SDL_UserEvent and SDL_Event type are intentionally Uint32
717f2978493 Add 'wl_list_for_each_safe' to the clang-format macro list
3875ef45524 Removed duplicated line (thanks @sechshelme!)
4686a737a94 wayland: Minor cursor code cleanup
1973edb9b7a WIN_UpdateKeymap: cleanup code a bit
0a86f8eb6eb Move some code blocks inside `SDL_VIDEO_RENDER_SW`, where it belongs (#9259)
c2e9693de55 wayland: Add cursor-shape-v1 protocol support
9bdb992925e wayland: Allocate the cursor shared memory buffer entirely in memory, if possible.
41b7036f372 testffmpeg: added support for EGL OES frame formats
d79f8652510 Removed incorrect mapping for a HORI controller
d78a24a5ced testffmpeg: added verbose logging of ffmpeg messages
7c5f79e7ea8 testffmpeg: removed redundant enumeration of hardware device types
bee8a955714 Fix SDL_LEAN_AND_MEAN build
d4794cc714d Fix crash in SDL_UpdateFullscreenMode calling SetWindowFullscreen with a null display
ab5351f5d65 Fixed leaving the cursor clip set when changing window focus
b322d27f629 Missed SDL_NumJoystickBalls() rename in SDL_migration.cocci
efbbafb3f15 Re-added balls to the SDL joystick API
53e86be22f3 Minor cleanup with the new PS3 driver for windows
65340296910 Add DualShock 3 HIDAPI support on Windows (#9144)
feadbffb67d Destroy properties after applying them to avoid memory leakage
b5eb704fa8d cmake: we only need a C++ compiler for Android, Haiku and UWP
fde420a6453 Revert "Added SDL_FLIP_DIAGONAL"
e3cf2e47949 Turn HIDAPI joystick support off by default on mobile platforms
ed463b41e15 Unified the software renderer creation path
b9ab3269823 Added SDL_FLIP_DIAGONAL
7341d5f3616 cmake: allow hidapi to use libusb on Windows
3bc27d38568 hidapi_libusb: use SDL_wcscmp and SDL_wcslcpy from SDL
0e6fcf947a7 cmake: find libusb through LibUSB cmake module
2a775cad6fc Named typedef-ed structs Gave name to structs that were defined like anonymous struct with name given by typedef. Example 'typedef struct {...} Foo;' -> 'typedef struct Foo {...} Foo;'
37d066b99b5 Clarify what pitch means (thanks @zlago!)
f9d018c8081 Add flag to registerReceiver on Android
4de30a26a2c x11: workaround issues with primary selection and clipboard temporal ignorance
76defc5c822 joystick: Remove redundant CHECK_JOYSTICK_MAGIC in SDL_GetJoystickName
41baf23e447 cmake: fix empty framework prefix on MacOS
b6c5ad00754 Update hardcoded value of pi to use SDL constant SDL_PI_F for improved consistency and readability.
fcb132b8e83 Allow building testffmpeg without Vulkan support
16e0806ced5 Note that the cursor clip has been cleared even if we didn't do it
19b3ddac2f3 Fix TOCTOU race condition
cde793b0f5c Added support for the 6-button SEGA Mega Drive Control Pad for Nintendo Online
d86ff6c6c07 remove stale / wrong information from SDL_RWread() documentation
9e89f093d97 remove stale / wrong information from SDL_RWread() documentation
790cd395f54 Make sure the type in the SDL_Event aligns properly across the union
e9ab2d46ded Revert "Change `SDL_Keycode` type to an enum"
33eaddc5653 Cleaned up various type conversion issues
f53bdc95315 The pixel format in SDL_DisplayMode uses SDL_PixelFormatEnum
57a160c9ab9 Fixed mapping for the Sanwa Supply JY-P76USV controller
5643fd683f2 Added migration notes for enum type changes
3cc4705dd20 cmake: build OBJC sources with warning & error flags, ignoring deprecated declarations
59ab5c08246 Sync SDL3 wiki -> header
c70710cde8a SDL_GetPixelFormatEnumForMasks() returns SDL_PixelFormatEnum
01248a99c8e Add `default: break;` to switches on SDL_Event::type
722f4104bf0 Use enums as types in SDL_*Event structures
641b911d383 Update some internal files to use `SDL_WindowFlags`
ce44eff3d21 Use `SDL_WindowFlags` in public headers
4f58d183732 Typedef `SDL_WindowFlags`
424616e032c Use SDL_PixelFormatEnum as type
38c54b8e0e9 More null checks for SDL window operations
6664a089d82 Add missing null check for displaydata during window creation
610e798406f Fix clicking on the titlebar causing mouse input to freeze until esc is pressed
65a718f8c66 Disable warning C4113 in SDL_windows_gaming_input.c
53896c9e449 cocoa: Make keyboard grab function return an int
f8cb3c742d0 Change `SDL_Keycode` type to an enum
f8844d387c2 Use specific types in SDL_touch.h
26b9178e5c9 Fixed whitespace
c07b39fa066 Fixed build
2d0cd901711 Sync SDL3 wiki -> header
860155680d2 SDL_RegisterEvents() now returns 0 if it couldn't allocate any user events.
4d20b828504 SDL_RWFromFile, stdio: allow named pipes along with regular files.
ee871323850 Make sure fast path RGB <-> YUV conversions are using the same color primaries
4545c77c9ef Updated Vita renderer with colorspace clarification
95fbbc6f074 Fixed accidental use of tabs
e268cdbec67 Use specific types in public headers (#9205)
db245603873 Additional colorspace clarification
b3858ec5f7f BT2020_CL is very different from BT2020_NCL, and not currently supported
4c0601b93fa video: Return a failure code if the video driver fails to grab the mouse or keyboard
ae0caeef8d6 Fixed build
9db68f97f9d Reverted SDL_Vulkan_GetInstanceExtensions() API change
edbcef11ffd Keep track of whether the Android on-screen keyboard was opened by the application
c36f773eb47 Fixed "${folder^}Activity: bad substitution" with bash 3.2 on macOS
0b4a195f4ba Sync SDL3 wiki -> header
cea717e5d31 Removed some uneeded 'unsigned': renderer.num_texture_format and SDL_Vulkan_GetInstanceExtensions() prototype
1e0bac288bc Use the hlsli extension for shader includes
4898505f23f cmake: add winres to the list of potential name rc compilers
d4f4aa745a9 Use C++ style comments in new code
98bec6749f2 hidapi, windows: sync with mainstream: change MAX_STRING_WCHARS to 126.
26e3ca7387e hidapi: minor sync with mainstream (for sake of symmetry, only.)
fb87f8f15c1 testffmpeg: fixed mismatch between frame size and frame texture size
180dd0bb39e testffmpeg: don't free the instance extensions, we hold onto them in the context
2d4105ba8b2 testffmpeg: only enable AV_PIX_FMT_VULKAN if we have a Vulkan renderer
759ade8c90e vulkan: enable samplerYcbcrConversion when creating the device
ffef13e1e17 Sync SDL3 wiki -> header
97f97109d1b testffmpeg: fixed Vulkan validation errors
dbec2150d0e testffmpeg: added support for Vulkan rendering
48471f7dbd9 Added SDL_AddVulkanRenderSemaphores() for external synchronization with SDL rendering
504d8c2fc00 Fixed potential memory leak if vkCreateInstance() fails
1e790b20c9b video: Don't overwrite all the pending flags in the OnWindowHidden handler
4189edaeb7c Uppercase the first letter of the class name to match Java conventions
a4d7ff67510 testffmpeg: Use EGL_EXT_image_dma_buf_import_modifiers extension
ae4484f4e5d video: Save pending window events when a window is hidden by the window manager
9be35d46036 Convert mappings using labeled buttons to positional buttons
ccd309c4332 Added a mapping for the Sanwa Supply JY-P76USV controller
8d8076263e7 Removed the mapping for the G-Shark GS-GP702
1b86a1c6843 SDL_GetGamepadAppleSFSymbolsNameForAxis() returns NULL if the symbol isn't found
5f372426072 Don't clear the clipboard on quit
6e03914375e Fixed signed/unsigned comparison warning
2c850529665 Removed unused headers from SDL_rect.h
e54001b0280 Updating the mouse capture should use the mouse focus window
c1da39a2457 SDL_GetGamepadAppleSFSymbolsNameForButton() returns NULL if the symbol isn't found
74f46142891 Save the native texture parent and return that in SDL_GetRenderTarget()
86d36a2dc2a Add missing include
eb5a2e7e7f8 Fixed building with SDL_LEAN_AND_MEAN
107e06a92a7 Use a valid finger ID when generating touch events from mouse events
c6ec9998692 Set udev class for accelerometer
e524e545f2b Add vulkan to SDL_HINT_RENDER_DRIVER
88dcf74588c testyuv: we no longer need to override the HDR headroom for the BT.2020 test
27389716aca Sync SDL3 wiki -> header
7f9ff6277c7 Don't assume HDR headroom for HDR10 surfaces
c74f273848b d3d12: Move root sigs to D3D12_Shader_Common.hlsli, fix mismatch
e2a82092638 GDK: Use WIN_IsRectEmpty (IsRectEmpty is desktop-only)
290f64b86c5 GDK: Windows shape is desktop-only
794f0f1b423 GDK: Fix SDL_pixels.c/_c.h linking error caused by C / C++ mismatch
23ace600fcf GDK: Remove old shader sources, unify shader compilation .bats
bcbede31ce5 GDK: SDL_video_capture.c is now SDL_camera.c, thus remove from proj
e1e5d33420f GDK: Partially revert 2670eb44afec9311ee8fbec447703c427db1e1c8
8c015cd3b68 Sync SDL3 wiki -> header
8d023f98698 Updated documentation for new property parameters
2bc2840de50 vulkan: VK_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 is a 2-plane format
2bedd7f02ec Fixed pitch alignment when updating SDL_PIXELFORMAT_P010 textures
f2cd361e255 testyuv: added validation of P010 YUV format
47be24d2254 testyuv: added --monochrome and --luminance options for interactive mode
991ad27de8a testyuv: added GetColorspaceForYUVConversionMode()
812e04fb11d Vulkan Renderer - fix validation error with VkSemaphore reused before signaling.  Have one semaphore per-submit rather than using the same one.
1e8b006d431 stdlib: qsort and bsearch changes.
af58ed978e9 Fixed the documentation for SDL_GetGamepadMappings()
7ff9be73982 Sync SDL3 wiki -> header
0454e1fdb42 Vulkan: added support for wrapping existing textures
2adbcce864c Vulkan: wait for all queues to be idle before destroying the device
01150271160 Vulkan Renderer - fix validation errors: * Make sure to always write pointSize in VS (fixes validation error in testsprite) * Fix validation error from acquiring swapchain semaphore more than once * Fix validation error from using incorrect framebuffer size in testautomation
0c6a1b636e4 Vulkan: added handling for SDL_MATRIX_COEFFICIENTS_UNSPECIFIED
4017e1370d2 Vulkan: cleaned up error handling
59bbfc1fddb Vulkan: only advertise YUV formats if the VK_KHR_sampler_ycbcr_conversion extension is available
bf853823a24 Removed unused YCbCr_matrix from Vulkan shaders
039144350c4 Be more precise about what we're testing in testyuv
b30ba1c5d45 Updated RGBtoYUV() to use the full YCbCr conversion formula
4513c32bb39 The ycbcrModel should be based on the transfer matrix, not the color primaries
a241cca9e63 Fixed warning C4090: 'function': different 'const' qualifiers
7117d545a3a Fixed crash if the controller product name is NULL
353e76b40b1 Use the correct colorspace for yuv conversion tests
fc94c3634e4 Fixed signed/unsigned comparison warning
ba340254231 Use direct3d11 as the default renderer on Windows
ad036d43e97 Vulkan Renderer - implement YcBcCr using VK_KHR_sampler_ycbcr_conversion. (#9169)
fb3bf1dcbdb Fixed device queue initialization when render and present queue families are different
945162c6d90 wayland: Small optimization for output removal function
68588b232c8 Sync SDL3 wiki -> header
e142bb1b0ce The extension strings are const and don't need to be duplicated
0997bdd292d Fixed SDL_calloc() calls (should be count, size)
614630df69c Allow using an external Vulkan device with the vulkan renderer
e03746b25f4 cmake: add -Wl,-rpath,${libdir} to Libs section of pc file for Apple platforms
c8372e20d6c SDLTest_CommonEvent: only set done when it is finished
220340e9443 Remove SDL_PIXELFORMAT_P010
c259a20f967 wayland: Remove all references to destroyed outputs from windows
84aaf63bd31 Fix typo in SDL_filesystem.h
0a961915dc2 cmake: testffmpeg requires link to EGL library for EGL feature
24e021c67ec testffmpeg: refactored texture creation properties into a single function
ff18d7cfa06 testffmpeg: added pixel format mapping for NV12 and NV21
81608ad077f Vulkan: fixed creating SDL_PIXELFORMAT_P010 textures
f99143f4374 Don't quit testffmpeg when alt-tabbing away
80d2ef7384b Fixed uploading Vulkan texture with w*bpp != pitch
3a796c97227 Allow specifying the render driver in the environment for testffmpeg
dc9a3c83e25 Use the mastering display metadata to do proper tone mapping for HDR content
98b1a59a959 Document the HDR tone mapping algorithm
1f536a1e779 cmake: fix SDL_RENDER_VULKAN reporting
935c197059e Fix testautomation failures (including clip rect) - closes #9145.  During merging for prep'ing the final PR for the Vulkan Renderer, I misordered a memcpy that regressed several of the testautomation test.  From now on, I will make sure to run testautomation on any future PRs before submitting.
e61dfe405f3 android: Fixed dead URL in comment.
35026cdcba9 Vulkan Renderer - robustly handle running out of descriptor sets or constant buffer memory.  Closes #9131.  My previous implementation of descriptor set handling was naive - it attempted to do VULKAN_IssueBatch when running out of descriptor sets or constant buffer space.  For one thing, this had a bug and wasn't working (causing the crash), but moreover it would have resulted in having to flush the GPU.  Instead, make the descriptor pools and constant buffer mapped buffers be resizeable so that if we need more it will grow to the size that is needed.
f9768816515 Vulkan: Don't invalidate internal state in InvalidateCachedState
c172fb59724 Vulkan: Support 'desired' vs 'required' memory flags (Fix #9310)
1558d52a0a9 Vulkan: Only return memory types which are a superset of what we need
fbe7301aba5 Sync SDL3 wiki -> header
e223e1d498e Added SDL_camera.h to the public Framework headers
be51b7aceaf Use the maximum potential headroom if EDR content isn't currently being displayed.
e0dadba6f5e Sync SDL3 wiki -> header
e6d9251ecb7 docs: improve CMake documentation for Apple
7a9c6c7ce96 Include SDL_PIXELFORMAT_P010 as a supported format for the metal renderer
d211da75ac6 Fixed crash if app delegate method is called when SDL isn't initialized
9dbbf0a2f7a Implemented clip rect functionality for the Vulkan renderer
141497b14f1 Added an automated test to verify clip rect functionality
d0af01e7d4f If the viewport changes the cliprect should be updated
1cae52bbacc Added JNI native methods to proguard-rules.pro (thanks @AntTheAlchemist!)
b8a52c12377 Vulkan: Make sure validation layer name is in-scope
276566235c4 Removed SDL_ClearHints() from the public API
a1ea706215e Added names for the newly supported pixel formats
f6c42406cd1 SDL_COLORSPACE_HDR10 is the default colorspace for SDL_PIXELFORMAT_P010 surfaces
4c5584174b7 Fixed error: declaration shadows a local variable [-Werror,-Wshadow]
2b0e7c40ef7 Verify that we can create pipeline state objects for the D3D12 renderer
5593ddb6a75 cmake: X11 is for Video, not Audio
38d24778ed5 ci: update deprecated node.js 16 actions
cbe330befd5 ci: bump cross-platform-actions/action version to v0.23.0
97372b56e80 Vulkan Renderer - handle dynamic resetting of vsync, requires swapchain recreation.
b1431e6702b Vulkan Renderer - implement support for vsync disabled.  Closes #9116.
b9a00aa88e6 Fixed building the Vulkan renderer on Windows with Visual Studio
dfd8073a8fb Sync SDL3 wiki -> header
cab20117e61 Vulkan Renderer (#9114)
2f1f55aeb16 Updated default SDR white point and HDR headroom to better match game content
1fb5b9672e8 Keep SDR white point and HDR headroom defaults in one place
aeae202207b Make sure we actually have an HDR10 texture in the HDR10 shader
f4dd0dbbdeb Added colorspace conversion from SDL_COLOR_PRIMARIES_SMPTE431 and SDL_COLOR_PRIMARIES_SMPTE432 to SDL_COLOR_PRIMARIES_BT2020
d3930893aa9 KMSDRM is now a dependent option
7b1127d1fed cmake: Apple did not test SDL_CAMERA before adding camera support
e176626bac4 cmake: only enable SDL drivers when its subsystem is enabled
99cef7e13be cmake: check SDL subsystem dependencies (and include Camera)
9a44d44ceeb cmake: build Windows mediafoundation SDL_camera support
279a650fae9 mediafoundation: fix SDL_camera_mediafoundation MinGW compile warnings
78ac14124c4 Fixed warning C4245: 'function': conversion from 'int' to 'DWORD', signed/unsigned mismatch
2132ba8985c Sync SDL3 wiki -> header
0f973f3eb4c Removed SDL_RENDERCMD_SETCOLORSCALE, which ended up being a noop on all renderers
54c2ba6afd7 Added the Chrome HDR tonemap operator
4ba6aeee9d6 A second take on HDR support with an SDR white point and HDR headroom
3b7533f4a29 SDL_camera_v4l2: allow building against older kernel headers
58e6eacf970 docs: SDL_INIT_EVERYTHING does not exist anymore
7eca84d57ed cmake: don't use target_compile_features when the CMake thinks the compiler does not support it
cbf0b1ce81b testcamera: create window and renderer through test library
ecfbb6719f4 SDL_test: support SDL_INIT_CAMERA for SDL_CommonInit and SDL_CommonQuit
26ffbe43c24 camera: turn OFF `DEBUG_CAMERA` debug logging.
31fe061ab57 Sync SDL3 wiki -> header
f59c66a97f9 testcamera: Allow app to flip between a front and back camera.
6296677bc93 camera: Fixed Android hotplug.
6c080717f28 camera: Reset permissions to undecided when closing camera.
db8caa029ba camera: Added new function with gendynapi.py.
70b89ab70d0 camera: Added SDL_GetCameraDevicePosition.
b1ed49772cb camera: Replace testcamera.c with testcameraminimal.c
bdcddf48107 camera: Disconnected cameras become zombies that feed blank frames.
2613e3da24a camera: Rewrote Android support.
848dcf8a5fd main: Fixed compiler warning on Android.
47313bba321 camera: SDL_GetCameraDevices should not report "no devices" like an error.
f3485a47b3b android: Add src/main/ files to Android.mk
8db2a3b27a9 camera: Add an optional property that reports if a camera is back or front.
0b8617f71df test: Fixed CMake to build testcameraminimal correctly on WinRT.
99d1337de21 camera: Reenabled macOS/iOS support, with rewritten CoreMedia implementation.
f8fa08d2b1a camera: Fix compiler warnings on some platforms.
22dbc0f32f9 camera: Patched to compile after rebasing to latest in main.
7191a97fe3b camera: Windows support, through the Media Foundation API!
3dca8a03da5 camera: Removed some debug logging.
67708f91100 camera: Emscripten support!
182f7072847 include: Fixed doxygen comments on new camera APIs.
2cdff93578c v4l2: Corrected SDL_UDEV_AddCallback return check after #8694.
0b5875825e4 camera: framerate support.
9ae39d52de8 camera: Add sources to Xcode and Visual Studio projects.
87e7046fcaa camera: Public API functions should say "Format" not "Spec" to match audio.
f87d5362291 camera: Added more accurate timestamps.
d3e6ef3cc6e camera: Massive code reworking.
3d2d5d18f3b pixels: Packed-pixel YUV formats can legit report bits-per-pixel.
8e1758260cc surface: Fixed a typo in a comment.
cb10c80aafb camera: Reworked to operate with a driver interface, like other subsystems.
2ad44bd1621 camera: Made a pass over all the sources, cleaning up for SDL3 style, etc.
7ae955ce683 camera: Renamed everything from "video capture" to "camera", wired to CMake.
f49ce4a15d0 camera: Renamed "video_capture" files to "camera" and moved to own subdir.
4d000ae3bd5 audio: Change references to `streams[i]` to previously-calculated `stream`.
751917cb6fe Fix null pointer dereference in SDL_BindAudioStreams()
8b6eae2d4fa cmake: Split and store the libdecor version as individual parts
8073f4aa1d2 Pass the real error from D3D12_CreatePipelineState() back to the application
376ef4e418d Fixed the WGI driver picking up Xbox controllers handled by RAWINPUT
cb3a1a82d53 SDL_memcpy.c, SDL_memmove.c, SDL_memset.c: don't use gcc builtins if !HAVE_LIBC
bb4ec5250f5 Added support for non-gamepad controllers to the GameInput driver
f63f99bd2de Setup to handle the guide button once we get an updated GameInput SDK
ae8a9107813 Added infrastructure for reporting GameInput touchpads
ae4aa250828 Get the real GameInput device name if possible
419aebebda9 Added infrastructure for reporting GameInput sensors
85ac0381b7a IGameInputDevice::GetDeviceInfo() can never return a null pointer
fbe4153214f The HIDAPI driver takes precedence over the GameInput driver
4a59b17de2a Added infrastructure for querying battery status for GameInput
fd9a4eff9f9 Updated GameInput device info to match other joystick drivers
8f0f14c3122 Added automatic gamepad mapping for the GameInput driver
eb9a7d97f98 The GameInput driver handles Xbox controllers
698b7deaa26 Removed GAMEINPUT_JoystickEffectDataType_HapticFeedback
f35ede72810 Generalized the idea of joystick driver priority
7f33464bedd opengles2: Call glClearColor() with r,g,b,a, not r,g,g,a
fee140bdfeb Added the option for GameInput support to the Win32 SDL build
534f753e202 GameInput backend for SDL (Gamepad-only for now)
7ed1f3554d5 Define HAVE_LIBC for the platforms with a C library
ed615e92b79 Updated automated test now that getting an invalid property isn't an error
dc7baa415eb Show the window after creating the renderer
ff01d0b5685 Fixed building without HAVE_LIBC on Windows
8ce786d2b6c Property query functions don't set an error if they return the default value
202886f8739 Make use of the HDR light range when playing HDR video
317099b01fb Sync SDL3 wiki -> header
cb386494905 Added SDL_PROP_DISPLAY_HDR_WHITE_LEVEL_FLOAT
631b05b211e Drop stray trailing whitespace for android-project
6472e362648 x11: Minor cleanup in new mouse cursor selection code.
b986bc8be92 emscripten, wayland, x11: Share the table of CSS cursor names
7dbd6669c36 wayland: Move calls to WAYLAND_wl_cursor_theme_get_cursor out of the switch
40a6c1c0a70 wayland: Use CSS/freedesktop cursor name "default" as a fallback
791646535a5 wayland: Reference CSS cursor name vocabulary
cb9565354c5 x11: Use XcursorLibraryLoadCursor to load system cursors when available.
d451fcd7a7d Fixed HDR video content being too bright on Apple platforms
c09daf83888 Removed unused variables
6efe5f30ed5 don't let SDL_render.c:render_drivers[] have an empty initializer list.
aae2d228529 Check the SDL_VIDEO_RENDER_??? macros with #if instead of #ifdef
8ddddd36cd2 audio: Deal with race conditions against default device changes.
4eae38580f0 cocoa: Remove resize hack when changing the window backing scale Zeroing the window width and height was necessary in SDL2 to short-circuit the resize event deduplication code when the window backing scale changed, but not the logical size. This is no longer necessary in SDL3, as it will explicitly check for scale changes on resize events and dispatch pixel size/scale changed events as appropriate, even if the window's logical size hasn't changed.
f9ba0e1dbdf wayland: Don't store wl_output pointers in mode driver data
5e1d9d19a44 audio: Don't use SDL_BindAudioStream inside SDL_OpenAudioDeviceStream().
5e6ae85b631 Update the draggable state when the hit test callback changes
4d4c24acdd7 Sync SDL3 wiki -> header
bc984f78bf4 android: Remove blocking permission request code. Async only in SDL3!
af61cfd5e04 android: Added SDL_AndroidRequestPermissionAsync.
310f21bf84a video: Ensure that all references to a destroyed fullscreen window are removed
f2695856d6c Use SDL string functions
725c79f3ac0 Fixed building with SDL_LEAN_AND_MEAN
734d6fa1f31 Fixed documentation of SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN
ead3cbafd7a Fixed documentation for SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 (thanks @AntTheAlchemist!)
814a94c3498 Fixed error: unused variable 'axes' [-Werror,-Wunused-variable]
b39246936b3 Added SDL_cocoashape* to Xcode project
f4d97bdb14a Update mouse transparency when the window shape changes
42cdbf6b214 Explicitly retain and release NSObjects in C structures
87c07a79c0b Changed property name from '-' to '_'
59f1e66adc4 Sync SDL3 wiki -> header
dca2721b919 Removed SDL_HINT_VIDEO_EXTERNAL_CONTEXT
2f7c24e4be9 Removed SDL_HINT_RENDER_SCALE_QUALITY
20051f805f3 Removed SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4
7cb1ca60ecf Removed SDL_HINT_RENDER_OPENGL_SHADERS
9920e062d5d Removed SDL_HINT_THREAD_STACK_SIZE
9e505252c0c Renamed SDL_HINT_PS2_DYNAMIC_VSYNC SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC
a5389368218 Renamed SDL_HINT_LINUX_JOYSTICK_DEADZONES to SDL_HINT_JOYSTICK_LINUX_DEADZONES
980c379a0be Renamed SDL_HINT_LINUX_JOYSTICK_CLASSIC to SDL_HINT_JOYSTICK_LINUX_CLASSIC
1f7936d545e Renamed SDL_HINT_LINUX_HAT_DEADZONES to SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES
39cfb437ed4 Renamed SDL_HINT_LINUX_DIGITAL_HATS to SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS
b557c15bcf3 Renamed SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE to SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE
4f628b5b62c Renamed SDL_HINT_GDK_TEXTINPUT_DEFAULT to SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT
fd5d761128c Renamed SDL_HINT_DIRECTINPUT_ENABLED to SDL_HINT_JOYSTICK_DIRECTINPUT
a5da7d0dd5b Renamed SDL_HINT_ALLOW_TOPMOST to SDL_HINT_WINDOW_ALLOW_TOPMOST
ef8791cba84 Cleaned up and organized hint documentation
9ce7fe2848a Removed SDL_HINT_ACCELEROMETER_AS_JOYSTICK
5af71138421 Rename property define names to have a type suffix
cacac6cc341 Updated structure and field names for consistency
6f87973b9c7 Added a reserved field to the SDL_Event structure
97d6e58a190 mark SDL_CleanupWindowTextureData as SDLCALL.
ee5289ef09f mark SDL_ClipboardTextCallback as SDLCALL
168322f3588 SDL_properties.c: mark CleanupFreeableProperty and CleanupSurface as SDLCALL
bba2a5d360b Added SDL_SetFreeableProperty() for internal use
432ce3f1679 Sync SDL3 wiki -> header
416803b03b7 Clarify the lifetime of the shape surface in SDL_SetWindowShape()
69f2bd151ec Fix broken use of MsgWaitForMultipleObjects.
0f81598e9f5 Wayland: Avoid SEGV if a modifier notification comes before the keymap
f95b7ee4da8 Renamed SDL_HasWindowSurface to SDL_WindowHasSurface
1ec0e22bcd7 Sync SDL3 wiki -> header
11620971358 Added SDL_RenderViewportSet() to tell whether the viewport was previously set to a specific rectangle.
3ebbf0f409d Guarded ElementAlreadyHandled with #ifdef ENABLE_PHYSICAL_INPUT_PROFILE (thanks @Donione!)
9ff8df932a5 Sync SDL3 wiki -> header
f6b92c9b88b Re-added a simplified version of SDL_SetWindowShape()
1143bdc3513 Greatly simplified the shape example
b7c61569f89 Redefine XINPUT_CAPABILITIES_EX as an SDL typedef
bfcca2a36e0 Use saturate() instead of clamp() for slightly faster shader operation
1684032c17b Sync SDL3 wiki -> header
4ce7ae31d44 Document that SDL_UpdateJoysticks() needs to be called to handle rumble processing
d777becd9da Fixed spacing
91639d855f2 Don't use the direct3d12 renderer with transparent windows
26e947f8eaa Added VIDPID for OpenFFBoard wheel (thanks @groybe!)
c951bbe3def Look at all available usages when determining whether to ignore a device
dd726cb0976 Moved rgb24_yuv420_std() to the correct header
1673d52351e Fixed building with an older macOS SDK
4ec5aef028f Disable warning C4214: nonstandard extension used: bit field types other than int
faeb2b1f225 Fixed warning C4204: nonstandard extension used: non-constant aggregate initializer when built with Visual Studio 2019
1269590dfc2 Clarified that SDL scancodes are unaffected by keyboard layout
1c4c29b7adc Fixed a swap chain leak and a double-free in testffmpeg.c
3158342441a Use SDL_Color for SDL_RenderGeometryRaw() and add SDL_RenderGeometryRawFloat()
9e194c1a1d6 Added BT.601/SMPTE240 to the color primaries conversion matrices
fb823fbe95e Make sure we're actually using the HDR10 colorspace before using that shader
7b74e2eeb8f Emscripten_SetWindowFullscreen: Fix crash due to uninitialized EmscriptenFullscreenStrategy members
ed86cec07f9 Sync SDL3 wiki -> header
985da79d73e Use a more concise representation of YUV -> RGB conversion
8afba41aef4 Added support for HDR10 video on Apple platforms
2039c46d2ca Added support for creating an SDL texture from a CVPixelBufferRef
c79462dc50f Fixed Xcode build warnings
ba074acad43 Implemented scRGB colorspace and HDR support on macOS
451dc414278 Sync SDL3 wiki -> header
30e176d6ba5 Added HDR display properties and related event
d4caef5b892 Generalize SDR white level handling into a color scale
82d89ff4fb1 Fix memory leak in SDL_UpdateSteamVirtualGamepadInfo()
b05ea8e04e1 Updated direct3d12 renderer with HDR10 and SDR whitelevel support
c3e4481d56a Use a reasonable default for unspecified YUV colorspace
240158f3e80 Scale SDR content to SDR whitelevel when HDR is enabled
e97b2061b4b Converted shader headers to UNIX line endings
e98e5abd2a2 Added batch file to create D3D12 shaders
809f02e89e7 SDL_ReadSurfacePixel() now supports large pixel formats
9755e490c03 Workaround for crash at shutdown in testffmpeg
e74171b1ae9 Added support for HDR10 video playback on direct3d11
f85535b4b60 Use functions from SDL instead of libc
a6374123c77 Sync SDL3 wiki -> header
548b382fd98 Fixed slow startup time when using the direct3d12 renderer
dab77fe29b1 Added support for SDL_COLORSPACE_BT709_FULL to the hardware renderers
ec322bee1c0 Fixed testyuv help message
327b976bc46 SDL_COLORSPACE_JPEG is the default YUV colorspace
5b8e5f8b9f0 Fixed accidental changing of All to Allu in previous commit (thanks @zturtleman!)
67bbf20addc Null check SDL_DBusContext pointer
2ad4646a248 Don't release currentOffscreenRenderTargetView, we don't have a reference to it
9005512c180 Fixed build
7271a2040b6 Don't force on the D3D11 debug flag
b4d0af9cf3b Removed unused variables
200f87ea0b5 Only set the colorspace if it's not the default
c0b27ccef99 Fixed warning C4701: potentially uninitialized local variable 'drawnTextRect' used
8eba5b75ca9 Fixed warning C4701: potentially uninitialized local variable 'rndctx' used
445cb42acd0 Fixed warning C4244: 'function': conversion from 'int' to 'Uint16', possible loss of data
45f936c7881 Fixed warning C4245: 'initializing': conversion from '__int64' to 'unsigned __int64', signed/unsigned mismatch
74e85e3a517 Fixed warning C4706: assignment within conditional expression
c3e3ad61400 Fixed build warnings
c02aaebccc0 Fixed warning C4245: 'initializing': conversion from 'int' to 'Uint32', signed/unsigned mismatch
ff5fdf9f53e Fixed warning C4244: 'initializing': conversion from 'int' to 'const Uint8', possible loss of data
9989f92eeee Fixed warning C4245: 'initializing': conversion from 'int' to 'SDL_AudioDeviceID', signed/unsigned mismatch
cb811ba4638 Fixed warning C4366: The result of the unary '&' operator may be unaligned
62221b3003c Fixed warning C4245: 'return': conversion from 'int' to 'SDL_TimerID', signed/unsigned mismatch
4514aabb414 Fixed warning C4245: 'return': conversion from 'int' to 'Uint64', signed/unsigned mismatch
f107393ed56 Fixed warning C4245: 'return': conversion from 'int' to 'unsigned int', signed/unsigned mismatch
c3e821fa803 Optimized SDL_DuplicatePixels()
89b9d6cbdc7 SDL_RenderReadPixels() now returns a surface
ab571633d12 Sync SDL3 wiki -> header
50a805cdd1b Use YUV colorspaces instead of a global YUV conversion mode
9e76f23561c SDL_windowsopengl.c: WGL: Fixed null-pointer dereference crash
e0158f68e45 Fix SDL_mfijoystick build issues
2819988f8bc Sync SDL3 wiki -> header
a2c45f61bb6 Updated scRGB render colorspace documentation
e67e0c5d558 vulkan_metal.h: Make compatible with ObjC ARC (thanks @jmroot!)
f9c57e16b0b Don't test 10-bit pixel format conversion
b8fe96fa81c Fixed build warning
ba86d9f235e When changing surface format, use the default colorspace for the new format
25fd5da1a75 Removed maxCLL and maxFALL properties, moved them to SDL_image for HDR image loading
943ab983cb8 Sync SDL3 wiki -> header
5d48f9a63a0 Added SDL_CopyProperties()
c007c7ed55a Sync SDL3 wiki -> header
aa8f609ff3a Clamp HDR colors to the SDR range for SDR renderers
9591b2cfb44 Finalized the SDL render API colorspaces
7c089f4e570 testautomation_math: Fix misleading log output
b66dba2a9d0 test: Don't accept results that are much less than expected
f1f9e271288 testautomation_math: do relative comparison + more precise correct trigonometric values
babca704e0b testautomation: Don't expect exp to yield exact floating point results
f6f9468d840 Fixed warning C4701: potentially uninitialized local variable 'srcpixel' used
d383299779b Fixed build on older Windows SDK
d04fea8b877 Even more miscellaneous gamepad buttons!
cb70e972e3e Added miscellaneous gamepad buttons for additional macro buttons on some controllers
d6a48e4958e Don't use the system iconv on Apple mobile platforms
ea0853d23dc Added an HDR gradient test to testcolorspace
dc607c666bf Fixed creating HDR textures with SDL_CreateTexture()
dcfb069c756 Sync SDL3 wiki -> header
7561116873d Added support for floating point texture formats
90597aeaef8 HDR10 colorspace isn't currently supported
19dde63e7c4 Added a simple linear scale for tonemapped HDR to SDR surface conversion
fc35b7e121e Convert to sRGB if trying to create a texture from an HDR surface
c1f3c810033 Make the color primary conversion code reusable
496ed01bdb5 Detect blending in HDR10 colorspace
dd28ab04894 Added SDL_SetRenderDrawColorspace() and SDL_GetRenderDrawColorspace()
9c8b47b726f Cache the draw color state in the software and PSP renderers
dacfaa91b42 Make sure to round color values when converting  to Uint8
c00b6a8e205 SDL_kmsdrmvideo.c: clean-up includes, add clarifying note after 5ab879f
a4969e393e3 Sync SDL3 wiki -> header
6f443e2acaf Added support for the scRGB colorspace on D3D11 and D3D12
12c31898c1d Update colors in SDL_RenderGeometryRaw() if we're doing interpolation in linear space
77549dc91ea Fixed some places using SDL_SetRenderDrawColor() instead of SDL_SetRenderDrawColorFloat()
4b3c530dd17 Fixed out of bounds access
3c45544a146 Added a slow blit function to handle large pixel formats and colorspace conversion
49cc4c14e9a Use the default colorspace if we have to convert texture pixels
c1f97c8e07d Fixed testgeometry after color format change (thanks @sezero!)
482a27bc00c wayland: Throttle to 20hz if the frame callback never fires
4a759b340ff Fixes in SDL_ColorSpace (SDL_pixels.h)
9462eec57be pipewire: Don't assert if the default capture device is a sink or vice versa
d15fb9e063a Sync SDL3 wiki -> header
f257eb44816 Added the concept of colorspace to the SDL renderer
554f0625d34 Renderer colors now have floating point precision
da8fc70a83c Fixing viewport
851c1a5e9c9 Fix scissor usage
dc35ee9d540 Fix color
61a3a163dbc Fixed typo (thanks @Akaricchi!)
7fbd85ad5cf Sync SDL3 wiki -> header
61b5c38e6e4 Added the initial concept of colorspace to SDL
a3bfd5329c5 Fix broken mingw i686 buildscript
59d7dd36155 Fix broken mingw x86_64 buildscript
fbf10afb316 wayland: Consolidate window creation logic
2e96307b275 wayland: Always create a viewport for the surface, if possible
94240c197de docs: Hint envvars needs to use the hint string, not the macro name
00a8ca403e2 Sync SDL3 wiki -> header
fbebbab90d8 wayland: Only set the explicit logical window size when using display scaling
879ba46adef wayland: Make sure the logical window size can't go to zero.
b97cda226fb wayland: Refactor internal variable names for better readability
344ec60f8f5 tests: Fix window centering test with Wayland display scaling mode
5b8ca05f1a7 wayland: Add a forced screen space scaling mode
9f7eb6c4c11 Fixed testautomation log callback calling convention
12bdb2b4d04 Added the environment variable SDL_LOGGING to control default log output
dcd26a80e5a windows: Minor tweaks that makes Windows XP vidmodes work again.
6ca596cfc1e windows: Manage MapVirtualKey vs Windows XP.
1c5bc537385 windows: Manage WideCharToMultiByte vs Windows XP.
2144c2ac713 windows: Added WIN_IsWindowsXP, for extreme runtime compatibility checks.
56fa22c63bf windows: OS version checks now cache results.
4fba6633687 Simplified the default log category logic
a7a98d8bbb8 Document that the default log priority is error, not critical
fd14a20a4be Sync SDL3 wiki -> header
17768c51fcb Revert "Sync SDL3 wiki -> header"
2a4db8c4156 SDL_rwops.c (SDL_IsRegularFile): fix WinRT build failure due to S_ISREG
5ae2ffc1277 document that text input is on by default
5e96e410d63 Sync SDL3 wiki -> header
f66fe7e2210 Replaced SDL_GetJoystickCaps() with joystick properties
019dc53764d SDL_RWFromFile, stdio: reject if the file is not a regular file.
aba3038353e Sync SDL3 wiki -> header
3b55c7d1f4c Shortened SDL property names
1885e6b2e0b Sync SDL3 wiki -> header
8a4284b7df2 Clarified the use of SDL_RENDERER_SOFTWARE when creating a renderer
2d94b4f4908 Make sure we set datasize on error in SDL_LoadFile_RW()
dff76bf2956 Enable text input on video initialization without popping up an on-screen keyboard
b9ea2dde443 Added VisionOS as a supported target to the Xcode project
7a7875c904b wasapi: A few tweaks to buffer management.
e71e16950a5 wayland: Use the preferred order of displays exposed by KDE
e0c2cca629e Fixed fullscreen windows having rounded corners and 1px transparent borders on Windows 11.
a1a4948fdae Fixed the size and position of minimized windows on Windows
5ba839e83b6 fix XRandR refresh rate calculation
44a2c4d5126 Only retain SDL_* + platform macro's in rename_macros.py
c5794cd9116 ci: bump actions version tag
33f86d81fce Add all macros from SDL2's SDL_config.h to rename_macros.py
aeac8774f79 Missed one
d0dd60c8baa Updated new pixel format names to be more consistent with the others
0f78aa7c30c Add some high bit-depth pixel formats
5ab879f89aa SDL_kmsdrmvideo.c: move SDL_kmsdrmvulkan.h include to before all others
ecbbef8b8df blendmode: Corrected docs for `SDL_BLENDOPERATION_[REV_]SUBTRACT`.
8814095aa82 main: Indented SDL_main headers for readability, removed SDL2 compat macros.
22ea59425d0 wayland: Fix whitespace
c202893fbb0 wayland: Make sure the primary display is always first under GNOME
b8081e8e357 video: lowercase some video backend names.
02f59f3ae69 Note that SDL_GetHaptics() is useful in combination with SDL_OpenHaptic()
594eef99eca Added a migration note about SDL_TouchID and SDL_FingerID
2670eb44afe Improved timing accuracy of SDL_WaitEventTimeout() on Windows
5ddd97062e7 Added test code to validate SDL_WaitEventTimeout()
d6ebbc2fa4a mayflash adapter PS4 support
b8c4ea3cd12 Don't add the FIXME for converted macros
006edcab604 Switch to using SDL_powf() instead of pow()
95a67278d1e Updated documentation after 2654c52d0e03578ea002dc62603a3f48e1353829
205c417f740 testgles2.c, testgles2_sdf.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
6b3b7c7d4b6 SDL_hidapi_ps3.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
81314c4998c SDL_render_gl.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
1c79edbe022 SDL_test_memory.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
07a0c0e402c SDL_hidapi.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
34f03207c4a SDL_cpuinfo.c: adjust for new SDL_PLATFORM_WINDOWS meaning.
fd6ec3b9aa5 SDL_intrin.h: adjust for new SDL_PLATFORM_WINDOWS meaning.
2654c52d0e0 macro SDL_PLATFORM_WINDOWS now means Win32 api and Windows-based OS's.
1ac96029092 Make sure we include the matching copy of vk_video headers
fc74bf8455f Update to the latest version of the Khronos headers
12b01ef674e rename_macros.py: fix typo for __WIN32__
a06ee5b98df Don't try to use SDL platform macros in configure-time checks
f61870cfb45 Go back to using compiler built-in macros in ARM assembly code
ed421f4fd8d Revert Khronos headers to upstream version
8fe257b5417 Added support for other HDR color primaries
c5792cc0de9 SDL_thread.h: replace uses of __GDK__ and __WINRT__ (missed in #8875.)
31d133db40b Define SDL_PLATFORM_* macros instead of underscored ones (#8875)
ceccf24519b Sync SDL3 wiki -> header
7cd914593f3 Added HDR surface properties and tone mapping from HDR to SDR
a71f99c71f7 Fixed ambiguity between std::byte and byte in rpcndr.h
6fb188eb35f Sync SDL3 wiki -> header
cd231a65f62 Added SDL_GetJoystickCaps() and SDL_GetGamepadCaps() to get the capabilities of controllers
c88c12148d8 SDL_ShowMessageBox: Remove `#ifdef`s and respect SDL_VIDEO_DRIVER hint.
5f65fd360d0 wayland: Free the input struct in all initialization failure paths
84e47b4af59 wayland: Always create the backing input store, even if there is no seat
99ce8af4397 Fixed warning C4244: '=': conversion from 'Sint64' to 'int', possible loss of data
a28a42cfc68 Fixed declaration of SDL_HapticRumbleSupported
052b958bf2f Made SDL_HapticEffect const in the API
fa5bfe577ca Fixed warnings building for UWP
3e541eab229 Fixed error: 'fq' may be used uninitialized [-Werror=maybe-uninitialized]
8f20ef5b438 Re-enable C runtime with Mingw, and disable the problematic math test
1f177be1e45 Disable the Mingw C runtime by default
5e70ee29cc6 Build SDL with the static C runtime on Visual Studio
e2f35a16c28 Added <string.h> for declaration of memset() and memcpy()
7a069cc4b0b Allow optimizing memcpy and memset where possible
8d25c2d2609 video: Fix window manager initiated fullscreen window moves
8c7f5b73e8d Fixed build
4d6e2d8b736 Sync SDL3 wiki -> header
308906ba254 Added SDL_FlipSurface() to flip a surface vertically or horizontally
2cd583ee13e Prevent asan warning on qsort(): 'src/stdlib/SDL_qsort.c:27:5: runtime error: null pointer passed as argument 1, which is declared to never be null`
5db543a66a5 Just use the khronos headers for the checks that need them
4b82bed2599 Fixed building with the steamrt/scout SDK
116c60c5b03 Run EGL/GLES cmake tests with the Khronos headers available
b552f26e6a3 Fix building with the steamrt/scout SDK
7b02d328fa6 Fixed overflow in SDL_SoftStretch() (see #8878)
64972b41848 Fixed build
6a00ae7e58a Fixed rendering diagonal lines within a viewport
8d9c7d8ebe2 SDL_UpdateFullscreenMode: Only restore mouse position when exiting fullscreen if the fullscreen mode actually changed
a73132177d3 Make sure the render target isn't bound as a resource
09ba55b462b Fixed crash scaling very large surfaces
aa3fc6e904d Fixed D-pad on Xbox One controllers using the HIDAPI driver
3639743d890 Fixed bug #7614: Segmentation Fault in SDL_BlitSurface (#7808)
bd5d4d61edc Fixed potential overflow in software triangle rendering
b566bfce071 Fixed warning C4152: nonstandard extension, function/data pointer conversion in expression
9fc1135e3bb Fixed warning C4127: conditional expression is constant
1dbe54c4e65 Fixed warning C4244: 'function': conversion from 'SDL_ThreadID' to 'DWORD', possible loss of data
f86b3ac6052 Fixed types used in documentation (thanks @Dragon-Baroque!)
129b459b2cf Fix compilation problems about yuv_rgb_lsx.c
81ac656b7c9 SDL_CalculateRGBSize, SDL_CalculateYUVSize: set the error indicator
e9a0edc8476 testautomation_surface: Really make width * bpp overflow
eb059538f87 testautomation_surface: Really make pitch + alignment overflow
4fdc291f5d6 Add spaces around SDL_PRI??? to avoid potential compiler warnings.
949b4fc3492 x11: XI_Motion should mark the global mouse position as changed.
87f559e0214 Updated Xcode projects after dbdc65fc95
49adb23ad90 Build yuv_rgb_lsx.c with -mlsx
dbdc65fc955 video: move standard c, sse and lsx implementations of yuv2rgb to its own source
a31dc6dfcb8 Switched SDL_TouchID and SDL_FingerID to be Uint64 with 0 being an invalid value
b19d43a74d8 Add SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING to migration readme
b3849739364 Remove no longer needed hint
42d6cf9ce75 Update thread naming on windows
cda2bffeeea Re-add SDL_HAPTIC_SQUARE for SDL 3.0
df4b855af5d Updated SDL_TLSID to use the same type as other IDs in SDL
fc0c7749764 Renamed SDL_ThreadID() to SDL_GetCurrentThreadID()
d6a41f8f311 Updated SDL_TimerID to use the same type as other IDs in SDL
bc3a71d400c Sync SDL3 wiki -> header
464f4d19fe8 Removed obsolete XInput mapping hint
f8dfee01bb4 Made SDL_ReadSurfacePixel a public function
f7ba340999c remove several instances of unnecessary emptry str "" after SDL_PRI???
c540c77756e Removed SDL_INIT_EVERYTHING
26996e2c024 We've decided to keep separate functions for creating a thread with and without stack size specified.
a2665f54c86 Updated the atomic API for SDL 3.0 naming conventions
4e60fc9b2b1 Sync SDL3 wiki -> header
fb898d6df0b Clarify that desktop mode is the non-exclusive borderless fullscreen mode
b5bcf45a65f Sync SDL3 wiki -> header
4fee6cb274f Added documentation for custom event cleanup in SDL_FlushEvent()
fd34bc56f97 cocoa: Fix SDL_CocoaWindowData keyboard_focus being left pointing to a destroyed SDL window if input focus not previously reset for that window
0a99ad7a686 cocoa: Fix Cocoa_RaiseWindow not making child window key if SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED is true
20e8411b127 Sync SDL3 wiki -> header
f4a0bc02d54 Re-added prototypes for stub API functions
f224af5ac50 Updated Haptic API for SDL 3.0 conventions
8ca9134115d Removed unnecessary NULL assignment
75dd7e1658f Note that we only allow disabling major subsystems
130b361904e Removed SDL_MISC_DISABLED
20fa5e6ad0e Removed SDL_LOCALE_DISABLED
6efadfdb776 Removed SDL_FILESYSTEM_DISABLED
3d951134a3c Removed SDL_FILE_DISABLED
ac367be171b Updated CMakeLists.txt now that timers and threads can't be disabled
e2080f74fdf Fixed building with the joystick subsystem disabled
a0967c017ff Fixed building with the video subsystem disabled
31f34e95042 Removed SDL_ATOMIC_DISABLED
6e1b11368d7 Removed SDL_CPUINFO_DISABLED
52d65870844 Removed SDL_EVENTS_DISABLED
ba027227559 Removed SDL_LOADSO_DISABLED

git-subtree-dir: external/sdl/SDL
git-subtree-split: fb5307c1b3f46e70217ce43c0dbab4d3795bd91b
2024-03-28 16:26:21 +01:00

2167 lines
88 KiB
C

/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/**
* \file SDL_render.h
*
* Header file for SDL 2D rendering functions.
*
* This API supports the following features:
* * single pixel points
* * single pixel lines
* * filled rectangles
* * texture images
*
* The primitives may be drawn in opaque, blended, or additive modes.
*
* The texture images may be drawn in opaque, blended, or additive modes.
* They can have an additional color tint or alpha modulation applied to
* them, and may also be stretched with linear interpolation.
*
* This API is designed to accelerate simple 2D operations. You may
* want more functionality such as polygons and particle effects and
* in that case you should use SDL's OpenGL/Direct3D support or one
* of the many good 3D engines.
*
* These functions must be called from the main thread.
* See this bug for details: https://github.com/libsdl-org/SDL/issues/986
*/
#ifndef SDL_render_h_
#define SDL_render_h_
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/**
* Flags used when creating a rendering context
*/
typedef enum
{
SDL_RENDERER_SOFTWARE = 0x00000001, /**< The renderer is a software fallback */
SDL_RENDERER_ACCELERATED = 0x00000002, /**< The renderer uses hardware
acceleration */
SDL_RENDERER_PRESENTVSYNC = 0x00000004 /**< Present is synchronized
with the refresh rate */
} SDL_RendererFlags;
/**
* Information on the capabilities of a render driver or context.
*/
typedef struct SDL_RendererInfo
{
const char *name; /**< The name of the renderer */
Uint32 flags; /**< Supported ::SDL_RendererFlags */
int num_texture_formats; /**< The number of available texture formats */
SDL_PixelFormatEnum texture_formats[16]; /**< The available texture formats */
int max_texture_width; /**< The maximum texture width */
int max_texture_height; /**< The maximum texture height */
} SDL_RendererInfo;
/**
* Vertex structure
*/
typedef struct SDL_Vertex
{
SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
SDL_FColor color; /**< Vertex color */
SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
} SDL_Vertex;
/**
* The access pattern allowed for a texture.
*/
typedef enum
{
SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
} SDL_TextureAccess;
/**
* How the logical size is mapped to the output
*/
typedef enum
{
SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
} SDL_RendererLogicalPresentation;
/**
* A structure representing rendering state
*/
struct SDL_Renderer;
typedef struct SDL_Renderer SDL_Renderer;
/**
* An efficient driver-specific representation of pixel data
*/
struct SDL_Texture;
typedef struct SDL_Texture SDL_Texture;
/* Function prototypes */
/**
* Get the number of 2D rendering drivers available for the current display.
*
* A render driver is a set of code that handles rendering and texture
* management on a particular display. Normally there is only one, but some
* drivers may have several available with different capabilities.
*
* There may be none if SDL was compiled without render support.
*
* \returns a number >= 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_GetRenderDriver
*/
extern DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
/**
* Use this function to get the name of a built in 2D rendering driver.
*
* The list of rendering drivers is given in the order that they are normally
* initialized by default; the drivers that seem more reasonable to choose
* first (as far as the SDL developers believe) are earlier in the list.
*
* The names of drivers are all simple, low-ASCII identifiers, like "opengl",
* "direct3d12" or "metal". These never have Unicode characters, and are not
* meant to be proper names.
*
* The returned value points to a static, read-only string; do not modify or
* free it!
*
* \param index the index of the rendering driver; the value ranges from 0 to
* SDL_GetNumRenderDrivers() - 1
* \returns the name of the rendering driver at the requested index, or NULL
* if an invalid index was specified.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetNumRenderDrivers
*/
extern DECLSPEC const char *SDLCALL SDL_GetRenderDriver(int index);
/**
* Create a window and default renderer.
*
* \param width the width of the window
* \param height the height of the window
* \param window_flags the flags used to create the window (see
* SDL_CreateWindow())
* \param window a pointer filled with the window, or NULL on error
* \param renderer a pointer filled with the renderer, or NULL on error
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_CreateWindow
*/
extern DECLSPEC int SDLCALL SDL_CreateWindowAndRenderer(int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer);
/**
* Create a 2D rendering context for a window.
*
* If you want a specific renderer, you can specify its name here. A list of
* available renderers can be obtained by calling SDL_GetRenderDriver multiple
* times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't
* need a specific renderer, specify NULL and SDL will attempt to choose the
* best option for you, based on what is available on the user's system.
*
* If you pass SDL_RENDERER_SOFTWARE in the flags, you will get a software
* renderer, otherwise you will get a hardware accelerated renderer if
* available.
*
* By default the rendering size matches the window size in pixels, but you
* can call SDL_SetRenderLogicalPresentation() to change the content size and
* scaling options.
*
* \param window the window where rendering is displayed
* \param name the name of the rendering driver to initialize, or NULL to
* initialize the first one supporting the requested flags
* \param flags 0, or one or more SDL_RendererFlags OR'd together
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRendererWithProperties
* \sa SDL_CreateSoftwareRenderer
* \sa SDL_DestroyRenderer
* \sa SDL_GetNumRenderDrivers
* \sa SDL_GetRenderDriver
* \sa SDL_GetRendererInfo
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags);
/**
* Create a 2D rendering context for a window, with the specified properties.
*
* These are the supported properties:
*
* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
* to use, if a specific one is desired
* - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
* displayed, required if this isn't a software renderer using a surface
* - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
* is displayed, if you want a software renderer without a window
* - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
* value describing the colorspace for output to the display, defaults to
* SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers
* support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
* supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
* still uses the sRGB colorspace, but values can go beyond 1.0 and float
* (linear) format textures can be used for HDR content.
* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
* present synchronized with the refresh rate
*
* With the vulkan renderer:
*
* - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
* with the renderer, optional.
* - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use
* with the renderer, optional.
* - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the
* VkPhysicalDevice to use with the renderer, optional.
* - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use
* with the renderer, optional.
* - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the
* queue family index used for rendering.
* - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the
* queue family index used for presentation.
*
* \param props the properties to use
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateProperties
* \sa SDL_CreateRenderer
* \sa SDL_CreateSoftwareRenderer
* \sa SDL_DestroyRenderer
* \sa SDL_GetRendererInfo
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
#define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace"
#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "vulkan.instance"
#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "vulkan.surface"
#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "vulkan.physical_device"
#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "vulkan.device"
#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "vulkan.graphics_queue_family_index"
#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "vulkan.present_queue_family_index"
/**
* Create a 2D software rendering context for a surface.
*
* Two other API which can be used to create SDL_Renderer:
* SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
* create a software renderer, but they are intended to be used with an
* SDL_Window as the final destination and not an SDL_Surface.
*
* \param surface the SDL_Surface structure representing the surface where
* rendering is done
* \returns a valid rendering context or NULL if there was an error; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_DestroyRenderer
*/
extern DECLSPEC SDL_Renderer *SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
/**
* Get the renderer associated with a window.
*
* \param window the window to query
* \returns the rendering context on success or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRenderer(SDL_Window *window);
/**
* Get the window associated with a renderer.
*
* \param renderer the renderer to query
* \returns the window on success or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_Window *SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
/**
* Get information about a rendering context.
*
* \param renderer the rendering context
* \param info an SDL_RendererInfo structure filled with information about the
* current renderer
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
* \sa SDL_CreateRendererWithProperties
*/
extern DECLSPEC int SDLCALL SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info);
/**
* Get the properties associated with a renderer.
*
* The following read-only properties are provided by SDL:
*
* - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
* - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
* displayed, if any
* - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
* displayed, if this is a software renderer without a window
* - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value
* describing the colorspace for output to the display, defaults to
* SDL_COLORSPACE_SRGB.
* - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
* SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
* HDR enabled. This property can change dynamically when
* SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
* - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
* SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
* automatically multiplied into the color scale. This property can change
* dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
* - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
* that can be displayed, in terms of the SDR white point. When HDR is not
* enabled, this will be 1.0. This property can change dynamically when
* SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
*
* With the direct3d renderer:
*
* - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
* with the renderer
*
* With the direct3d11 renderer:
*
* - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
* with the renderer
*
* With the direct3d12 renderer:
*
* - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
* with the renderer
* - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
* associated with the renderer
*
* With the vulkan renderer:
*
* - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated
* with the renderer
* - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated
* with the renderer
* - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice
* associated with the renderer
* - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with
* the renderer
* - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue
* family index used for rendering
* - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue
* family index used for presentation
* - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of
* swapchain images, or potential frames in flight, used by the Vulkan
* renderer
*
* \param renderer the rendering context
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
#define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
#define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
#define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance"
#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface"
#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device"
#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device"
#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index"
#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index"
#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count"
/**
* Get the output size in pixels of a rendering context.
*
* This returns the true output size in pixels, ignoring any render targets or
* logical size and presentation.
*
* \param renderer the rendering context
* \param w a pointer filled in with the width in pixels
* \param h a pointer filled in with the height in pixels
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetCurrentRenderOutputSize
*/
extern DECLSPEC int SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
/**
* Get the current output size in pixels of a rendering context.
*
* If a rendering target is active, this will return the size of the rendering
* target in pixels, otherwise if a logical size is set, it will return the
* logical size, otherwise it will return the value of
* SDL_GetRenderOutputSize().
*
* \param renderer the rendering context
* \param w a pointer filled in with the current width
* \param h a pointer filled in with the current height
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderOutputSize
*/
extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
/**
* Create a texture for a rendering context.
*
* You can set the texture scaling method by setting
* `SDL_HINT_RENDER_SCALE_QUALITY` before creating the texture.
*
* \param renderer the rendering context
* \param format one of the enumerated values in SDL_PixelFormatEnum
* \param access one of the enumerated values in SDL_TextureAccess
* \param w the width of the texture in pixels
* \param h the height of the texture in pixels
* \returns a pointer to the created texture or NULL if no rendering context
* was active, the format was unsupported, or the width or height
* were out of range; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTextureFromSurface
* \sa SDL_CreateTextureWithProperties
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
* \sa SDL_UpdateTexture
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormatEnum format, int access, int w, int h);
/**
* Create a texture from an existing surface.
*
* The surface is not modified or freed by this function.
*
* The SDL_TextureAccess hint for the created texture is
* `SDL_TEXTUREACCESS_STATIC`.
*
* The pixel format of the created texture may be different from the pixel
* format of the surface. Use SDL_QueryTexture() to query the pixel format of
* the texture.
*
* \param renderer the rendering context
* \param surface the SDL_Surface structure containing pixel data used to fill
* the texture
* \returns the created texture or NULL on failure; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTexture
* \sa SDL_CreateTextureWithProperties
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
/**
* Create a texture for a rendering context with the specified properties.
*
* These are the supported properties:
*
* - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
* describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
* for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
* SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
* YUV textures.
* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
* SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
* SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
* - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
* pixels, required
* - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
* pixels, required
* - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating
* point textures, this defines the value of 100% diffuse white, with higher
* values being displayed in the High Dynamic Range headroom. This defaults
* to 100 for HDR10 textures and 1.0 for floating point textures.
* - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating
* point textures, this defines the maximum dynamic range used by the
* content, in terms of the SDR white point. This would be equivalent to
* maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content.
* If this is defined, any values outside the range supported by the display
* will be scaled into the available HDR headroom, otherwise they are
* clipped.
*
* With the direct3d11 renderer:
*
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
*
* With the direct3d12 renderer:
*
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
*
* With the metal renderer:
*
* - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
* associated with the texture, if you want to create a texture from an
* existing pixel buffer.
*
* With the opengl renderer:
*
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture, if you want to wrap an
* existing texture.
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
*
* With the opengles2 renderer:
*
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture, if you want to wrap an existing texture.
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture, if you want to wrap an
* existing texture.
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture, if you want to wrap an
* existing texture.
* - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture, if you want to wrap an
* existing texture.
*
* With the vulkan renderer:
*
* - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage with layout
* VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if
* you want to wrap an existing texture.
*
* \param renderer the rendering context
* \param props the properties to use
* \returns a pointer to the created texture or NULL if no rendering context
* was active, the format was unsupported, or the width or height
* were out of range; call SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateProperties
* \sa SDL_CreateTexture
* \sa SDL_CreateTextureFromSurface
* \sa SDL_DestroyTexture
* \sa SDL_QueryTexture
* \sa SDL_UpdateTexture
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDR_white_point"
#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "HDR_headroom"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "metal.pixelbuffer"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "vulkan.texture"
/**
* Get the properties associated with a texture.
*
* The following read-only properties are provided by SDL:
*
* - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
* the colorspace used by the texture
* - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
* textures, this defines the value of 100% diffuse white, with higher
* values being displayed in the High Dynamic Range headroom. This defaults
* to 100 for HDR10 textures and 1.0 for other textures.
* - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point
* textures, this defines the maximum dynamic range used by the content, in
* terms of the SDR white point. If this is defined, any values outside the
* range supported by the display will be scaled into the available HDR
* headroom, otherwise they are clipped. This defaults to 1.0 for SDR
* textures, 4.0 for HDR10 textures, and no default for floating point
* textures.
*
* With the direct3d11 renderer:
*
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
* with the texture
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
* associated with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
* associated with the V plane of a YUV texture
*
* With the direct3d12 renderer:
*
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
* with the texture
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
* with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
* with the V plane of a YUV texture
*
* With the vulkan renderer:
*
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER`: the VkImage associated with
* the texture
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER`: the VkImage associated with
* the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER`: the VkImage associated with
* the V plane of a YUV texture
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER`: the VkImage associated with
* the UV plane of a NV12/NV21 texture
*
* With the opengl renderer:
*
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
* with the texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
* with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
* with the V plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
* - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
* the texture (0.0 - 1.0)
* - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
* the texture (0.0 - 1.0)
*
* With the opengles2 renderer:
*
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
* associated with the texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
* associated with the UV plane of an NV12 texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
* associated with the U plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
* associated with the V plane of a YUV texture
* - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
* texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
*
* With the vulkan renderer:
*
* - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
* texture
*
* \param texture the texture to query
* \returns a valid property ID on success or 0 on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetProperty
* \sa SDL_SetProperty
*/
extern DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture"
/**
* Get the renderer that created an SDL_Texture.
*
* \param texture the texture to query
* \returns a pointer to the SDL_Renderer that created the texture, or NULL on
* failure; call SDL_GetError() for more information.
*
* \threadsafety It is safe to call this function from any thread.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_Renderer *SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
/**
* Query the attributes of a texture.
*
* \param texture the texture to query
* \param format a pointer filled in with the raw format of the texture; the
* actual format may differ, but pixel transfers will use this
* format (one of the SDL_PixelFormatEnum values). This argument
* can be NULL if you don't need this information.
* \param access a pointer filled in with the actual access to the texture
* (one of the SDL_TextureAccess values). This argument can be
* NULL if you don't need this information.
* \param w a pointer filled in with the width of the texture in pixels. This
* argument can be NULL if you don't need this information.
* \param h a pointer filled in with the height of the texture in pixels. This
* argument can be NULL if you don't need this information.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h);
/**
* Set an additional color value multiplied into render copy operations.
*
* When this texture is rendered, during the copy operation each source color
* channel is modulated by the appropriate color value according to the
* following formula:
*
* `srcC = srcC * (color / 255)`
*
* Color modulation is not always supported by the renderer; it will return -1
* if color modulation is not supported.
*
* \param texture the texture to update
* \param r the red color value multiplied into copy operations
* \param g the green color value multiplied into copy operations
* \param b the blue color value multiplied into copy operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureColorMod
* \sa SDL_SetTextureAlphaMod
* \sa SDL_SetTextureColorModFloat
*/
extern DECLSPEC int SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
/**
* Set an additional color value multiplied into render copy operations.
*
* When this texture is rendered, during the copy operation each source color
* channel is modulated by the appropriate color value according to the
* following formula:
*
* `srcC = srcC * color`
*
* Color modulation is not always supported by the renderer; it will return -1
* if color modulation is not supported.
*
* \param texture the texture to update
* \param r the red color value multiplied into copy operations
* \param g the green color value multiplied into copy operations
* \param b the blue color value multiplied into copy operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureColorModFloat
* \sa SDL_SetTextureAlphaModFloat
* \sa SDL_SetTextureColorMod
*/
extern DECLSPEC int SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
/**
* Get the additional color value multiplied into render copy operations.
*
* \param texture the texture to query
* \param r a pointer filled in with the current red color value
* \param g a pointer filled in with the current green color value
* \param b a pointer filled in with the current blue color value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureAlphaMod
* \sa SDL_GetTextureColorModFloat
* \sa SDL_SetTextureColorMod
*/
extern DECLSPEC int SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
/**
* Get the additional color value multiplied into render copy operations.
*
* \param texture the texture to query
* \param r a pointer filled in with the current red color value
* \param g a pointer filled in with the current green color value
* \param b a pointer filled in with the current blue color value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureAlphaModFloat
* \sa SDL_GetTextureColorMod
* \sa SDL_SetTextureColorModFloat
*/
extern DECLSPEC int SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
/**
* Set an additional alpha value multiplied into render copy operations.
*
* When this texture is rendered, during the copy operation the source alpha
* value is modulated by this alpha value according to the following formula:
*
* `srcA = srcA * (alpha / 255)`
*
* Alpha modulation is not always supported by the renderer; it will return -1
* if alpha modulation is not supported.
*
* \param texture the texture to update
* \param alpha the source alpha value multiplied into copy operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureAlphaMod
* \sa SDL_SetTextureAlphaModFloat
* \sa SDL_SetTextureColorMod
*/
extern DECLSPEC int SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
/**
* Set an additional alpha value multiplied into render copy operations.
*
* When this texture is rendered, during the copy operation the source alpha
* value is modulated by this alpha value according to the following formula:
*
* `srcA = srcA * alpha`
*
* Alpha modulation is not always supported by the renderer; it will return -1
* if alpha modulation is not supported.
*
* \param texture the texture to update
* \param alpha the source alpha value multiplied into copy operations
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureAlphaModFloat
* \sa SDL_SetTextureAlphaMod
* \sa SDL_SetTextureColorModFloat
*/
extern DECLSPEC int SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
/**
* Get the additional alpha value multiplied into render copy operations.
*
* \param texture the texture to query
* \param alpha a pointer filled in with the current alpha value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureAlphaModFloat
* \sa SDL_GetTextureColorMod
* \sa SDL_SetTextureAlphaMod
*/
extern DECLSPEC int SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
/**
* Get the additional alpha value multiplied into render copy operations.
*
* \param texture the texture to query
* \param alpha a pointer filled in with the current alpha value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureAlphaMod
* \sa SDL_GetTextureColorModFloat
* \sa SDL_SetTextureAlphaModFloat
*/
extern DECLSPEC int SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
/**
* Set the blend mode for a texture, used by SDL_RenderTexture().
*
* If the blend mode is not supported, the closest supported mode is chosen
* and this function returns -1.
*
* \param texture the texture to update
* \param blendMode the SDL_BlendMode to use for texture blending
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureBlendMode
*/
extern DECLSPEC int SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
/**
* Get the blend mode used for texture copy operations.
*
* \param texture the texture to query
* \param blendMode a pointer filled in with the current SDL_BlendMode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetTextureBlendMode
*/
extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
/**
* Set the scale mode used for texture scale operations.
*
* The default texture scale mode is SDL_SCALEMODE_LINEAR.
*
* If the scale mode is not supported, the closest supported mode is chosen.
*
* \param texture The texture to update.
* \param scaleMode the SDL_ScaleMode to use for texture scaling.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetTextureScaleMode
*/
extern DECLSPEC int SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
/**
* Get the scale mode used for texture scale operations.
*
* \param texture the texture to query.
* \param scaleMode a pointer filled in with the current scale mode.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetTextureScaleMode
*/
extern DECLSPEC int SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
/**
* Update the given texture rectangle with new pixel data.
*
* The pixel data must be in the pixel format of the texture. Use
* SDL_QueryTexture() to query the pixel format of the texture.
*
* This is a fairly slow function, intended for use with static textures that
* do not change often.
*
* If the texture is intended to be updated often, it is preferred to create
* the texture as streaming and use the locking functions referenced below.
* While this function will work with streaming textures, for optimization
* reasons you may not get the pixels back if you lock the texture afterward.
*
* \param texture the texture to update
* \param rect an SDL_Rect structure representing the area to update, or NULL
* to update the entire texture
* \param pixels the raw pixel data in the format of the texture
* \param pitch the number of bytes in a row of pixel data, including padding
* between lines
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LockTexture
* \sa SDL_UnlockTexture
* \sa SDL_UpdateNVTexture
* \sa SDL_UpdateYUVTexture
*/
extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
/**
* Update a rectangle within a planar YV12 or IYUV texture with new pixel
* data.
*
* You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
* block of Y and U/V planes in the proper order, but this function is
* available if your pixel data is not contiguous.
*
* \param texture the texture to update
* \param rect a pointer to the rectangle of pixels to update, or NULL to
* update the entire texture
* \param Yplane the raw pixel data for the Y plane
* \param Ypitch the number of bytes between rows of pixel data for the Y
* plane
* \param Uplane the raw pixel data for the U plane
* \param Upitch the number of bytes between rows of pixel data for the U
* plane
* \param Vplane the raw pixel data for the V plane
* \param Vpitch the number of bytes between rows of pixel data for the V
* plane
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_UpdateNVTexture
* \sa SDL_UpdateTexture
*/
extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
/**
* Update a rectangle within a planar NV12 or NV21 texture with new pixels.
*
* You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
* block of NV12/21 planes in the proper order, but this function is available
* if your pixel data is not contiguous.
*
* \param texture the texture to update
* \param rect a pointer to the rectangle of pixels to update, or NULL to
* update the entire texture.
* \param Yplane the raw pixel data for the Y plane.
* \param Ypitch the number of bytes between rows of pixel data for the Y
* plane.
* \param UVplane the raw pixel data for the UV plane.
* \param UVpitch the number of bytes between rows of pixel data for the UV
* plane.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_UpdateTexture
* \sa SDL_UpdateYUVTexture
*/
extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch);
/**
* Lock a portion of the texture for **write-only** pixel access.
*
* As an optimization, the pixels made available for editing don't necessarily
* contain the old texture data. This is a write-only operation, and if you
* need to keep a copy of the texture data you should do that at the
* application level.
*
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
* changes.
*
* \param texture the texture to lock for access, which was created with
* `SDL_TEXTUREACCESS_STREAMING`
* \param rect an SDL_Rect structure representing the area to lock for access;
* NULL to lock the entire texture
* \param pixels this is filled in with a pointer to the locked pixels,
* appropriately offset by the locked area
* \param pitch this is filled in with the pitch of the locked pixels; the
* pitch is the length of one row in bytes
* \returns 0 on success or a negative error code if the texture is not valid
* or was not created with `SDL_TEXTUREACCESS_STREAMING`; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LockTextureToSurface
* \sa SDL_UnlockTexture
*/
extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture *texture,
const SDL_Rect *rect,
void **pixels, int *pitch);
/**
* Lock a portion of the texture for **write-only** pixel access, and expose
* it as a SDL surface.
*
* Besides providing an SDL_Surface instead of raw pixel data, this function
* operates like SDL_LockTexture.
*
* As an optimization, the pixels made available for editing don't necessarily
* contain the old texture data. This is a write-only operation, and if you
* need to keep a copy of the texture data you should do that at the
* application level.
*
* You must use SDL_UnlockTexture() to unlock the pixels and apply any
* changes.
*
* The returned surface is freed internally after calling SDL_UnlockTexture()
* or SDL_DestroyTexture(). The caller should not free it.
*
* \param texture the texture to lock for access, which must be created with
* `SDL_TEXTUREACCESS_STREAMING`
* \param rect a pointer to the rectangle to lock for access. If the rect is
* NULL, the entire texture will be locked
* \param surface this is filled in with an SDL surface representing the
* locked area
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LockTexture
* \sa SDL_UnlockTexture
*/
extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
const SDL_Rect *rect,
SDL_Surface **surface);
/**
* Unlock a texture, uploading the changes to video memory, if needed.
*
* **Warning**: Please note that SDL_LockTexture() is intended to be
* write-only; it will not guarantee the previous contents of the texture will
* be provided. You must fully initialize any area of a texture that you lock
* before unlocking it, as the pixels might otherwise be uninitialized memory.
*
* Which is to say: locking and immediately unlocking a texture can result in
* corrupted textures, depending on the renderer in use.
*
* \param texture a texture locked by SDL_LockTexture()
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_LockTexture
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
/**
* Set a texture as the current rendering target.
*
* The default render target is the window for which the renderer was created.
* To stop rendering to a texture and render to the window again, call this
* function with a NULL `texture`.
*
* \param renderer the rendering context
* \param texture the targeted texture, which must be created with the
* `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
* window instead of a texture.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderTarget
*/
extern DECLSPEC int SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
/**
* Get the current render target.
*
* The default render target is the window for which the renderer was created,
* and is reported a NULL here.
*
* \param renderer the rendering context
* \returns the current render target or NULL for the default render target.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderTarget
*/
extern DECLSPEC SDL_Texture *SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
/**
* Set a device independent resolution and presentation mode for rendering.
*
* This function sets the width and height of the logical rendering output. A
* render target is created at the specified size and used for rendering and
* then copied to the output during presentation.
*
* You can disable logical coordinates by setting the mode to
* SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
* resolution of the output window.
*
* You can convert coordinates in an event into rendering coordinates using
* SDL_ConvertEventToRenderCoordinates().
*
* \param renderer the rendering context
* \param w the width of the logical resolution
* \param h the height of the logical resolution
* \param mode the presentation mode used
* \param scale_mode the scale mode used
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_ConvertEventToRenderCoordinates
* \sa SDL_GetRenderLogicalPresentation
*/
extern DECLSPEC int SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode);
/**
* Get device independent resolution and presentation mode for rendering.
*
* This function gets the width and height of the logical rendering output, or
* the output size in pixels if a logical resolution is not enabled.
*
* \param renderer the rendering context
* \param w an int to be filled with the width
* \param h an int to be filled with the height
* \param mode a pointer filled in with the presentation mode
* \param scale_mode a pointer filled in with the scale mode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderLogicalPresentation
*/
extern DECLSPEC int SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode);
/**
* Get a point in render coordinates when given a point in window coordinates.
*
* \param renderer the rendering context
* \param window_x the x coordinate in window coordinates
* \param window_y the y coordinate in window coordinates
* \param x a pointer filled with the x coordinate in render coordinates
* \param y a pointer filled with the y coordinate in render coordinates
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderLogicalPresentation
* \sa SDL_SetRenderScale
*/
extern DECLSPEC int SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
/**
* Get a point in window coordinates when given a point in render coordinates.
*
* \param renderer the rendering context
* \param x the x coordinate in render coordinates
* \param y the y coordinate in render coordinates
* \param window_x a pointer filled with the x coordinate in window
* coordinates
* \param window_y a pointer filled with the y coordinate in window
* coordinates
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderLogicalPresentation
* \sa SDL_SetRenderScale
*/
extern DECLSPEC int SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
/**
* Convert the coordinates in an event to render coordinates.
*
* Touch coordinates are converted from normalized coordinates in the window
* to non-normalized rendering coordinates.
*
* Once converted, the coordinates may be outside the rendering area.
*
* \param renderer the rendering context
* \param event the event to modify
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderCoordinatesFromWindowCoordinates
*/
extern DECLSPEC int SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
/**
* Set the drawing area for rendering on the current target.
*
* \param renderer the rendering context
* \param rect the SDL_Rect structure representing the drawing area, or NULL
* to set the viewport to the entire target
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderViewport
* \sa SDL_RenderViewportSet
*/
extern DECLSPEC int SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
/**
* Get the drawing area for the current target.
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure filled in with the current drawing area
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderViewportSet
* \sa SDL_SetRenderViewport
*/
extern DECLSPEC int SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
/**
* Return whether an explicit rectangle was set as the viewport.
*
* This is useful if you're saving and restoring the viewport and want to know
* whether you should restore a specific rectangle or NULL. Note that the
* viewport is always reset when changing rendering targets.
*
* \param renderer the rendering context
* \returns SDL_TRUE if the viewport was set to a specific rectangle, or
* SDL_FALSE if it was set to NULL (the entire target)
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderViewport
* \sa SDL_SetRenderViewport
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
/**
* Set the clip rectangle for rendering on the specified target.
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure representing the clip area, relative to
* the viewport, or NULL to disable clipping
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderClipRect
* \sa SDL_RenderClipEnabled
*/
extern DECLSPEC int SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
/**
* Get the clip rectangle for the current target.
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure filled in with the current clipping area
* or an empty rectangle if clipping is disabled
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderClipEnabled
* \sa SDL_SetRenderClipRect
*/
extern DECLSPEC int SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
/**
* Get whether clipping is enabled on the given renderer.
*
* \param renderer the rendering context
* \returns SDL_TRUE if clipping is enabled or SDL_FALSE if not; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderClipRect
* \sa SDL_SetRenderClipRect
*/
extern DECLSPEC SDL_bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
/**
* Set the drawing scale for rendering on the current target.
*
* The drawing coordinates are scaled by the x/y scaling factors before they
* are used by the renderer. This allows resolution independent drawing with a
* single coordinate system.
*
* If this results in scaling or subpixel drawing by the rendering backend, it
* will be handled using the appropriate quality hints. For best results use
* integer scaling factors.
*
* \param renderer the rendering context
* \param scaleX the horizontal scaling factor
* \param scaleY the vertical scaling factor
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderScale
*/
extern DECLSPEC int SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
/**
* Get the drawing scale for the current target.
*
* \param renderer the rendering context
* \param scaleX a pointer filled in with the horizontal scaling factor
* \param scaleY a pointer filled in with the vertical scaling factor
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderScale
*/
extern DECLSPEC int SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
/**
* Set the color used for drawing operations.
*
* Set the color for drawing or filling rectangles, lines, and points, and for
* SDL_RenderClear().
*
* \param renderer the rendering context
* \param r the red value used to draw on the rendering target
* \param g the green value used to draw on the rendering target
* \param b the blue value used to draw on the rendering target
* \param a the alpha value used to draw on the rendering target; usually
* `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
* specify how the alpha channel is used
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderDrawColor
* \sa SDL_SetRenderDrawColorFloat
*/
extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
/**
* Set the color used for drawing operations (Rect, Line and Clear).
*
* Set the color for drawing or filling rectangles, lines, and points, and for
* SDL_RenderClear().
*
* \param renderer the rendering context
* \param r the red value used to draw on the rendering target
* \param g the green value used to draw on the rendering target
* \param b the blue value used to draw on the rendering target
* \param a the alpha value used to draw on the rendering target. Use
* SDL_SetRenderDrawBlendMode to specify how the alpha channel is
* used
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderDrawColorFloat
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
/**
* Get the color used for drawing operations (Rect, Line and Clear).
*
* \param renderer the rendering context
* \param r a pointer filled in with the red value used to draw on the
* rendering target
* \param g a pointer filled in with the green value used to draw on the
* rendering target
* \param b a pointer filled in with the blue value used to draw on the
* rendering target
* \param a a pointer filled in with the alpha value used to draw on the
* rendering target; usually `SDL_ALPHA_OPAQUE` (255)
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderDrawColorFloat
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
/**
* Get the color used for drawing operations (Rect, Line and Clear).
*
* \param renderer the rendering context
* \param r a pointer filled in with the red value used to draw on the
* rendering target
* \param g a pointer filled in with the green value used to draw on the
* rendering target
* \param b a pointer filled in with the blue value used to draw on the
* rendering target
* \param a a pointer filled in with the alpha value used to draw on the
* rendering target
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderDrawColorFloat
* \sa SDL_GetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
/**
* Set the color scale used for render operations.
*
* The color scale is an additional scale multiplied into the pixel color
* value while rendering. This can be used to adjust the brightness of colors
* during HDR rendering, or changing HDR video brightness when playing on an
* SDR display.
*
* The color scale does not affect the alpha channel, only the color
* brightness.
*
* \param renderer the rendering context
* \param scale the color scale value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderColorScale
*/
extern DECLSPEC int SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
/**
* Get the color scale used for render operations.
*
* \param renderer the rendering context
* \param scale a pointer filled in with the current color scale value
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderColorScale
*/
extern DECLSPEC int SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
/**
* Set the blend mode used for drawing operations (Fill and Line).
*
* If the blend mode is not supported, the closest supported mode is chosen.
*
* \param renderer the rendering context
* \param blendMode the SDL_BlendMode to use for blending
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderDrawBlendMode
*/
extern DECLSPEC int SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
/**
* Get the blend mode used for drawing operations.
*
* \param renderer the rendering context
* \param blendMode a pointer filled in with the current SDL_BlendMode
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderDrawBlendMode
*/
extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
/**
* Clear the current rendering target with the drawing color.
*
* This function clears the entire rendering target, ignoring the viewport and
* the clip rectangle.
*
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
/**
* Draw a point on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw a point.
* \param x The x coordinate of the point.
* \param y The y coordinate of the point.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderPoints
*/
extern DECLSPEC int SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
/**
* Draw multiple points on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw multiple points.
* \param points The points to draw
* \param count The number of points to draw
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderPoint
*/
extern DECLSPEC int SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
/**
* Draw a line on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw a line.
* \param x1 The x coordinate of the start point.
* \param y1 The y coordinate of the start point.
* \param x2 The x coordinate of the end point.
* \param y2 The y coordinate of the end point.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderLines
*/
extern DECLSPEC int SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
/**
* Draw a series of connected lines on the current rendering target at
* subpixel precision.
*
* \param renderer The renderer which should draw multiple lines.
* \param points The points along the lines
* \param count The number of points, drawing count-1 lines
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderLine
*/
extern DECLSPEC int SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
/**
* Draw a rectangle on the current rendering target at subpixel precision.
*
* \param renderer The renderer which should draw a rectangle.
* \param rect A pointer to the destination rectangle, or NULL to outline the
* entire rendering target.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderRects
*/
extern DECLSPEC int SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
/**
* Draw some number of rectangles on the current rendering target at subpixel
* precision.
*
* \param renderer The renderer which should draw multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderRect
*/
extern DECLSPEC int SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
/**
* Fill a rectangle on the current rendering target with the drawing color at
* subpixel precision.
*
* \param renderer The renderer which should fill a rectangle.
* \param rect A pointer to the destination rectangle, or NULL for the entire
* rendering target.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderFillRects
*/
extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
/**
* Fill some number of rectangles on the current rendering target with the
* drawing color at subpixel precision.
*
* \param renderer The renderer which should fill multiple rectangles.
* \param rects A pointer to an array of destination rectangles.
* \param count The number of rectangles.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderFillRect
*/
extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
/**
* Copy a portion of the texture to the current rendering target at subpixel
* precision.
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
* \returns 0 on success, or -1 on error
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderTextureRotated
*/
extern DECLSPEC int SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
/**
* Copy a portion of the source texture to the current rendering target, with
* rotation and flipping, at subpixel precision.
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
* \param angle An angle in degrees that indicates the rotation that will be
* applied to dstrect, rotating it in a clockwise direction
* \param center A pointer to a point indicating the point around which
* dstrect will be rotated (if NULL, rotation will be done
* around dstrect.w/2, dstrect.h/2).
* \param flip An SDL_FlipMode value stating which flipping actions should be
* performed on the texture
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderTexture
*/
extern DECLSPEC int SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_FRect *srcrect, const SDL_FRect *dstrect,
const double angle, const SDL_FPoint *center,
const SDL_FlipMode flip);
/**
* Render a list of triangles, optionally using a texture and indices into the
* vertex array Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param vertices Vertices.
* \param num_vertices Number of vertices.
* \param indices (optional) An array of integer indices into the 'vertices'
* array, if NULL all vertices will be rendered in sequential
* order.
* \param num_indices Number of indices.
* \returns 0 on success, or -1 if the operation is not supported
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderGeometryRaw
*/
extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
SDL_Texture *texture,
const SDL_Vertex *vertices, int num_vertices,
const int *indices, int num_indices);
/**
* Render a list of triangles, optionally using a texture and indices into the
* vertex arrays Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param xy Vertex positions
* \param xy_stride Byte size to move from one element to the next element
* \param color Vertex colors (as SDL_Color)
* \param color_stride Byte size to move from one element to the next element
* \param uv Vertex normalized texture coordinates
* \param uv_stride Byte size to move from one element to the next element
* \param num_vertices Number of vertices.
* \param indices (optional) An array of indices into the 'vertices' arrays,
* if NULL all vertices will be rendered in sequential order.
* \param num_indices Number of indices.
* \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderGeometry
*/
extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_Texture *texture,
const float *xy, int xy_stride,
const SDL_Color *color, int color_stride,
const float *uv, int uv_stride,
int num_vertices,
const void *indices, int num_indices, int size_indices);
/**
* Render a list of triangles, optionally using a texture and indices into the
* vertex arrays Color and alpha modulation is done per vertex
* (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
*
* \param renderer The rendering context.
* \param texture (optional) The SDL texture to use.
* \param xy Vertex positions
* \param xy_stride Byte size to move from one element to the next element
* \param color Vertex colors (as SDL_FColor)
* \param color_stride Byte size to move from one element to the next element
* \param uv Vertex normalized texture coordinates
* \param uv_stride Byte size to move from one element to the next element
* \param num_vertices Number of vertices.
* \param indices (optional) An array of indices into the 'vertices' arrays,
* if NULL all vertices will be rendered in sequential order.
* \param num_indices Number of indices.
* \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderGeometry
* \sa SDL_RenderGeometryRaw
*/
extern DECLSPEC int SDLCALL SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
SDL_Texture *texture,
const float *xy, int xy_stride,
const SDL_FColor *color, int color_stride,
const float *uv, int uv_stride,
int num_vertices,
const void *indices, int num_indices, int size_indices);
/**
* Read pixels from the current rendering target.
*
* The returned surface should be freed with SDL_DestroySurface()
*
* **WARNING**: This is a very slow operation, and should not be used
* frequently. If you're using this on the main rendering target, it should be
* called after rendering and before SDL_RenderPresent().
*
* \param renderer the rendering context
* \param rect an SDL_Rect structure representing the area in pixels relative
* to the to current viewport, or NULL for the entire viewport
* \returns a new SDL_Surface on success or NULL on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
/**
* Update the screen with any rendering performed since the previous call.
*
* SDL's rendering functions operate on a backbuffer; that is, calling a
* rendering function such as SDL_RenderLine() does not directly put a line on
* the screen, but rather updates the backbuffer. As such, you compose your
* entire scene and *present* the composed backbuffer to the screen as a
* complete picture.
*
* Therefore, when using SDL's rendering API, one does all drawing intended
* for the frame, and then calls this function once per frame to present the
* final drawing to the user.
*
* The backbuffer should be considered invalidated after each present; do not
* assume that previous contents will exist between frames. You are strongly
* encouraged to call SDL_RenderClear() to initialize the backbuffer before
* starting each new frame's drawing, even if you plan to overwrite every
* pixel.
*
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \threadsafety You may only call this function on the main thread.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_RenderClear
* \sa SDL_RenderLine
* \sa SDL_RenderLines
* \sa SDL_RenderPoint
* \sa SDL_RenderPoints
* \sa SDL_RenderRect
* \sa SDL_RenderRects
* \sa SDL_RenderFillRect
* \sa SDL_RenderFillRects
* \sa SDL_SetRenderDrawBlendMode
* \sa SDL_SetRenderDrawColor
*/
extern DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
/**
* Destroy the specified texture.
*
* Passing NULL or an otherwise invalid texture will set the SDL error message
* to "Invalid texture".
*
* \param texture the texture to destroy
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateTexture
* \sa SDL_CreateTextureFromSurface
*/
extern DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
/**
* Destroy the rendering context for a window and free associated textures.
*
* If `renderer` is NULL, this function will return immediately after setting
* the SDL error message to "Invalid renderer". See SDL_GetError().
*
* Note that destroying a window implicitly destroys the associated renderer,
* so this should not be called if the window associated with the renderer has
* already been destroyed.
*
* \param renderer the rendering context
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_CreateRenderer
*/
extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
/**
* Force the rendering context to flush any pending commands and state.
*
* You do not need to (and in fact, shouldn't) call this function unless you
* are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
* addition to using an SDL_Renderer.
*
* This is for a very-specific case: if you are using SDL's render API, and
* you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
* calls. If this applies, you should call this function between calls to
* SDL's render API and the low-level API you're using in cooperation.
*
* In all other cases, you can ignore this function.
*
* This call makes SDL flush any pending rendering work it was queueing up to
* do later in a single batch, and marks any internal cached state as invalid,
* so it'll prepare all its state again later, from scratch.
*
* This means you do not need to save state in your rendering code to protect
* the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
* OpenGL state that can confuse things; you should use your best judgement
* and be prepared to make changes if specific state needs to be protected.
*
* \param renderer the rendering context
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
/**
* Get the CAMetalLayer associated with the given Metal renderer.
*
* This function returns `void *`, so SDL doesn't have to include Metal's
* headers, but it can be safely cast to a `CAMetalLayer *`.
*
* \param renderer The renderer to query
* \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
* Metal renderer
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderMetalCommandEncoder
*/
extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
/**
* Get the Metal command encoder for the current frame
*
* This function returns `void *`, so SDL doesn't have to include Metal's
* headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
*
* Note that as of SDL 2.0.18, this will return NULL if Metal refuses to give
* SDL a drawable to render to, which might happen if the window is
* hidden/minimized/offscreen. This doesn't apply to command encoders for
* render targets, just the window's backbuffer. Check your return values!
*
* \param renderer The renderer to query
* \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
* renderer isn't a Metal renderer or there was an error.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderMetalLayer
*/
extern DECLSPEC void *SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
/**
* Add a set of synchronization semaphores for the current frame.
*
* The Vulkan renderer will wait for `wait_semaphore` before submitting
* rendering commands and signal `signal_semaphore` after rendering commands
* are complete for this frame.
*
* This should be called each frame that you want semaphore synchronization.
* The Vulkan renderer may have multiple frames in flight on the GPU, so you
* should have multiple semaphores that are used for synchronization. Querying
* SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the
* maximum number of semaphores you'll need.
*
* \param renderer the rendering context
* \param wait_stage_mask the VkPipelineStageFlags for the wait
* \param wait_semaphore a VkSempahore to wait on before rendering the current
* frame, or 0 if not needed
* \param signal_semaphore a VkSempahore that SDL will signal when rendering
* for the current frame is complete, or 0 if not
* needed
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*/
extern DECLSPEC int SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
/**
* Toggle VSync of the given renderer.
*
* \param renderer The renderer to toggle
* \param vsync 1 for on, 0 for off. All other values are reserved
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_GetRenderVSync
*/
extern DECLSPEC int SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
/**
* Get VSync of the given renderer.
*
* \param renderer The renderer to toggle
* \param vsync an int filled with 1 for on, 0 for off. All other values are
* reserved
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetRenderVSync
*/
extern DECLSPEC int SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include <SDL3/SDL_close_code.h>
#endif /* SDL_render_h_ */