SDL 3.0
SDL_render.h
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/**
23 * # CategoryRender
24 *
25 * Header file for SDL 2D rendering functions.
26 *
27 * This API supports the following features:
28 *
29 * - single pixel points
30 * - single pixel lines
31 * - filled rectangles
32 * - texture images
33 * - 2D polygons
34 *
35 * The primitives may be drawn in opaque, blended, or additive modes.
36 *
37 * The texture images may be drawn in opaque, blended, or additive modes. They
38 * can have an additional color tint or alpha modulation applied to them, and
39 * may also be stretched with linear interpolation.
40 *
41 * This API is designed to accelerate simple 2D operations. You may want more
42 * functionality such as 3D polygons and particle effects, and in that case
43 * you should use SDL's OpenGL/Direct3D support, the SDL3 GPU API, or one of
44 * the many good 3D engines.
45 *
46 * These functions must be called from the main thread. See this bug for
47 * details: https://github.com/libsdl-org/SDL/issues/986
48 */
49
50#ifndef SDL_render_h_
51#define SDL_render_h_
52
53#include <SDL3/SDL_stdinc.h>
54#include <SDL3/SDL_blendmode.h>
55#include <SDL3/SDL_error.h>
56#include <SDL3/SDL_events.h>
57#include <SDL3/SDL_pixels.h>
58#include <SDL3/SDL_properties.h>
59#include <SDL3/SDL_rect.h>
60#include <SDL3/SDL_surface.h>
61#include <SDL3/SDL_video.h>
62#include <SDL3/SDL_gpu.h>
63
64#include <SDL3/SDL_begin_code.h>
65/* Set up for C function definitions, even when using C++ */
66#ifdef __cplusplus
67extern "C" {
68#endif
69
70/**
71 * The name of the software renderer.
72 *
73 * \since This macro is available since SDL 3.2.0.
74 */
75#define SDL_SOFTWARE_RENDERER "software"
76
77/**
78 * The name of the GPU renderer.
79 *
80 * \since This macro is available since SDL 3.4.0.
81 */
82#define SDL_GPU_RENDERER "gpu"
83
84/**
85 * Vertex structure.
86 *
87 * \since This struct is available since SDL 3.2.0.
88 */
89typedef struct SDL_Vertex
90{
91 SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
92 SDL_FColor color; /**< Vertex color */
93 SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
95
96/**
97 * The access pattern allowed for a texture.
98 *
99 * \since This enum is available since SDL 3.2.0.
100 */
102{
103 SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
104 SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
105 SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
107
108/**
109 * The addressing mode for a texture when used in SDL_RenderGeometry().
110 *
111 * This affects how texture coordinates are interpreted outside of [0, 1]
112 *
113 * Texture wrapping is always supported for power of two texture sizes, and is
114 * supported for other texture sizes if
115 * SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN is set to true.
116 *
117 * \since This enum is available since SDL 3.4.0.
118 */
120{
122 SDL_TEXTURE_ADDRESS_AUTO, /**< Wrapping is enabled if texture coordinates are outside [0, 1], this is the default */
123 SDL_TEXTURE_ADDRESS_CLAMP, /**< Texture coordinates are clamped to the [0, 1] range */
124 SDL_TEXTURE_ADDRESS_WRAP /**< The texture is repeated (tiled) */
126
127/**
128 * How the logical size is mapped to the output.
129 *
130 * \since This enum is available since SDL 3.2.0.
131 */
133{
134 SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
135 SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
136 SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with the clear color */
137 SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
138 SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
140
141/**
142 * A structure representing rendering state
143 *
144 * \since This struct is available since SDL 3.2.0.
145 */
147
148#ifndef SDL_INTERNAL
149
150/**
151 * An efficient driver-specific representation of pixel data
152 *
153 * \since This struct is available since SDL 3.2.0.
154 *
155 * \sa SDL_CreateTexture
156 * \sa SDL_CreateTextureFromSurface
157 * \sa SDL_CreateTextureWithProperties
158 * \sa SDL_DestroyTexture
159 */
161{
162 SDL_PixelFormat format; /**< The format of the texture, read-only */
163 int w; /**< The width of the texture, read-only. */
164 int h; /**< The height of the texture, read-only. */
165
166 int refcount; /**< Application reference count, used when freeing texture */
167};
168#endif /* !SDL_INTERNAL */
169
170typedef struct SDL_Texture SDL_Texture;
171
172
173/* Function prototypes */
174
175/**
176 * Get the number of 2D rendering drivers available for the current display.
177 *
178 * A render driver is a set of code that handles rendering and texture
179 * management on a particular display. Normally there is only one, but some
180 * drivers may have several available with different capabilities.
181 *
182 * There may be none if SDL was compiled without render support.
183 *
184 * \returns the number of built in render drivers.
185 *
186 * \threadsafety It is safe to call this function from any thread.
187 *
188 * \since This function is available since SDL 3.2.0.
189 *
190 * \sa SDL_CreateRenderer
191 * \sa SDL_GetRenderDriver
192 */
193extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
194
195/**
196 * Use this function to get the name of a built in 2D rendering driver.
197 *
198 * The list of rendering drivers is given in the order that they are normally
199 * initialized by default; the drivers that seem more reasonable to choose
200 * first (as far as the SDL developers believe) are earlier in the list.
201 *
202 * The names of drivers are all simple, low-ASCII identifiers, like "opengl",
203 * "direct3d12" or "metal". These never have Unicode characters, and are not
204 * meant to be proper names.
205 *
206 * \param index the index of the rendering driver; the value ranges from 0 to
207 * SDL_GetNumRenderDrivers() - 1.
208 * \returns the name of the rendering driver at the requested index, or NULL
209 * if an invalid index was specified.
210 *
211 * \threadsafety It is safe to call this function from any thread.
212 *
213 * \since This function is available since SDL 3.2.0.
214 *
215 * \sa SDL_GetNumRenderDrivers
216 */
217extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index);
218
219/**
220 * Create a window and default renderer.
221 *
222 * \param title the title of the window, in UTF-8 encoding.
223 * \param width the width of the window.
224 * \param height the height of the window.
225 * \param window_flags the flags used to create the window (see
226 * SDL_CreateWindow()).
227 * \param window a pointer filled with the window, or NULL on error.
228 * \param renderer a pointer filled with the renderer, or NULL on error.
229 * \returns true on success or false on failure; call SDL_GetError() for more
230 * information.
231 *
232 * \threadsafety This function should only be called on the main thread.
233 *
234 * \since This function is available since SDL 3.2.0.
235 *
236 * \sa SDL_CreateRenderer
237 * \sa SDL_CreateWindow
238 */
239extern SDL_DECLSPEC bool SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer);
240
241/**
242 * Create a 2D rendering context for a window.
243 *
244 * If you want a specific renderer, you can specify its name here. A list of
245 * available renderers can be obtained by calling SDL_GetRenderDriver()
246 * multiple times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you
247 * don't need a specific renderer, specify NULL and SDL will attempt to choose
248 * the best option for you, based on what is available on the user's system.
249 *
250 * If `name` is a comma-separated list, SDL will try each name, in the order
251 * listed, until one succeeds or all of them fail.
252 *
253 * By default the rendering size matches the window size in pixels, but you
254 * can call SDL_SetRenderLogicalPresentation() to change the content size and
255 * scaling options.
256 *
257 * \param window the window where rendering is displayed.
258 * \param name the name of the rendering driver to initialize, or NULL to let
259 * SDL choose one.
260 * \returns a valid rendering context or NULL if there was an error; call
261 * SDL_GetError() for more information.
262 *
263 * \threadsafety This function should only be called on the main thread.
264 *
265 * \since This function is available since SDL 3.2.0.
266 *
267 * \sa SDL_CreateRendererWithProperties
268 * \sa SDL_CreateSoftwareRenderer
269 * \sa SDL_DestroyRenderer
270 * \sa SDL_GetNumRenderDrivers
271 * \sa SDL_GetRenderDriver
272 * \sa SDL_GetRendererName
273 */
274extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name);
275
276/**
277 * Create a 2D rendering context for a window, with the specified properties.
278 *
279 * These are the supported properties:
280 *
281 * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
282 * to use, if a specific one is desired
283 * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
284 * displayed, required if this isn't a software renderer using a surface
285 * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
286 * is displayed, if you want a software renderer without a window
287 * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace
288 * value describing the colorspace for output to the display, defaults to
289 * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers
290 * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
291 * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
292 * still uses the sRGB colorspace, but values can go beyond 1.0 and float
293 * (linear) format textures can be used for HDR content.
294 * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want
295 * present synchronized with the refresh rate. This property can take any
296 * value that is supported by SDL_SetRenderVSync() for the renderer.
297 *
298 * With the SDL GPU renderer (since SDL 3.4.0):
299 *
300 * - `SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER`: the device to use with the
301 * renderer, optional.
302 * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to
303 * provide SPIR-V shaders to SDL_GPURenderState, optional.
304 * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to
305 * provide DXIL shaders to SDL_GPURenderState, optional.
306 * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN`: the app is able to
307 * provide MSL shaders to SDL_GPURenderState, optional.
308 *
309 * With the vulkan renderer:
310 *
311 * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
312 * with the renderer, optional.
313 * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use
314 * with the renderer, optional.
315 * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the
316 * VkPhysicalDevice to use with the renderer, optional.
317 * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use
318 * with the renderer, optional.
319 * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the
320 * queue family index used for rendering.
321 * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the
322 * queue family index used for presentation.
323 *
324 * \param props the properties to use.
325 * \returns a valid rendering context or NULL if there was an error; call
326 * SDL_GetError() for more information.
327 *
328 * \threadsafety This function should only be called on the main thread.
329 *
330 * \since This function is available since SDL 3.2.0.
331 *
332 * \sa SDL_CreateProperties
333 * \sa SDL_CreateRenderer
334 * \sa SDL_CreateSoftwareRenderer
335 * \sa SDL_DestroyRenderer
336 * \sa SDL_GetRendererName
337 */
339
340#define SDL_PROP_RENDERER_CREATE_NAME_STRING "SDL.renderer.create.name"
341#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "SDL.renderer.create.window"
342#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "SDL.renderer.create.surface"
343#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.create.output_colorspace"
344#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "SDL.renderer.create.present_vsync"
345#define SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER "SDL.renderer.create.gpu.device"
346#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN "SDL.renderer.create.gpu.shaders_spirv"
347#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN "SDL.renderer.create.gpu.shaders_dxil"
348#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN "SDL.renderer.create.gpu.shaders_msl"
349#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "SDL.renderer.create.vulkan.instance"
350#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "SDL.renderer.create.vulkan.surface"
351#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.create.vulkan.physical_device"
352#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "SDL.renderer.create.vulkan.device"
353#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.graphics_queue_family_index"
354#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.present_queue_family_index"
355
356/**
357 * Create a 2D GPU rendering context.
358 *
359 * The GPU device to use is passed in as a parameter. If this is NULL, then a
360 * device will be created normally and can be retrieved using
361 * SDL_GetGPURendererDevice().
362 *
363 * The window to use is passed in as a parameter. If this is NULL, then this
364 * will become an offscreen renderer. In that case, you should call
365 * SDL_SetRenderTarget() to setup rendering to a texture, and then call
366 * SDL_RenderPresent() normally to complete drawing a frame.
367 *
368 * \param device the GPU device to use with the renderer, or NULL to create a
369 * device.
370 * \param window the window where rendering is displayed, or NULL to create an
371 * offscreen renderer.
372 * \returns a valid rendering context or NULL if there was an error; call
373 * SDL_GetError() for more information.
374 *
375 * \threadsafety If this function is called with a valid GPU device, it should
376 * be called on the thread that created the device. If this
377 * function is called with a valid window, it should be called
378 * on the thread that created the window.
379 *
380 * \since This function is available since SDL 3.4.0.
381 *
382 * \sa SDL_CreateRendererWithProperties
383 * \sa SDL_GetGPURendererDevice
384 * \sa SDL_CreateGPUShader
385 * \sa SDL_CreateGPURenderState
386 * \sa SDL_SetGPURenderState
387 */
388extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateGPURenderer(SDL_GPUDevice *device, SDL_Window *window);
389
390/**
391 * Return the GPU device used by a renderer.
392 *
393 * \param renderer the rendering context.
394 * \returns the GPU device used by the renderer, or NULL if the renderer is
395 * not a GPU renderer; call SDL_GetError() for more information.
396 *
397 * \threadsafety It is safe to call this function from any thread.
398 *
399 * \since This function is available since SDL 3.4.0.
400 */
402
403/**
404 * Create a 2D software rendering context for a surface.
405 *
406 * Two other API which can be used to create SDL_Renderer:
407 * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
408 * create a software renderer, but they are intended to be used with an
409 * SDL_Window as the final destination and not an SDL_Surface.
410 *
411 * \param surface the SDL_Surface structure representing the surface where
412 * rendering is done.
413 * \returns a valid rendering context or NULL if there was an error; call
414 * SDL_GetError() for more information.
415 *
416 * \threadsafety It is safe to call this function from any thread.
417 *
418 * \since This function is available since SDL 3.2.0.
419 *
420 * \sa SDL_DestroyRenderer
421 */
422extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
423
424/**
425 * Get the renderer associated with a window.
426 *
427 * \param window the window to query.
428 * \returns the rendering context on success or NULL on failure; call
429 * SDL_GetError() for more information.
430 *
431 * \threadsafety It is safe to call this function from any thread.
432 *
433 * \since This function is available since SDL 3.2.0.
434 */
435extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window *window);
436
437/**
438 * Get the window associated with a renderer.
439 *
440 * \param renderer the renderer to query.
441 * \returns the window on success or NULL on failure; call SDL_GetError() for
442 * more information.
443 *
444 * \threadsafety It is safe to call this function from any thread.
445 *
446 * \since This function is available since SDL 3.2.0.
447 */
448extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
449
450/**
451 * Get the name of a renderer.
452 *
453 * \param renderer the rendering context.
454 * \returns the name of the selected renderer, or NULL on failure; call
455 * SDL_GetError() for more information.
456 *
457 * \threadsafety It is safe to call this function from any thread.
458 *
459 * \since This function is available since SDL 3.2.0.
460 *
461 * \sa SDL_CreateRenderer
462 * \sa SDL_CreateRendererWithProperties
463 */
464extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer);
465
466/**
467 * Get the properties associated with a renderer.
468 *
469 * The following read-only properties are provided by SDL:
470 *
471 * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
472 * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
473 * displayed, if any
474 * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
475 * displayed, if this is a software renderer without a window
476 * - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting
477 * - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width
478 * and height
479 * - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *)
480 * array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN,
481 * representing the available texture formats for this renderer.
482 * - `SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN`: true if the renderer
483 * supports SDL_TEXTURE_ADDRESS_WRAP on non-power-of-two textures.
484 * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace value
485 * describing the colorspace for output to the display, defaults to
486 * SDL_COLORSPACE_SRGB.
487 * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
488 * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
489 * HDR enabled. This property can change dynamically when
490 * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
491 * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
492 * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
493 * automatically multiplied into the color scale. This property can change
494 * dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
495 * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
496 * that can be displayed, in terms of the SDR white point. When HDR is not
497 * enabled, this will be 1.0. This property can change dynamically when
498 * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
499 *
500 * With the direct3d renderer:
501 *
502 * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
503 * with the renderer
504 *
505 * With the direct3d11 renderer:
506 *
507 * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
508 * with the renderer
509 * - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1
510 * associated with the renderer. This may change when the window is resized.
511 *
512 * With the direct3d12 renderer:
513 *
514 * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
515 * with the renderer
516 * - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4
517 * associated with the renderer.
518 * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
519 * associated with the renderer
520 *
521 * With the vulkan renderer:
522 *
523 * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated
524 * with the renderer
525 * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated
526 * with the renderer
527 * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice
528 * associated with the renderer
529 * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with
530 * the renderer
531 * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue
532 * family index used for rendering
533 * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue
534 * family index used for presentation
535 * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of
536 * swapchain images, or potential frames in flight, used by the Vulkan
537 * renderer
538 *
539 * With the gpu renderer:
540 *
541 * - `SDL_PROP_RENDERER_GPU_DEVICE_POINTER`: the SDL_GPUDevice associated with
542 * the renderer
543 *
544 * \param renderer the rendering context.
545 * \returns a valid property ID on success or 0 on failure; call
546 * SDL_GetError() for more information.
547 *
548 * \threadsafety It is safe to call this function from any thread.
549 *
550 * \since This function is available since SDL 3.2.0.
551 */
553
554#define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
555#define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
556#define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
557#define SDL_PROP_RENDERER_VSYNC_NUMBER "SDL.renderer.vsync"
558#define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER "SDL.renderer.max_texture_size"
559#define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER "SDL.renderer.texture_formats"
560#define SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN "SDL.renderer.texture_wrapping"
561#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
562#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
563#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
564#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
565#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
566#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
567#define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER "SDL.renderer.d3d11.swap_chain"
568#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
569#define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER "SDL.renderer.d3d12.swap_chain"
570#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
571#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance"
572#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface"
573#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device"
574#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device"
575#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index"
576#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index"
577#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count"
578#define SDL_PROP_RENDERER_GPU_DEVICE_POINTER "SDL.renderer.gpu.device"
579
580/**
581 * Get the output size in pixels of a rendering context.
582 *
583 * This returns the true output size in pixels, ignoring any render targets or
584 * logical size and presentation.
585 *
586 * For the output size of the current rendering target, with logical size
587 * adjustments, use SDL_GetCurrentRenderOutputSize() instead.
588 *
589 * \param renderer the rendering context.
590 * \param w a pointer filled in with the width in pixels.
591 * \param h a pointer filled in with the height in pixels.
592 * \returns true on success or false on failure; call SDL_GetError() for more
593 * information.
594 *
595 * \threadsafety This function should only be called on the main thread.
596 *
597 * \since This function is available since SDL 3.2.0.
598 *
599 * \sa SDL_GetCurrentRenderOutputSize
600 */
601extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
602
603/**
604 * Get the current output size in pixels of a rendering context.
605 *
606 * If a rendering target is active, this will return the size of the rendering
607 * target in pixels, otherwise return the value of SDL_GetRenderOutputSize().
608 *
609 * Rendering target or not, the output will be adjusted by the current logical
610 * presentation state, dictated by SDL_SetRenderLogicalPresentation().
611 *
612 * \param renderer the rendering context.
613 * \param w a pointer filled in with the current width.
614 * \param h a pointer filled in with the current height.
615 * \returns true on success or false on failure; call SDL_GetError() for more
616 * information.
617 *
618 * \threadsafety This function should only be called on the main thread.
619 *
620 * \since This function is available since SDL 3.2.0.
621 *
622 * \sa SDL_GetRenderOutputSize
623 */
624extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
625
626/**
627 * Create a texture for a rendering context.
628 *
629 * The contents of a texture when first created are not defined.
630 *
631 * \param renderer the rendering context.
632 * \param format one of the enumerated values in SDL_PixelFormat.
633 * \param access one of the enumerated values in SDL_TextureAccess.
634 * \param w the width of the texture in pixels.
635 * \param h the height of the texture in pixels.
636 * \returns the created texture or NULL on failure; call SDL_GetError() for
637 * more information.
638 *
639 * \threadsafety This function should only be called on the main thread.
640 *
641 * \since This function is available since SDL 3.2.0.
642 *
643 * \sa SDL_CreateTextureFromSurface
644 * \sa SDL_CreateTextureWithProperties
645 * \sa SDL_DestroyTexture
646 * \sa SDL_GetTextureSize
647 * \sa SDL_UpdateTexture
648 */
650
651/**
652 * Create a texture from an existing surface.
653 *
654 * The surface is not modified or freed by this function.
655 *
656 * The SDL_TextureAccess hint for the created texture is
657 * `SDL_TEXTUREACCESS_STATIC`.
658 *
659 * The pixel format of the created texture may be different from the pixel
660 * format of the surface, and can be queried using the
661 * SDL_PROP_TEXTURE_FORMAT_NUMBER property.
662 *
663 * \param renderer the rendering context.
664 * \param surface the SDL_Surface structure containing pixel data used to fill
665 * the texture.
666 * \returns the created texture or NULL on failure; call SDL_GetError() for
667 * more information.
668 *
669 * \threadsafety This function should only be called on the main thread.
670 *
671 * \since This function is available since SDL 3.2.0.
672 *
673 * \sa SDL_CreateTexture
674 * \sa SDL_CreateTextureWithProperties
675 * \sa SDL_DestroyTexture
676 */
678
679/**
680 * Create a texture for a rendering context with the specified properties.
681 *
682 * These are the supported properties:
683 *
684 * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_Colorspace value
685 * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
686 * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
687 * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
688 * YUV textures.
689 * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
690 * SDL_PixelFormat, defaults to the best RGBA format for the renderer
691 * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
692 * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
693 * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
694 * pixels, required
695 * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
696 * pixels, required
697 * - `SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER`: an SDL_Palette to use with
698 * palettized texture formats. This can be set later with
699 * SDL_SetTexturePalette()
700 * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating
701 * point textures, this defines the value of 100% diffuse white, with higher
702 * values being displayed in the High Dynamic Range headroom. This defaults
703 * to 100 for HDR10 textures and 1.0 for floating point textures.
704 * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating
705 * point textures, this defines the maximum dynamic range used by the
706 * content, in terms of the SDR white point. This would be equivalent to
707 * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content.
708 * If this is defined, any values outside the range supported by the display
709 * will be scaled into the available HDR headroom, otherwise they are
710 * clipped.
711 *
712 * With the direct3d11 renderer:
713 *
714 * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
715 * associated with the texture, if you want to wrap an existing texture.
716 * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
717 * associated with the U plane of a YUV texture, if you want to wrap an
718 * existing texture.
719 * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
720 * associated with the V plane of a YUV texture, if you want to wrap an
721 * existing texture.
722 *
723 * With the direct3d12 renderer:
724 *
725 * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
726 * associated with the texture, if you want to wrap an existing texture.
727 * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
728 * associated with the U plane of a YUV texture, if you want to wrap an
729 * existing texture.
730 * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
731 * associated with the V plane of a YUV texture, if you want to wrap an
732 * existing texture.
733 *
734 * With the metal renderer:
735 *
736 * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
737 * associated with the texture, if you want to create a texture from an
738 * existing pixel buffer.
739 *
740 * With the opengl renderer:
741 *
742 * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
743 * associated with the texture, if you want to wrap an existing texture.
744 * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
745 * associated with the UV plane of an NV12 texture, if you want to wrap an
746 * existing texture.
747 * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
748 * associated with the U plane of a YUV texture, if you want to wrap an
749 * existing texture.
750 * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
751 * associated with the V plane of a YUV texture, if you want to wrap an
752 * existing texture.
753 *
754 * With the opengles2 renderer:
755 *
756 * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
757 * associated with the texture, if you want to wrap an existing texture.
758 * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
759 * associated with the UV plane of an NV12 texture, if you want to wrap an
760 * existing texture.
761 * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
762 * associated with the U plane of a YUV texture, if you want to wrap an
763 * existing texture.
764 * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
765 * associated with the V plane of a YUV texture, if you want to wrap an
766 * existing texture.
767 *
768 * With the vulkan renderer:
769 *
770 * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage associated
771 * with the texture, if you want to wrap an existing texture.
772 * - `SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER`: the VkImageLayout for the
773 * VkImage, defaults to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
774 *
775 * With the GPU renderer:
776 *
777 * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER`: the SDL_GPUTexture
778 * associated with the texture, if you want to wrap an existing texture.
779 * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_NUMBER`: the SDL_GPUTexture
780 * associated with the UV plane of an NV12 texture, if you want to wrap an
781 * existing texture.
782 * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_NUMBER`: the SDL_GPUTexture
783 * associated with the U plane of a YUV texture, if you want to wrap an
784 * existing texture.
785 * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_NUMBER`: the SDL_GPUTexture
786 * associated with the V plane of a YUV texture, if you want to wrap an
787 * existing texture.
788 *
789 * \param renderer the rendering context.
790 * \param props the properties to use.
791 * \returns the created texture or NULL on failure; call SDL_GetError() for
792 * more information.
793 *
794 * \threadsafety This function should only be called on the main thread.
795 *
796 * \since This function is available since SDL 3.2.0.
797 *
798 * \sa SDL_CreateProperties
799 * \sa SDL_CreateTexture
800 * \sa SDL_CreateTextureFromSurface
801 * \sa SDL_DestroyTexture
802 * \sa SDL_GetTextureSize
803 * \sa SDL_UpdateTexture
804 */
806
807#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "SDL.texture.create.colorspace"
808#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "SDL.texture.create.format"
809#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "SDL.texture.create.access"
810#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "SDL.texture.create.width"
811#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "SDL.texture.create.height"
812#define SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER "SDL.texture.create.palette"
813#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDL.texture.create.SDR_white_point"
814#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "SDL.texture.create.HDR_headroom"
815#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "SDL.texture.create.d3d11.texture"
816#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "SDL.texture.create.d3d11.texture_u"
817#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "SDL.texture.create.d3d11.texture_v"
818#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "SDL.texture.create.d3d12.texture"
819#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "SDL.texture.create.d3d12.texture_u"
820#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "SDL.texture.create.d3d12.texture_v"
821#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "SDL.texture.create.metal.pixelbuffer"
822#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "SDL.texture.create.opengl.texture"
823#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.create.opengl.texture_uv"
824#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.create.opengl.texture_u"
825#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.create.opengl.texture_v"
826#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.create.opengles2.texture"
827#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.create.opengles2.texture_uv"
828#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.create.opengles2.texture_u"
829#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v"
830#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture"
831#define SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER "SDL.texture.create.vulkan.layout"
832#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER "SDL.texture.create.gpu.texture"
833#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_POINTER "SDL.texture.create.gpu.texture_uv"
834#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_POINTER "SDL.texture.create.gpu.texture_u"
835#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_POINTER "SDL.texture.create.gpu.texture_v"
836
837/**
838 * Get the properties associated with a texture.
839 *
840 * The following read-only properties are provided by SDL:
841 *
842 * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_Colorspace value describing
843 * the texture colorspace.
844 * - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in
845 * SDL_PixelFormat.
846 * - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in
847 * SDL_TextureAccess.
848 * - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels.
849 * - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels.
850 * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
851 * textures, this defines the value of 100% diffuse white, with higher
852 * values being displayed in the High Dynamic Range headroom. This defaults
853 * to 100 for HDR10 textures and 1.0 for other textures.
854 * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point
855 * textures, this defines the maximum dynamic range used by the content, in
856 * terms of the SDR white point. If this is defined, any values outside the
857 * range supported by the display will be scaled into the available HDR
858 * headroom, otherwise they are clipped. This defaults to 1.0 for SDR
859 * textures, 4.0 for HDR10 textures, and no default for floating point
860 * textures.
861 *
862 * With the direct3d11 renderer:
863 *
864 * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
865 * with the texture
866 * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
867 * associated with the U plane of a YUV texture
868 * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
869 * associated with the V plane of a YUV texture
870 *
871 * With the direct3d12 renderer:
872 *
873 * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
874 * with the texture
875 * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
876 * with the U plane of a YUV texture
877 * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
878 * with the V plane of a YUV texture
879 *
880 * With the vulkan renderer:
881 *
882 * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
883 * texture
884 *
885 * With the opengl renderer:
886 *
887 * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
888 * with the texture
889 * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
890 * associated with the UV plane of an NV12 texture
891 * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
892 * with the U plane of a YUV texture
893 * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
894 * with the V plane of a YUV texture
895 * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
896 * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
897 * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
898 * the texture (0.0 - 1.0)
899 * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
900 * the texture (0.0 - 1.0)
901 *
902 * With the opengles2 renderer:
903 *
904 * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
905 * associated with the texture
906 * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
907 * associated with the UV plane of an NV12 texture
908 * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
909 * associated with the U plane of a YUV texture
910 * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
911 * associated with the V plane of a YUV texture
912 * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
913 * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
914 *
915 * With the gpu renderer:
916 *
917 * - `SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER`: the SDL_GPUTexture associated
918 * with the texture
919 * - `SDL_PROP_TEXTURE_GPU_TEXTURE_UV_POINTER`: the SDL_GPUTexture associated
920 * with the UV plane of an NV12 texture
921 * - `SDL_PROP_TEXTURE_GPU_TEXTURE_U_POINTER`: the SDL_GPUTexture associated
922 * with the U plane of a YUV texture
923 * - `SDL_PROP_TEXTURE_GPU_TEXTURE_V_POINTER`: the SDL_GPUTexture associated
924 * with the V plane of a YUV texture
925 *
926 * \param texture the texture to query.
927 * \returns a valid property ID on success or 0 on failure; call
928 * SDL_GetError() for more information.
929 *
930 * \threadsafety It is safe to call this function from any thread.
931 *
932 * \since This function is available since SDL 3.2.0.
933 */
934extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
935
936#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
937#define SDL_PROP_TEXTURE_FORMAT_NUMBER "SDL.texture.format"
938#define SDL_PROP_TEXTURE_ACCESS_NUMBER "SDL.texture.access"
939#define SDL_PROP_TEXTURE_WIDTH_NUMBER "SDL.texture.width"
940#define SDL_PROP_TEXTURE_HEIGHT_NUMBER "SDL.texture.height"
941#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
942#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
943#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
944#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
945#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
946#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
947#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
948#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
949#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
950#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
951#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
952#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
953#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
954#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
955#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
956#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
957#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
958#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
959#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
960#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
961#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture"
962#define SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER "SDL.texture.gpu.texture"
963#define SDL_PROP_TEXTURE_GPU_TEXTURE_UV_POINTER "SDL.texture.gpu.texture_uv"
964#define SDL_PROP_TEXTURE_GPU_TEXTURE_U_POINTER "SDL.texture.gpu.texture_u"
965#define SDL_PROP_TEXTURE_GPU_TEXTURE_V_POINTER "SDL.texture.gpu.texture_v"
966
967/**
968 * Get the renderer that created an SDL_Texture.
969 *
970 * \param texture the texture to query.
971 * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
972 * failure; call SDL_GetError() for more information.
973 *
974 * \threadsafety It is safe to call this function from any thread.
975 *
976 * \since This function is available since SDL 3.2.0.
977 */
978extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
979
980/**
981 * Get the size of a texture, as floating point values.
982 *
983 * \param texture the texture to query.
984 * \param w a pointer filled in with the width of the texture in pixels. This
985 * argument can be NULL if you don't need this information.
986 * \param h a pointer filled in with the height of the texture in pixels. This
987 * argument can be NULL if you don't need this information.
988 * \returns true on success or false on failure; call SDL_GetError() for more
989 * information.
990 *
991 * \threadsafety This function should only be called on the main thread.
992 *
993 * \since This function is available since SDL 3.2.0.
994 */
995extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h);
996
997/**
998 * Set the palette used by a texture.
999 *
1000 * Setting the palette keeps an internal reference to the palette, which can
1001 * be safely destroyed afterwards.
1002 *
1003 * A single palette can be shared with many textures.
1004 *
1005 * \param texture the texture to update.
1006 * \param palette the SDL_Palette structure to use.
1007 * \returns true on success or false on failure; call SDL_GetError() for more
1008 * information.
1009 *
1010 * \threadsafety This function should only be called on the main thread.
1011 *
1012 * \since This function is available since SDL 3.4.0.
1013 *
1014 * \sa SDL_CreatePalette
1015 * \sa SDL_GetTexturePalette
1016 */
1017extern SDL_DECLSPEC bool SDLCALL SDL_SetTexturePalette(SDL_Texture *texture, SDL_Palette *palette);
1018
1019/**
1020 * Get the palette used by a texture.
1021 *
1022 * \param texture the texture to query.
1023 * \returns a pointer to the palette used by the texture, or NULL if there is
1024 * no palette used.
1025 *
1026 * \threadsafety This function should only be called on the main thread.
1027 *
1028 * \since This function is available since SDL 3.4.0.
1029 *
1030 * \sa SDL_SetTexturePalette
1031 */
1032extern SDL_DECLSPEC SDL_Palette * SDLCALL SDL_GetTexturePalette(SDL_Texture *texture);
1033
1034/**
1035 * Set an additional color value multiplied into render copy operations.
1036 *
1037 * When this texture is rendered, during the copy operation each source color
1038 * channel is modulated by the appropriate color value according to the
1039 * following formula:
1040 *
1041 * `srcC = srcC * (color / 255)`
1042 *
1043 * Color modulation is not always supported by the renderer; it will return
1044 * false if color modulation is not supported.
1045 *
1046 * \param texture the texture to update.
1047 * \param r the red color value multiplied into copy operations.
1048 * \param g the green color value multiplied into copy operations.
1049 * \param b the blue color value multiplied into copy operations.
1050 * \returns true on success or false on failure; call SDL_GetError() for more
1051 * information.
1052 *
1053 * \threadsafety This function should only be called on the main thread.
1054 *
1055 * \since This function is available since SDL 3.2.0.
1056 *
1057 * \sa SDL_GetTextureColorMod
1058 * \sa SDL_SetTextureAlphaMod
1059 * \sa SDL_SetTextureColorModFloat
1060 */
1061extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
1062
1063
1064/**
1065 * Set an additional color value multiplied into render copy operations.
1066 *
1067 * When this texture is rendered, during the copy operation each source color
1068 * channel is modulated by the appropriate color value according to the
1069 * following formula:
1070 *
1071 * `srcC = srcC * color`
1072 *
1073 * Color modulation is not always supported by the renderer; it will return
1074 * false if color modulation is not supported.
1075 *
1076 * \param texture the texture to update.
1077 * \param r the red color value multiplied into copy operations.
1078 * \param g the green color value multiplied into copy operations.
1079 * \param b the blue color value multiplied into copy operations.
1080 * \returns true on success or false on failure; call SDL_GetError() for more
1081 * information.
1082 *
1083 * \threadsafety This function should only be called on the main thread.
1084 *
1085 * \since This function is available since SDL 3.2.0.
1086 *
1087 * \sa SDL_GetTextureColorModFloat
1088 * \sa SDL_SetTextureAlphaModFloat
1089 * \sa SDL_SetTextureColorMod
1090 */
1091extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
1092
1093
1094/**
1095 * Get the additional color value multiplied into render copy operations.
1096 *
1097 * \param texture the texture to query.
1098 * \param r a pointer filled in with the current red color value.
1099 * \param g a pointer filled in with the current green color value.
1100 * \param b a pointer filled in with the current blue color value.
1101 * \returns true on success or false on failure; call SDL_GetError() for more
1102 * information.
1103 *
1104 * \threadsafety This function should only be called on the main thread.
1105 *
1106 * \since This function is available since SDL 3.2.0.
1107 *
1108 * \sa SDL_GetTextureAlphaMod
1109 * \sa SDL_GetTextureColorModFloat
1110 * \sa SDL_SetTextureColorMod
1111 */
1112extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
1113
1114/**
1115 * Get the additional color value multiplied into render copy operations.
1116 *
1117 * \param texture the texture to query.
1118 * \param r a pointer filled in with the current red color value.
1119 * \param g a pointer filled in with the current green color value.
1120 * \param b a pointer filled in with the current blue color value.
1121 * \returns true on success or false on failure; call SDL_GetError() for more
1122 * information.
1123 *
1124 * \threadsafety This function should only be called on the main thread.
1125 *
1126 * \since This function is available since SDL 3.2.0.
1127 *
1128 * \sa SDL_GetTextureAlphaModFloat
1129 * \sa SDL_GetTextureColorMod
1130 * \sa SDL_SetTextureColorModFloat
1131 */
1132extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
1133
1134/**
1135 * Set an additional alpha value multiplied into render copy operations.
1136 *
1137 * When this texture is rendered, during the copy operation the source alpha
1138 * value is modulated by this alpha value according to the following formula:
1139 *
1140 * `srcA = srcA * (alpha / 255)`
1141 *
1142 * Alpha modulation is not always supported by the renderer; it will return
1143 * false if alpha modulation is not supported.
1144 *
1145 * \param texture the texture to update.
1146 * \param alpha the source alpha value multiplied into copy operations.
1147 * \returns true on success or false on failure; call SDL_GetError() for more
1148 * information.
1149 *
1150 * \threadsafety This function should only be called on the main thread.
1151 *
1152 * \since This function is available since SDL 3.2.0.
1153 *
1154 * \sa SDL_GetTextureAlphaMod
1155 * \sa SDL_SetTextureAlphaModFloat
1156 * \sa SDL_SetTextureColorMod
1157 */
1158extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
1159
1160/**
1161 * Set an additional alpha value multiplied into render copy operations.
1162 *
1163 * When this texture is rendered, during the copy operation the source alpha
1164 * value is modulated by this alpha value according to the following formula:
1165 *
1166 * `srcA = srcA * alpha`
1167 *
1168 * Alpha modulation is not always supported by the renderer; it will return
1169 * false if alpha modulation is not supported.
1170 *
1171 * \param texture the texture to update.
1172 * \param alpha the source alpha value multiplied into copy operations.
1173 * \returns true on success or false on failure; call SDL_GetError() for more
1174 * information.
1175 *
1176 * \threadsafety This function should only be called on the main thread.
1177 *
1178 * \since This function is available since SDL 3.2.0.
1179 *
1180 * \sa SDL_GetTextureAlphaModFloat
1181 * \sa SDL_SetTextureAlphaMod
1182 * \sa SDL_SetTextureColorModFloat
1183 */
1184extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
1185
1186/**
1187 * Get the additional alpha value multiplied into render copy operations.
1188 *
1189 * \param texture the texture to query.
1190 * \param alpha a pointer filled in with the current alpha value.
1191 * \returns true on success or false on failure; call SDL_GetError() for more
1192 * information.
1193 *
1194 * \threadsafety This function should only be called on the main thread.
1195 *
1196 * \since This function is available since SDL 3.2.0.
1197 *
1198 * \sa SDL_GetTextureAlphaModFloat
1199 * \sa SDL_GetTextureColorMod
1200 * \sa SDL_SetTextureAlphaMod
1201 */
1202extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
1203
1204/**
1205 * Get the additional alpha value multiplied into render copy operations.
1206 *
1207 * \param texture the texture to query.
1208 * \param alpha a pointer filled in with the current alpha value.
1209 * \returns true on success or false on failure; call SDL_GetError() for more
1210 * information.
1211 *
1212 * \threadsafety This function should only be called on the main thread.
1213 *
1214 * \since This function is available since SDL 3.2.0.
1215 *
1216 * \sa SDL_GetTextureAlphaMod
1217 * \sa SDL_GetTextureColorModFloat
1218 * \sa SDL_SetTextureAlphaModFloat
1219 */
1220extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
1221
1222/**
1223 * Set the blend mode for a texture, used by SDL_RenderTexture().
1224 *
1225 * If the blend mode is not supported, the closest supported mode is chosen
1226 * and this function returns false.
1227 *
1228 * \param texture the texture to update.
1229 * \param blendMode the SDL_BlendMode to use for texture blending.
1230 * \returns true on success or false on failure; call SDL_GetError() for more
1231 * information.
1232 *
1233 * \threadsafety This function should only be called on the main thread.
1234 *
1235 * \since This function is available since SDL 3.2.0.
1236 *
1237 * \sa SDL_GetTextureBlendMode
1238 */
1239extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
1240
1241/**
1242 * Get the blend mode used for texture copy operations.
1243 *
1244 * \param texture the texture to query.
1245 * \param blendMode a pointer filled in with the current SDL_BlendMode.
1246 * \returns true on success or false on failure; call SDL_GetError() for more
1247 * information.
1248 *
1249 * \threadsafety This function should only be called on the main thread.
1250 *
1251 * \since This function is available since SDL 3.2.0.
1252 *
1253 * \sa SDL_SetTextureBlendMode
1254 */
1255extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
1256
1257/**
1258 * Set the scale mode used for texture scale operations.
1259 *
1260 * The default texture scale mode is SDL_SCALEMODE_LINEAR.
1261 *
1262 * If the scale mode is not supported, the closest supported mode is chosen.
1263 *
1264 * \param texture the texture to update.
1265 * \param scaleMode the SDL_ScaleMode to use for texture scaling.
1266 * \returns true on success or false on failure; call SDL_GetError() for more
1267 * information.
1268 *
1269 * \threadsafety This function should only be called on the main thread.
1270 *
1271 * \since This function is available since SDL 3.2.0.
1272 *
1273 * \sa SDL_GetTextureScaleMode
1274 */
1275extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
1276
1277/**
1278 * Get the scale mode used for texture scale operations.
1279 *
1280 * \param texture the texture to query.
1281 * \param scaleMode a pointer filled in with the current scale mode.
1282 * \returns true on success or false on failure; call SDL_GetError() for more
1283 * information.
1284 *
1285 * \threadsafety This function should only be called on the main thread.
1286 *
1287 * \since This function is available since SDL 3.2.0.
1288 *
1289 * \sa SDL_SetTextureScaleMode
1290 */
1291extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
1292
1293/**
1294 * Update the given texture rectangle with new pixel data.
1295 *
1296 * The pixel data must be in the pixel format of the texture, which can be
1297 * queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property.
1298 *
1299 * This is a fairly slow function, intended for use with static textures that
1300 * do not change often.
1301 *
1302 * If the texture is intended to be updated often, it is preferred to create
1303 * the texture as streaming and use the locking functions referenced below.
1304 * While this function will work with streaming textures, for optimization
1305 * reasons you may not get the pixels back if you lock the texture afterward.
1306 *
1307 * \param texture the texture to update.
1308 * \param rect an SDL_Rect structure representing the area to update, or NULL
1309 * to update the entire texture.
1310 * \param pixels the raw pixel data in the format of the texture.
1311 * \param pitch the number of bytes in a row of pixel data, including padding
1312 * between lines.
1313 * \returns true on success or false on failure; call SDL_GetError() for more
1314 * information.
1315 *
1316 * \threadsafety This function should only be called on the main thread.
1317 *
1318 * \since This function is available since SDL 3.2.0.
1319 *
1320 * \sa SDL_LockTexture
1321 * \sa SDL_UnlockTexture
1322 * \sa SDL_UpdateNVTexture
1323 * \sa SDL_UpdateYUVTexture
1324 */
1325extern SDL_DECLSPEC bool SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
1326
1327/**
1328 * Update a rectangle within a planar YV12 or IYUV texture with new pixel
1329 * data.
1330 *
1331 * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
1332 * block of Y and U/V planes in the proper order, but this function is
1333 * available if your pixel data is not contiguous.
1334 *
1335 * \param texture the texture to update.
1336 * \param rect a pointer to the rectangle of pixels to update, or NULL to
1337 * update the entire texture.
1338 * \param Yplane the raw pixel data for the Y plane.
1339 * \param Ypitch the number of bytes between rows of pixel data for the Y
1340 * plane.
1341 * \param Uplane the raw pixel data for the U plane.
1342 * \param Upitch the number of bytes between rows of pixel data for the U
1343 * plane.
1344 * \param Vplane the raw pixel data for the V plane.
1345 * \param Vpitch the number of bytes between rows of pixel data for the V
1346 * plane.
1347 * \returns true on success or false on failure; call SDL_GetError() for more
1348 * information.
1349 *
1350 * \threadsafety This function should only be called on the main thread.
1351 *
1352 * \since This function is available since SDL 3.2.0.
1353 *
1354 * \sa SDL_UpdateNVTexture
1355 * \sa SDL_UpdateTexture
1356 */
1357extern SDL_DECLSPEC bool SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
1358 const SDL_Rect *rect,
1359 const Uint8 *Yplane, int Ypitch,
1360 const Uint8 *Uplane, int Upitch,
1361 const Uint8 *Vplane, int Vpitch);
1362
1363/**
1364 * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
1365 *
1366 * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
1367 * block of NV12/21 planes in the proper order, but this function is available
1368 * if your pixel data is not contiguous.
1369 *
1370 * \param texture the texture to update.
1371 * \param rect a pointer to the rectangle of pixels to update, or NULL to
1372 * update the entire texture.
1373 * \param Yplane the raw pixel data for the Y plane.
1374 * \param Ypitch the number of bytes between rows of pixel data for the Y
1375 * plane.
1376 * \param UVplane the raw pixel data for the UV plane.
1377 * \param UVpitch the number of bytes between rows of pixel data for the UV
1378 * plane.
1379 * \returns true on success or false on failure; call SDL_GetError() for more
1380 * information.
1381 *
1382 * \threadsafety This function should only be called on the main thread.
1383 *
1384 * \since This function is available since SDL 3.2.0.
1385 *
1386 * \sa SDL_UpdateTexture
1387 * \sa SDL_UpdateYUVTexture
1388 */
1389extern SDL_DECLSPEC bool SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
1390 const SDL_Rect *rect,
1391 const Uint8 *Yplane, int Ypitch,
1392 const Uint8 *UVplane, int UVpitch);
1393
1394/**
1395 * Lock a portion of the texture for **write-only** pixel access.
1396 *
1397 * As an optimization, the pixels made available for editing don't necessarily
1398 * contain the old texture data. This is a write-only operation, and if you
1399 * need to keep a copy of the texture data you should do that at the
1400 * application level.
1401 *
1402 * You must use SDL_UnlockTexture() to unlock the pixels and apply any
1403 * changes.
1404 *
1405 * \param texture the texture to lock for access, which was created with
1406 * `SDL_TEXTUREACCESS_STREAMING`.
1407 * \param rect an SDL_Rect structure representing the area to lock for access;
1408 * NULL to lock the entire texture.
1409 * \param pixels this is filled in with a pointer to the locked pixels,
1410 * appropriately offset by the locked area.
1411 * \param pitch this is filled in with the pitch of the locked pixels; the
1412 * pitch is the length of one row in bytes.
1413 * \returns true on success or false if the texture is not valid or was not
1414 * created with `SDL_TEXTUREACCESS_STREAMING`; call SDL_GetError()
1415 * for more information.
1416 *
1417 * \threadsafety This function should only be called on the main thread.
1418 *
1419 * \since This function is available since SDL 3.2.0.
1420 *
1421 * \sa SDL_LockTextureToSurface
1422 * \sa SDL_UnlockTexture
1423 */
1424extern SDL_DECLSPEC bool SDLCALL SDL_LockTexture(SDL_Texture *texture,
1425 const SDL_Rect *rect,
1426 void **pixels, int *pitch);
1427
1428/**
1429 * Lock a portion of the texture for **write-only** pixel access, and expose
1430 * it as a SDL surface.
1431 *
1432 * Besides providing an SDL_Surface instead of raw pixel data, this function
1433 * operates like SDL_LockTexture.
1434 *
1435 * As an optimization, the pixels made available for editing don't necessarily
1436 * contain the old texture data. This is a write-only operation, and if you
1437 * need to keep a copy of the texture data you should do that at the
1438 * application level.
1439 *
1440 * You must use SDL_UnlockTexture() to unlock the pixels and apply any
1441 * changes.
1442 *
1443 * The returned surface is freed internally after calling SDL_UnlockTexture()
1444 * or SDL_DestroyTexture(). The caller should not free it.
1445 *
1446 * \param texture the texture to lock for access, which must be created with
1447 * `SDL_TEXTUREACCESS_STREAMING`.
1448 * \param rect a pointer to the rectangle to lock for access. If the rect is
1449 * NULL, the entire texture will be locked.
1450 * \param surface a pointer to an SDL surface of size **rect**. Don't assume
1451 * any specific pixel content.
1452 * \returns true on success or false on failure; call SDL_GetError() for more
1453 * information.
1454 *
1455 * \threadsafety This function should only be called on the main thread.
1456 *
1457 * \since This function is available since SDL 3.2.0.
1458 *
1459 * \sa SDL_LockTexture
1460 * \sa SDL_UnlockTexture
1461 */
1462extern SDL_DECLSPEC bool SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface);
1463
1464/**
1465 * Unlock a texture, uploading the changes to video memory, if needed.
1466 *
1467 * **Warning**: Please note that SDL_LockTexture() is intended to be
1468 * write-only; it will not guarantee the previous contents of the texture will
1469 * be provided. You must fully initialize any area of a texture that you lock
1470 * before unlocking it, as the pixels might otherwise be uninitialized memory.
1471 *
1472 * Which is to say: locking and immediately unlocking a texture can result in
1473 * corrupted textures, depending on the renderer in use.
1474 *
1475 * \param texture a texture locked by SDL_LockTexture().
1476 *
1477 * \threadsafety This function should only be called on the main thread.
1478 *
1479 * \since This function is available since SDL 3.2.0.
1480 *
1481 * \sa SDL_LockTexture
1482 */
1483extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
1484
1485/**
1486 * Set a texture as the current rendering target.
1487 *
1488 * The default render target is the window for which the renderer was created.
1489 * To stop rendering to a texture and render to the window again, call this
1490 * function with a NULL `texture`.
1491 *
1492 * Viewport, cliprect, scale, and logical presentation are unique to each
1493 * render target. Get and set functions for these states apply to the current
1494 * render target set by this function, and those states persist on each target
1495 * when the current render target changes.
1496 *
1497 * \param renderer the rendering context.
1498 * \param texture the targeted texture, which must be created with the
1499 * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
1500 * window instead of a texture.
1501 * \returns true on success or false on failure; call SDL_GetError() for more
1502 * information.
1503 *
1504 * \threadsafety This function should only be called on the main thread.
1505 *
1506 * \since This function is available since SDL 3.2.0.
1507 *
1508 * \sa SDL_GetRenderTarget
1509 */
1510extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
1511
1512/**
1513 * Get the current render target.
1514 *
1515 * The default render target is the window for which the renderer was created,
1516 * and is reported a NULL here.
1517 *
1518 * \param renderer the rendering context.
1519 * \returns the current render target or NULL for the default render target.
1520 *
1521 * \threadsafety This function should only be called on the main thread.
1522 *
1523 * \since This function is available since SDL 3.2.0.
1524 *
1525 * \sa SDL_SetRenderTarget
1526 */
1528
1529/**
1530 * Set a device-independent resolution and presentation mode for rendering.
1531 *
1532 * This function sets the width and height of the logical rendering output.
1533 * The renderer will act as if the current render target is always the
1534 * requested dimensions, scaling to the actual resolution as necessary.
1535 *
1536 * This can be useful for games that expect a fixed size, but would like to
1537 * scale the output to whatever is available, regardless of how a user resizes
1538 * a window, or if the display is high DPI.
1539 *
1540 * Logical presentation can be used with both render target textures and the
1541 * renderer's window; the state is unique to each render target, and this
1542 * function sets the state for the current render target. It might be useful
1543 * to draw to a texture that matches the window dimensions with logical
1544 * presentation enabled, and then draw that texture across the entire window
1545 * with logical presentation disabled. Be careful not to render both with
1546 * logical presentation enabled, however, as this could produce
1547 * double-letterboxing, etc.
1548 *
1549 * You can disable logical coordinates by setting the mode to
1550 * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
1551 * resolution of the render target; it is safe to toggle logical presentation
1552 * during the rendering of a frame: perhaps most of the rendering is done to
1553 * specific dimensions but to make fonts look sharp, the app turns off logical
1554 * presentation while drawing text, for example.
1555 *
1556 * You can convert coordinates in an event into rendering coordinates using
1557 * SDL_ConvertEventToRenderCoordinates().
1558 *
1559 * \param renderer the rendering context.
1560 * \param w the width of the logical resolution.
1561 * \param h the height of the logical resolution.
1562 * \param mode the presentation mode used.
1563 * \returns true on success or false on failure; call SDL_GetError() for more
1564 * information.
1565 *
1566 * \threadsafety This function should only be called on the main thread.
1567 *
1568 * \since This function is available since SDL 3.2.0.
1569 *
1570 * \sa SDL_ConvertEventToRenderCoordinates
1571 * \sa SDL_GetRenderLogicalPresentation
1572 * \sa SDL_GetRenderLogicalPresentationRect
1573 */
1575
1576/**
1577 * Get device independent resolution and presentation mode for rendering.
1578 *
1579 * This function gets the width and height of the logical rendering output, or
1580 * 0 if a logical resolution is not enabled.
1581 *
1582 * Each render target has its own logical presentation state. This function
1583 * gets the state for the current render target.
1584 *
1585 * \param renderer the rendering context.
1586 * \param w an int filled with the logical presentation width.
1587 * \param h an int filled with the logical presentation height.
1588 * \param mode a variable filled with the logical presentation mode being
1589 * used.
1590 * \returns true on success or false on failure; call SDL_GetError() for more
1591 * information.
1592 *
1593 * \threadsafety This function should only be called on the main thread.
1594 *
1595 * \since This function is available since SDL 3.2.0.
1596 *
1597 * \sa SDL_SetRenderLogicalPresentation
1598 */
1599extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode);
1600
1601/**
1602 * Get the final presentation rectangle for rendering.
1603 *
1604 * This function returns the calculated rectangle used for logical
1605 * presentation, based on the presentation mode and output size. If logical
1606 * presentation is disabled, it will fill the rectangle with the output size,
1607 * in pixels.
1608 *
1609 * Each render target has its own logical presentation state. This function
1610 * gets the rectangle for the current render target.
1611 *
1612 * \param renderer the rendering context.
1613 * \param rect a pointer filled in with the final presentation rectangle, may
1614 * be NULL.
1615 * \returns true on success or false on failure; call SDL_GetError() for more
1616 * information.
1617 *
1618 * \threadsafety This function should only be called on the main thread.
1619 *
1620 * \since This function is available since SDL 3.2.0.
1621 *
1622 * \sa SDL_SetRenderLogicalPresentation
1623 */
1625
1626/**
1627 * Get a point in render coordinates when given a point in window coordinates.
1628 *
1629 * This takes into account several states:
1630 *
1631 * - The window dimensions.
1632 * - The logical presentation settings (SDL_SetRenderLogicalPresentation)
1633 * - The scale (SDL_SetRenderScale)
1634 * - The viewport (SDL_SetRenderViewport)
1635 *
1636 * \param renderer the rendering context.
1637 * \param window_x the x coordinate in window coordinates.
1638 * \param window_y the y coordinate in window coordinates.
1639 * \param x a pointer filled with the x coordinate in render coordinates.
1640 * \param y a pointer filled with the y coordinate in render coordinates.
1641 * \returns true on success or false on failure; call SDL_GetError() for more
1642 * information.
1643 *
1644 * \threadsafety This function should only be called on the main thread.
1645 *
1646 * \since This function is available since SDL 3.2.0.
1647 *
1648 * \sa SDL_SetRenderLogicalPresentation
1649 * \sa SDL_SetRenderScale
1650 */
1651extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
1652
1653/**
1654 * Get a point in window coordinates when given a point in render coordinates.
1655 *
1656 * This takes into account several states:
1657 *
1658 * - The window dimensions.
1659 * - The logical presentation settings (SDL_SetRenderLogicalPresentation)
1660 * - The scale (SDL_SetRenderScale)
1661 * - The viewport (SDL_SetRenderViewport)
1662 *
1663 * \param renderer the rendering context.
1664 * \param x the x coordinate in render coordinates.
1665 * \param y the y coordinate in render coordinates.
1666 * \param window_x a pointer filled with the x coordinate in window
1667 * coordinates.
1668 * \param window_y a pointer filled with the y coordinate in window
1669 * coordinates.
1670 * \returns true on success or false on failure; call SDL_GetError() for more
1671 * information.
1672 *
1673 * \threadsafety This function should only be called on the main thread.
1674 *
1675 * \since This function is available since SDL 3.2.0.
1676 *
1677 * \sa SDL_SetRenderLogicalPresentation
1678 * \sa SDL_SetRenderScale
1679 * \sa SDL_SetRenderViewport
1680 */
1681extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
1682
1683/**
1684 * Convert the coordinates in an event to render coordinates.
1685 *
1686 * This takes into account several states:
1687 *
1688 * - The window dimensions.
1689 * - The logical presentation settings (SDL_SetRenderLogicalPresentation)
1690 * - The scale (SDL_SetRenderScale)
1691 * - The viewport (SDL_SetRenderViewport)
1692 *
1693 * Various event types are converted with this function: mouse, touch, pen,
1694 * etc.
1695 *
1696 * Touch coordinates are converted from normalized coordinates in the window
1697 * to non-normalized rendering coordinates.
1698 *
1699 * Relative mouse coordinates (xrel and yrel event fields) are _also_
1700 * converted. Applications that do not want these fields converted should use
1701 * SDL_RenderCoordinatesFromWindow() on the specific event fields instead of
1702 * converting the entire event structure.
1703 *
1704 * Once converted, coordinates may be outside the rendering area.
1705 *
1706 * \param renderer the rendering context.
1707 * \param event the event to modify.
1708 * \returns true if the event is converted or doesn't need conversion, or
1709 * false on failure; call SDL_GetError() for more information.
1710 *
1711 * \threadsafety This function should only be called on the main thread.
1712 *
1713 * \since This function is available since SDL 3.2.0.
1714 *
1715 * \sa SDL_RenderCoordinatesFromWindow
1716 */
1717extern SDL_DECLSPEC bool SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
1718
1719/**
1720 * Set the drawing area for rendering on the current target.
1721 *
1722 * Drawing will clip to this area (separately from any clipping done with
1723 * SDL_SetRenderClipRect), and the top left of the area will become coordinate
1724 * (0, 0) for future drawing commands.
1725 *
1726 * The area's width and height must be >= 0.
1727 *
1728 * Each render target has its own viewport. This function sets the viewport
1729 * for the current render target.
1730 *
1731 * \param renderer the rendering context.
1732 * \param rect the SDL_Rect structure representing the drawing area, or NULL
1733 * to set the viewport to the entire target.
1734 * \returns true on success or false on failure; call SDL_GetError() for more
1735 * information.
1736 *
1737 * \threadsafety This function should only be called on the main thread.
1738 *
1739 * \since This function is available since SDL 3.2.0.
1740 *
1741 * \sa SDL_GetRenderViewport
1742 * \sa SDL_RenderViewportSet
1743 */
1744extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
1745
1746/**
1747 * Get the drawing area for the current target.
1748 *
1749 * Each render target has its own viewport. This function gets the viewport
1750 * for the current render target.
1751 *
1752 * \param renderer the rendering context.
1753 * \param rect an SDL_Rect structure filled in with the current drawing area.
1754 * \returns true on success or false on failure; call SDL_GetError() for more
1755 * information.
1756 *
1757 * \threadsafety This function should only be called on the main thread.
1758 *
1759 * \since This function is available since SDL 3.2.0.
1760 *
1761 * \sa SDL_RenderViewportSet
1762 * \sa SDL_SetRenderViewport
1763 */
1764extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
1765
1766/**
1767 * Return whether an explicit rectangle was set as the viewport.
1768 *
1769 * This is useful if you're saving and restoring the viewport and want to know
1770 * whether you should restore a specific rectangle or NULL.
1771 *
1772 * Each render target has its own viewport. This function checks the viewport
1773 * for the current render target.
1774 *
1775 * \param renderer the rendering context.
1776 * \returns true if the viewport was set to a specific rectangle, or false if
1777 * it was set to NULL (the entire target).
1778 *
1779 * \threadsafety This function should only be called on the main thread.
1780 *
1781 * \since This function is available since SDL 3.2.0.
1782 *
1783 * \sa SDL_GetRenderViewport
1784 * \sa SDL_SetRenderViewport
1785 */
1786extern SDL_DECLSPEC bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
1787
1788/**
1789 * Get the safe area for rendering within the current viewport.
1790 *
1791 * Some devices have portions of the screen which are partially obscured or
1792 * not interactive, possibly due to on-screen controls, curved edges, camera
1793 * notches, TV overscan, etc. This function provides the area of the current
1794 * viewport which is safe to have interactible content. You should continue
1795 * rendering into the rest of the render target, but it should not contain
1796 * visually important or interactible content.
1797 *
1798 * \param renderer the rendering context.
1799 * \param rect a pointer filled in with the area that is safe for interactive
1800 * content.
1801 * \returns true on success or false on failure; call SDL_GetError() for more
1802 * information.
1803 *
1804 * \threadsafety This function should only be called on the main thread.
1805 *
1806 * \since This function is available since SDL 3.2.0.
1807 */
1808extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect);
1809
1810/**
1811 * Set the clip rectangle for rendering on the specified target.
1812 *
1813 * Each render target has its own clip rectangle. This function sets the
1814 * cliprect for the current render target.
1815 *
1816 * \param renderer the rendering context.
1817 * \param rect an SDL_Rect structure representing the clip area, relative to
1818 * the viewport, or NULL to disable clipping.
1819 * \returns true on success or false on failure; call SDL_GetError() for more
1820 * information.
1821 *
1822 * \threadsafety This function should only be called on the main thread.
1823 *
1824 * \since This function is available since SDL 3.2.0.
1825 *
1826 * \sa SDL_GetRenderClipRect
1827 * \sa SDL_RenderClipEnabled
1828 */
1829extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
1830
1831/**
1832 * Get the clip rectangle for the current target.
1833 *
1834 * Each render target has its own clip rectangle. This function gets the
1835 * cliprect for the current render target.
1836 *
1837 * \param renderer the rendering context.
1838 * \param rect an SDL_Rect structure filled in with the current clipping area
1839 * or an empty rectangle if clipping is disabled.
1840 * \returns true on success or false on failure; call SDL_GetError() for more
1841 * information.
1842 *
1843 * \threadsafety This function should only be called on the main thread.
1844 *
1845 * \since This function is available since SDL 3.2.0.
1846 *
1847 * \sa SDL_RenderClipEnabled
1848 * \sa SDL_SetRenderClipRect
1849 */
1850extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
1851
1852/**
1853 * Get whether clipping is enabled on the given render target.
1854 *
1855 * Each render target has its own clip rectangle. This function checks the
1856 * cliprect for the current render target.
1857 *
1858 * \param renderer the rendering context.
1859 * \returns true if clipping is enabled or false if not; call SDL_GetError()
1860 * for more information.
1861 *
1862 * \threadsafety This function should only be called on the main thread.
1863 *
1864 * \since This function is available since SDL 3.2.0.
1865 *
1866 * \sa SDL_GetRenderClipRect
1867 * \sa SDL_SetRenderClipRect
1868 */
1869extern SDL_DECLSPEC bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
1870
1871/**
1872 * Set the drawing scale for rendering on the current target.
1873 *
1874 * The drawing coordinates are scaled by the x/y scaling factors before they
1875 * are used by the renderer. This allows resolution independent drawing with a
1876 * single coordinate system.
1877 *
1878 * If this results in scaling or subpixel drawing by the rendering backend, it
1879 * will be handled using the appropriate quality hints. For best results use
1880 * integer scaling factors.
1881 *
1882 * Each render target has its own scale. This function sets the scale for the
1883 * current render target.
1884 *
1885 * \param renderer the rendering context.
1886 * \param scaleX the horizontal scaling factor.
1887 * \param scaleY the vertical scaling factor.
1888 * \returns true on success or false on failure; call SDL_GetError() for more
1889 * information.
1890 *
1891 * \threadsafety This function should only be called on the main thread.
1892 *
1893 * \since This function is available since SDL 3.2.0.
1894 *
1895 * \sa SDL_GetRenderScale
1896 */
1897extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
1898
1899/**
1900 * Get the drawing scale for the current target.
1901 *
1902 * Each render target has its own scale. This function gets the scale for the
1903 * current render target.
1904 *
1905 * \param renderer the rendering context.
1906 * \param scaleX a pointer filled in with the horizontal scaling factor.
1907 * \param scaleY a pointer filled in with the vertical scaling factor.
1908 * \returns true on success or false on failure; call SDL_GetError() for more
1909 * information.
1910 *
1911 * \threadsafety This function should only be called on the main thread.
1912 *
1913 * \since This function is available since SDL 3.2.0.
1914 *
1915 * \sa SDL_SetRenderScale
1916 */
1917extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
1918
1919/**
1920 * Set the color used for drawing operations.
1921 *
1922 * Set the color for drawing or filling rectangles, lines, and points, and for
1923 * SDL_RenderClear().
1924 *
1925 * \param renderer the rendering context.
1926 * \param r the red value used to draw on the rendering target.
1927 * \param g the green value used to draw on the rendering target.
1928 * \param b the blue value used to draw on the rendering target.
1929 * \param a the alpha value used to draw on the rendering target; usually
1930 * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
1931 * specify how the alpha channel is used.
1932 * \returns true on success or false on failure; call SDL_GetError() for more
1933 * information.
1934 *
1935 * \threadsafety This function should only be called on the main thread.
1936 *
1937 * \since This function is available since SDL 3.2.0.
1938 *
1939 * \sa SDL_GetRenderDrawColor
1940 * \sa SDL_SetRenderDrawColorFloat
1941 */
1942extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
1943
1944/**
1945 * Set the color used for drawing operations (Rect, Line and Clear).
1946 *
1947 * Set the color for drawing or filling rectangles, lines, and points, and for
1948 * SDL_RenderClear().
1949 *
1950 * \param renderer the rendering context.
1951 * \param r the red value used to draw on the rendering target.
1952 * \param g the green value used to draw on the rendering target.
1953 * \param b the blue value used to draw on the rendering target.
1954 * \param a the alpha value used to draw on the rendering target. Use
1955 * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
1956 * used.
1957 * \returns true on success or false on failure; call SDL_GetError() for more
1958 * information.
1959 *
1960 * \threadsafety This function should only be called on the main thread.
1961 *
1962 * \since This function is available since SDL 3.2.0.
1963 *
1964 * \sa SDL_GetRenderDrawColorFloat
1965 * \sa SDL_SetRenderDrawColor
1966 */
1967extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
1968
1969/**
1970 * Get the color used for drawing operations (Rect, Line and Clear).
1971 *
1972 * \param renderer the rendering context.
1973 * \param r a pointer filled in with the red value used to draw on the
1974 * rendering target.
1975 * \param g a pointer filled in with the green value used to draw on the
1976 * rendering target.
1977 * \param b a pointer filled in with the blue value used to draw on the
1978 * rendering target.
1979 * \param a a pointer filled in with the alpha value used to draw on the
1980 * rendering target; usually `SDL_ALPHA_OPAQUE` (255).
1981 * \returns true on success or false on failure; call SDL_GetError() for more
1982 * information.
1983 *
1984 * \threadsafety This function should only be called on the main thread.
1985 *
1986 * \since This function is available since SDL 3.2.0.
1987 *
1988 * \sa SDL_GetRenderDrawColorFloat
1989 * \sa SDL_SetRenderDrawColor
1990 */
1991extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
1992
1993/**
1994 * Get the color used for drawing operations (Rect, Line and Clear).
1995 *
1996 * \param renderer the rendering context.
1997 * \param r a pointer filled in with the red value used to draw on the
1998 * rendering target.
1999 * \param g a pointer filled in with the green value used to draw on the
2000 * rendering target.
2001 * \param b a pointer filled in with the blue value used to draw on the
2002 * rendering target.
2003 * \param a a pointer filled in with the alpha value used to draw on the
2004 * rendering target.
2005 * \returns true on success or false on failure; call SDL_GetError() for more
2006 * information.
2007 *
2008 * \threadsafety This function should only be called on the main thread.
2009 *
2010 * \since This function is available since SDL 3.2.0.
2011 *
2012 * \sa SDL_SetRenderDrawColorFloat
2013 * \sa SDL_GetRenderDrawColor
2014 */
2015extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
2016
2017/**
2018 * Set the color scale used for render operations.
2019 *
2020 * The color scale is an additional scale multiplied into the pixel color
2021 * value while rendering. This can be used to adjust the brightness of colors
2022 * during HDR rendering, or changing HDR video brightness when playing on an
2023 * SDR display.
2024 *
2025 * The color scale does not affect the alpha channel, only the color
2026 * brightness.
2027 *
2028 * \param renderer the rendering context.
2029 * \param scale the color scale value.
2030 * \returns true on success or false on failure; call SDL_GetError() for more
2031 * information.
2032 *
2033 * \threadsafety This function should only be called on the main thread.
2034 *
2035 * \since This function is available since SDL 3.2.0.
2036 *
2037 * \sa SDL_GetRenderColorScale
2038 */
2039extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
2040
2041/**
2042 * Get the color scale used for render operations.
2043 *
2044 * \param renderer the rendering context.
2045 * \param scale a pointer filled in with the current color scale value.
2046 * \returns true on success or false on failure; call SDL_GetError() for more
2047 * information.
2048 *
2049 * \threadsafety This function should only be called on the main thread.
2050 *
2051 * \since This function is available since SDL 3.2.0.
2052 *
2053 * \sa SDL_SetRenderColorScale
2054 */
2055extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
2056
2057/**
2058 * Set the blend mode used for drawing operations (Fill and Line).
2059 *
2060 * If the blend mode is not supported, the closest supported mode is chosen.
2061 *
2062 * \param renderer the rendering context.
2063 * \param blendMode the SDL_BlendMode to use for blending.
2064 * \returns true on success or false on failure; call SDL_GetError() for more
2065 * information.
2066 *
2067 * \threadsafety This function should only be called on the main thread.
2068 *
2069 * \since This function is available since SDL 3.2.0.
2070 *
2071 * \sa SDL_GetRenderDrawBlendMode
2072 */
2073extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
2074
2075/**
2076 * Get the blend mode used for drawing operations.
2077 *
2078 * \param renderer the rendering context.
2079 * \param blendMode a pointer filled in with the current SDL_BlendMode.
2080 * \returns true on success or false on failure; call SDL_GetError() for more
2081 * information.
2082 *
2083 * \threadsafety This function should only be called on the main thread.
2084 *
2085 * \since This function is available since SDL 3.2.0.
2086 *
2087 * \sa SDL_SetRenderDrawBlendMode
2088 */
2089extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
2090
2091/**
2092 * Clear the current rendering target with the drawing color.
2093 *
2094 * This function clears the entire rendering target, ignoring the viewport and
2095 * the clip rectangle. Note, that clearing will also set/fill all pixels of
2096 * the rendering target to current renderer draw color, so make sure to invoke
2097 * SDL_SetRenderDrawColor() when needed.
2098 *
2099 * \param renderer the rendering context.
2100 * \returns true on success or false on failure; call SDL_GetError() for more
2101 * information.
2102 *
2103 * \threadsafety This function should only be called on the main thread.
2104 *
2105 * \since This function is available since SDL 3.2.0.
2106 *
2107 * \sa SDL_SetRenderDrawColor
2108 */
2109extern SDL_DECLSPEC bool SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
2110
2111/**
2112 * Draw a point on the current rendering target at subpixel precision.
2113 *
2114 * \param renderer the renderer which should draw a point.
2115 * \param x the x coordinate of the point.
2116 * \param y the y coordinate of the point.
2117 * \returns true on success or false on failure; call SDL_GetError() for more
2118 * information.
2119 *
2120 * \threadsafety This function should only be called on the main thread.
2121 *
2122 * \since This function is available since SDL 3.2.0.
2123 *
2124 * \sa SDL_RenderPoints
2125 */
2126extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
2127
2128/**
2129 * Draw multiple points on the current rendering target at subpixel precision.
2130 *
2131 * \param renderer the renderer which should draw multiple points.
2132 * \param points the points to draw.
2133 * \param count the number of points to draw.
2134 * \returns true on success or false on failure; call SDL_GetError() for more
2135 * information.
2136 *
2137 * \threadsafety This function should only be called on the main thread.
2138 *
2139 * \since This function is available since SDL 3.2.0.
2140 *
2141 * \sa SDL_RenderPoint
2142 */
2143extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
2144
2145/**
2146 * Draw a line on the current rendering target at subpixel precision.
2147 *
2148 * \param renderer the renderer which should draw a line.
2149 * \param x1 the x coordinate of the start point.
2150 * \param y1 the y coordinate of the start point.
2151 * \param x2 the x coordinate of the end point.
2152 * \param y2 the y coordinate of the end point.
2153 * \returns true on success or false on failure; call SDL_GetError() for more
2154 * information.
2155 *
2156 * \threadsafety This function should only be called on the main thread.
2157 *
2158 * \since This function is available since SDL 3.2.0.
2159 *
2160 * \sa SDL_RenderLines
2161 */
2162extern SDL_DECLSPEC bool SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
2163
2164/**
2165 * Draw a series of connected lines on the current rendering target at
2166 * subpixel precision.
2167 *
2168 * \param renderer the renderer which should draw multiple lines.
2169 * \param points the points along the lines.
2170 * \param count the number of points, drawing count-1 lines.
2171 * \returns true on success or false on failure; call SDL_GetError() for more
2172 * information.
2173 *
2174 * \threadsafety This function should only be called on the main thread.
2175 *
2176 * \since This function is available since SDL 3.2.0.
2177 *
2178 * \sa SDL_RenderLine
2179 */
2180extern SDL_DECLSPEC bool SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
2181
2182/**
2183 * Draw a rectangle on the current rendering target at subpixel precision.
2184 *
2185 * \param renderer the renderer which should draw a rectangle.
2186 * \param rect a pointer to the destination rectangle, or NULL to outline the
2187 * entire rendering target.
2188 * \returns true on success or false on failure; call SDL_GetError() for more
2189 * information.
2190 *
2191 * \threadsafety This function should only be called on the main thread.
2192 *
2193 * \since This function is available since SDL 3.2.0.
2194 *
2195 * \sa SDL_RenderRects
2196 */
2197extern SDL_DECLSPEC bool SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
2198
2199/**
2200 * Draw some number of rectangles on the current rendering target at subpixel
2201 * precision.
2202 *
2203 * \param renderer the renderer which should draw multiple rectangles.
2204 * \param rects a pointer to an array of destination rectangles.
2205 * \param count the number of rectangles.
2206 * \returns true on success or false on failure; call SDL_GetError() for more
2207 * information.
2208 *
2209 * \threadsafety This function should only be called on the main thread.
2210 *
2211 * \since This function is available since SDL 3.2.0.
2212 *
2213 * \sa SDL_RenderRect
2214 */
2215extern SDL_DECLSPEC bool SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
2216
2217/**
2218 * Fill a rectangle on the current rendering target with the drawing color at
2219 * subpixel precision.
2220 *
2221 * \param renderer the renderer which should fill a rectangle.
2222 * \param rect a pointer to the destination rectangle, or NULL for the entire
2223 * rendering target.
2224 * \returns true on success or false on failure; call SDL_GetError() for more
2225 * information.
2226 *
2227 * \threadsafety This function should only be called on the main thread.
2228 *
2229 * \since This function is available since SDL 3.2.0.
2230 *
2231 * \sa SDL_RenderFillRects
2232 */
2233extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
2234
2235/**
2236 * Fill some number of rectangles on the current rendering target with the
2237 * drawing color at subpixel precision.
2238 *
2239 * \param renderer the renderer which should fill multiple rectangles.
2240 * \param rects a pointer to an array of destination rectangles.
2241 * \param count the number of rectangles.
2242 * \returns true on success or false on failure; call SDL_GetError() for more
2243 * information.
2244 *
2245 * \threadsafety This function should only be called on the main thread.
2246 *
2247 * \since This function is available since SDL 3.2.0.
2248 *
2249 * \sa SDL_RenderFillRect
2250 */
2251extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
2252
2253/**
2254 * Copy a portion of the texture to the current rendering target at subpixel
2255 * precision.
2256 *
2257 * \param renderer the renderer which should copy parts of a texture.
2258 * \param texture the source texture.
2259 * \param srcrect a pointer to the source rectangle, or NULL for the entire
2260 * texture.
2261 * \param dstrect a pointer to the destination rectangle, or NULL for the
2262 * entire rendering target.
2263 * \returns true on success or false on failure; call SDL_GetError() for more
2264 * information.
2265 *
2266 * \threadsafety This function should only be called on the main thread.
2267 *
2268 * \since This function is available since SDL 3.2.0.
2269 *
2270 * \sa SDL_RenderTextureRotated
2271 * \sa SDL_RenderTextureTiled
2272 */
2273extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
2274
2275/**
2276 * Copy a portion of the source texture to the current rendering target, with
2277 * rotation and flipping, at subpixel precision.
2278 *
2279 * \param renderer the renderer which should copy parts of a texture.
2280 * \param texture the source texture.
2281 * \param srcrect a pointer to the source rectangle, or NULL for the entire
2282 * texture.
2283 * \param dstrect a pointer to the destination rectangle, or NULL for the
2284 * entire rendering target.
2285 * \param angle an angle in degrees that indicates the rotation that will be
2286 * applied to dstrect, rotating it in a clockwise direction.
2287 * \param center a pointer to a point indicating the point around which
2288 * dstrect will be rotated (if NULL, rotation will be done
2289 * around dstrect.w/2, dstrect.h/2).
2290 * \param flip an SDL_FlipMode value stating which flipping actions should be
2291 * performed on the texture.
2292 * \returns true on success or false on failure; call SDL_GetError() for more
2293 * information.
2294 *
2295 * \threadsafety This function should only be called on the main thread.
2296 *
2297 * \since This function is available since SDL 3.2.0.
2298 *
2299 * \sa SDL_RenderTexture
2300 */
2301extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
2302 const SDL_FRect *srcrect, const SDL_FRect *dstrect,
2303 double angle, const SDL_FPoint *center,
2304 SDL_FlipMode flip);
2305
2306/**
2307 * Copy a portion of the source texture to the current rendering target, with
2308 * affine transform, at subpixel precision.
2309 *
2310 * \param renderer the renderer which should copy parts of a texture.
2311 * \param texture the source texture.
2312 * \param srcrect a pointer to the source rectangle, or NULL for the entire
2313 * texture.
2314 * \param origin a pointer to a point indicating where the top-left corner of
2315 * srcrect should be mapped to, or NULL for the rendering
2316 * target's origin.
2317 * \param right a pointer to a point indicating where the top-right corner of
2318 * srcrect should be mapped to, or NULL for the rendering
2319 * target's top-right corner.
2320 * \param down a pointer to a point indicating where the bottom-left corner of
2321 * srcrect should be mapped to, or NULL for the rendering target's
2322 * bottom-left corner.
2323 * \returns true on success or false on failure; call SDL_GetError() for more
2324 * information.
2325 *
2326 * \threadsafety You may only call this function from the main thread.
2327 *
2328 * \since This function is available since SDL 3.2.0.
2329 *
2330 * \sa SDL_RenderTexture
2331 */
2332extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
2333 const SDL_FRect *srcrect, const SDL_FPoint *origin,
2334 const SDL_FPoint *right, const SDL_FPoint *down);
2335
2336/**
2337 * Tile a portion of the texture to the current rendering target at subpixel
2338 * precision.
2339 *
2340 * The pixels in `srcrect` will be repeated as many times as needed to
2341 * completely fill `dstrect`.
2342 *
2343 * \param renderer the renderer which should copy parts of a texture.
2344 * \param texture the source texture.
2345 * \param srcrect a pointer to the source rectangle, or NULL for the entire
2346 * texture.
2347 * \param scale the scale used to transform srcrect into the destination
2348 * rectangle, e.g. a 32x32 texture with a scale of 2 would fill
2349 * 64x64 tiles.
2350 * \param dstrect a pointer to the destination rectangle, or NULL for the
2351 * entire rendering target.
2352 * \returns true on success or false on failure; call SDL_GetError() for more
2353 * information.
2354 *
2355 * \threadsafety This function should only be called on the main thread.
2356 *
2357 * \since This function is available since SDL 3.2.0.
2358 *
2359 * \sa SDL_RenderTexture
2360 */
2361extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect);
2362
2363/**
2364 * Perform a scaled copy using the 9-grid algorithm to the current rendering
2365 * target at subpixel precision.
2366 *
2367 * The pixels in the texture are split into a 3x3 grid, using the different
2368 * corner sizes for each corner, and the sides and center making up the
2369 * remaining pixels. The corners are then scaled using `scale` and fit into
2370 * the corners of the destination rectangle. The sides and center are then
2371 * stretched into place to cover the remaining destination rectangle.
2372 *
2373 * \param renderer the renderer which should copy parts of a texture.
2374 * \param texture the source texture.
2375 * \param srcrect the SDL_Rect structure representing the rectangle to be used
2376 * for the 9-grid, or NULL to use the entire texture.
2377 * \param left_width the width, in pixels, of the left corners in `srcrect`.
2378 * \param right_width the width, in pixels, of the right corners in `srcrect`.
2379 * \param top_height the height, in pixels, of the top corners in `srcrect`.
2380 * \param bottom_height the height, in pixels, of the bottom corners in
2381 * `srcrect`.
2382 * \param scale the scale used to transform the corner of `srcrect` into the
2383 * corner of `dstrect`, or 0.0f for an unscaled copy.
2384 * \param dstrect a pointer to the destination rectangle, or NULL for the
2385 * entire rendering target.
2386 * \returns true on success or false on failure; call SDL_GetError() for more
2387 * information.
2388 *
2389 * \threadsafety This function should only be called on the main thread.
2390 *
2391 * \since This function is available since SDL 3.2.0.
2392 *
2393 * \sa SDL_RenderTexture
2394 * \sa SDL_RenderTexture9GridTiled
2395 */
2396extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect);
2397
2398/**
2399 * Perform a scaled copy using the 9-grid algorithm to the current rendering
2400 * target at subpixel precision.
2401 *
2402 * The pixels in the texture are split into a 3x3 grid, using the different
2403 * corner sizes for each corner, and the sides and center making up the
2404 * remaining pixels. The corners are then scaled using `scale` and fit into
2405 * the corners of the destination rectangle. The sides and center are then
2406 * tiled into place to cover the remaining destination rectangle.
2407 *
2408 * \param renderer the renderer which should copy parts of a texture.
2409 * \param texture the source texture.
2410 * \param srcrect the SDL_Rect structure representing the rectangle to be used
2411 * for the 9-grid, or NULL to use the entire texture.
2412 * \param left_width the width, in pixels, of the left corners in `srcrect`.
2413 * \param right_width the width, in pixels, of the right corners in `srcrect`.
2414 * \param top_height the height, in pixels, of the top corners in `srcrect`.
2415 * \param bottom_height the height, in pixels, of the bottom corners in
2416 * `srcrect`.
2417 * \param scale the scale used to transform the corner of `srcrect` into the
2418 * corner of `dstrect`, or 0.0f for an unscaled copy.
2419 * \param dstrect a pointer to the destination rectangle, or NULL for the
2420 * entire rendering target.
2421 * \param tileScale the scale used to transform the borders and center of
2422 * `srcrect` into the borders and middle of `dstrect`, or
2423 * 1.0f for an unscaled copy.
2424 * \returns true on success or false on failure; call SDL_GetError() for more
2425 * information.
2426 *
2427 * \threadsafety This function should only be called on the main thread.
2428 *
2429 * \since This function is available since SDL 3.4.0.
2430 *
2431 * \sa SDL_RenderTexture
2432 * \sa SDL_RenderTexture9Grid
2433 */
2434extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9GridTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect, float tileScale);
2435
2436/**
2437 * Render a list of triangles, optionally using a texture and indices into the
2438 * vertex array.
2439 *
2440 * Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and
2441 * SDL_SetTextureAlphaMod are ignored).
2442 *
2443 * \param renderer the rendering context.
2444 * \param texture (optional) The SDL texture to use.
2445 * \param vertices vertices.
2446 * \param num_vertices number of vertices.
2447 * \param indices (optional) An array of integer indices into the 'vertices'
2448 * array, if NULL all vertices will be rendered in sequential
2449 * order.
2450 * \param num_indices number of indices.
2451 * \returns true on success or false on failure; call SDL_GetError() for more
2452 * information.
2453 *
2454 * \threadsafety This function should only be called on the main thread.
2455 *
2456 * \since This function is available since SDL 3.2.0.
2457 *
2458 * \sa SDL_RenderGeometryRaw
2459 * \sa SDL_SetRenderTextureAddressMode
2460 */
2461extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
2462 SDL_Texture *texture,
2463 const SDL_Vertex *vertices, int num_vertices,
2464 const int *indices, int num_indices);
2465
2466/**
2467 * Render a list of triangles, optionally using a texture and indices into the
2468 * vertex arrays.
2469 *
2470 * Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and
2471 * SDL_SetTextureAlphaMod are ignored).
2472 *
2473 * \param renderer the rendering context.
2474 * \param texture (optional) The SDL texture to use.
2475 * \param xy vertex positions.
2476 * \param xy_stride byte size to move from one element to the next element.
2477 * \param color vertex colors (as SDL_FColor).
2478 * \param color_stride byte size to move from one element to the next element.
2479 * \param uv vertex normalized texture coordinates.
2480 * \param uv_stride byte size to move from one element to the next element.
2481 * \param num_vertices number of vertices.
2482 * \param indices (optional) An array of indices into the 'vertices' arrays,
2483 * if NULL all vertices will be rendered in sequential order.
2484 * \param num_indices number of indices.
2485 * \param size_indices index size: 1 (byte), 2 (short), 4 (int).
2486 * \returns true on success or false on failure; call SDL_GetError() for more
2487 * information.
2488 *
2489 * \threadsafety This function should only be called on the main thread.
2490 *
2491 * \since This function is available since SDL 3.2.0.
2492 *
2493 * \sa SDL_RenderGeometry
2494 * \sa SDL_SetRenderTextureAddressMode
2495 */
2496extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
2497 SDL_Texture *texture,
2498 const float *xy, int xy_stride,
2499 const SDL_FColor *color, int color_stride,
2500 const float *uv, int uv_stride,
2501 int num_vertices,
2502 const void *indices, int num_indices, int size_indices);
2503
2504/**
2505 * Set the texture addressing mode used in SDL_RenderGeometry().
2506 *
2507 * \param renderer the rendering context.
2508 * \param u_mode the SDL_TextureAddressMode to use for horizontal texture
2509 * coordinates in SDL_RenderGeometry().
2510 * \param v_mode the SDL_TextureAddressMode to use for vertical texture
2511 * coordinates in SDL_RenderGeometry().
2512 * \returns true on success or false on failure; call SDL_GetError() for more
2513 * information.
2514 *
2515 * \threadsafety This function should only be called on the main thread.
2516 *
2517 * \since This function is available since SDL 3.4.0.
2518 *
2519 * \sa SDL_RenderGeometry
2520 * \sa SDL_RenderGeometryRaw
2521 * \sa SDL_GetRenderTextureAddressMode
2522 */
2524
2525/**
2526 * Get the texture addressing mode used in SDL_RenderGeometry().
2527 *
2528 * \param renderer the rendering context.
2529 * \param u_mode a pointer filled in with the SDL_TextureAddressMode to use
2530 * for horizontal texture coordinates in SDL_RenderGeometry(),
2531 * may be NULL.
2532 * \param v_mode a pointer filled in with the SDL_TextureAddressMode to use
2533 * for vertical texture coordinates in SDL_RenderGeometry(), may
2534 * be NULL.
2535 * \returns true on success or false on failure; call SDL_GetError() for more
2536 * information.
2537 *
2538 * \threadsafety This function should only be called on the main thread.
2539 *
2540 * \since This function is available since SDL 3.4.0.
2541 *
2542 * \sa SDL_SetRenderTextureAddressMode
2543 */
2545
2546/**
2547 * Read pixels from the current rendering target.
2548 *
2549 * The returned surface contains pixels inside the desired area clipped to the
2550 * current viewport, and should be freed with SDL_DestroySurface().
2551 *
2552 * Note that this returns the actual pixels on the screen, so if you are using
2553 * logical presentation you should use SDL_GetRenderLogicalPresentationRect()
2554 * to get the area containing your content.
2555 *
2556 * **WARNING**: This is a very slow operation, and should not be used
2557 * frequently. If you're using this on the main rendering target, it should be
2558 * called after rendering and before SDL_RenderPresent().
2559 *
2560 * \param renderer the rendering context.
2561 * \param rect an SDL_Rect structure representing the area to read, which will
2562 * be clipped to the current viewport, or NULL for the entire
2563 * viewport.
2564 * \returns a new SDL_Surface on success or NULL on failure; call
2565 * SDL_GetError() for more information.
2566 *
2567 * \threadsafety This function should only be called on the main thread.
2568 *
2569 * \since This function is available since SDL 3.2.0.
2570 */
2571extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
2572
2573/**
2574 * Update the screen with any rendering performed since the previous call.
2575 *
2576 * SDL's rendering functions operate on a backbuffer; that is, calling a
2577 * rendering function such as SDL_RenderLine() does not directly put a line on
2578 * the screen, but rather updates the backbuffer. As such, you compose your
2579 * entire scene and *present* the composed backbuffer to the screen as a
2580 * complete picture.
2581 *
2582 * Therefore, when using SDL's rendering API, one does all drawing intended
2583 * for the frame, and then calls this function once per frame to present the
2584 * final drawing to the user.
2585 *
2586 * The backbuffer should be considered invalidated after each present; do not
2587 * assume that previous contents will exist between frames. You are strongly
2588 * encouraged to call SDL_RenderClear() to initialize the backbuffer before
2589 * starting each new frame's drawing, even if you plan to overwrite every
2590 * pixel.
2591 *
2592 * Please note, that in case of rendering to a texture - there is **no need**
2593 * to call `SDL_RenderPresent` after drawing needed objects to a texture, and
2594 * should not be done; you are only required to change back the rendering
2595 * target to default via `SDL_SetRenderTarget(renderer, NULL)` afterwards, as
2596 * textures by themselves do not have a concept of backbuffers. Calling
2597 * SDL_RenderPresent while rendering to a texture will fail.
2598 *
2599 * \param renderer the rendering context.
2600 * \returns true on success or false on failure; call SDL_GetError() for more
2601 * information.
2602 *
2603 * \threadsafety This function should only be called on the main thread.
2604 *
2605 * \since This function is available since SDL 3.2.0.
2606 *
2607 * \sa SDL_CreateRenderer
2608 * \sa SDL_RenderClear
2609 * \sa SDL_RenderFillRect
2610 * \sa SDL_RenderFillRects
2611 * \sa SDL_RenderLine
2612 * \sa SDL_RenderLines
2613 * \sa SDL_RenderPoint
2614 * \sa SDL_RenderPoints
2615 * \sa SDL_RenderRect
2616 * \sa SDL_RenderRects
2617 * \sa SDL_SetRenderDrawBlendMode
2618 * \sa SDL_SetRenderDrawColor
2619 */
2620extern SDL_DECLSPEC bool SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
2621
2622/**
2623 * Destroy the specified texture.
2624 *
2625 * Passing NULL or an otherwise invalid texture will set the SDL error message
2626 * to "Invalid texture".
2627 *
2628 * \param texture the texture to destroy.
2629 *
2630 * \threadsafety This function should only be called on the main thread.
2631 *
2632 * \since This function is available since SDL 3.2.0.
2633 *
2634 * \sa SDL_CreateTexture
2635 * \sa SDL_CreateTextureFromSurface
2636 */
2637extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
2638
2639/**
2640 * Destroy the rendering context for a window and free all associated
2641 * textures.
2642 *
2643 * This should be called before destroying the associated window.
2644 *
2645 * \param renderer the rendering context.
2646 *
2647 * \threadsafety This function should only be called on the main thread.
2648 *
2649 * \since This function is available since SDL 3.2.0.
2650 *
2651 * \sa SDL_CreateRenderer
2652 */
2653extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
2654
2655/**
2656 * Force the rendering context to flush any pending commands and state.
2657 *
2658 * You do not need to (and in fact, shouldn't) call this function unless you
2659 * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
2660 * addition to using an SDL_Renderer.
2661 *
2662 * This is for a very-specific case: if you are using SDL's render API, and
2663 * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
2664 * calls. If this applies, you should call this function between calls to
2665 * SDL's render API and the low-level API you're using in cooperation.
2666 *
2667 * In all other cases, you can ignore this function.
2668 *
2669 * This call makes SDL flush any pending rendering work it was queueing up to
2670 * do later in a single batch, and marks any internal cached state as invalid,
2671 * so it'll prepare all its state again later, from scratch.
2672 *
2673 * This means you do not need to save state in your rendering code to protect
2674 * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
2675 * OpenGL state that can confuse things; you should use your best judgment and
2676 * be prepared to make changes if specific state needs to be protected.
2677 *
2678 * \param renderer the rendering context.
2679 * \returns true on success or false on failure; call SDL_GetError() for more
2680 * information.
2681 *
2682 * \threadsafety This function should only be called on the main thread.
2683 *
2684 * \since This function is available since SDL 3.2.0.
2685 */
2686extern SDL_DECLSPEC bool SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
2687
2688/**
2689 * Get the CAMetalLayer associated with the given Metal renderer.
2690 *
2691 * This function returns `void *`, so SDL doesn't have to include Metal's
2692 * headers, but it can be safely cast to a `CAMetalLayer *`.
2693 *
2694 * \param renderer the renderer to query.
2695 * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
2696 * Metal renderer.
2697 *
2698 * \threadsafety This function should only be called on the main thread.
2699 *
2700 * \since This function is available since SDL 3.2.0.
2701 *
2702 * \sa SDL_GetRenderMetalCommandEncoder
2703 */
2704extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
2705
2706/**
2707 * Get the Metal command encoder for the current frame.
2708 *
2709 * This function returns `void *`, so SDL doesn't have to include Metal's
2710 * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
2711 *
2712 * This will return NULL if Metal refuses to give SDL a drawable to render to,
2713 * which might happen if the window is hidden/minimized/offscreen. This
2714 * doesn't apply to command encoders for render targets, just the window's
2715 * backbuffer. Check your return values!
2716 *
2717 * \param renderer the renderer to query.
2718 * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
2719 * renderer isn't a Metal renderer or there was an error.
2720 *
2721 * \threadsafety This function should only be called on the main thread.
2722 *
2723 * \since This function is available since SDL 3.2.0.
2724 *
2725 * \sa SDL_GetRenderMetalLayer
2726 */
2727extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
2728
2729
2730/**
2731 * Add a set of synchronization semaphores for the current frame.
2732 *
2733 * The Vulkan renderer will wait for `wait_semaphore` before submitting
2734 * rendering commands and signal `signal_semaphore` after rendering commands
2735 * are complete for this frame.
2736 *
2737 * This should be called each frame that you want semaphore synchronization.
2738 * The Vulkan renderer may have multiple frames in flight on the GPU, so you
2739 * should have multiple semaphores that are used for synchronization. Querying
2740 * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the
2741 * maximum number of semaphores you'll need.
2742 *
2743 * \param renderer the rendering context.
2744 * \param wait_stage_mask the VkPipelineStageFlags for the wait.
2745 * \param wait_semaphore a VkSempahore to wait on before rendering the current
2746 * frame, or 0 if not needed.
2747 * \param signal_semaphore a VkSempahore that SDL will signal when rendering
2748 * for the current frame is complete, or 0 if not
2749 * needed.
2750 * \returns true on success or false on failure; call SDL_GetError() for more
2751 * information.
2752 *
2753 * \threadsafety It is **NOT** safe to call this function from two threads at
2754 * once.
2755 *
2756 * \since This function is available since SDL 3.2.0.
2757 */
2758extern SDL_DECLSPEC bool SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
2759
2760/**
2761 * Toggle VSync of the given renderer.
2762 *
2763 * When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED.
2764 *
2765 * The `vsync` parameter can be 1 to synchronize present with every vertical
2766 * refresh, 2 to synchronize present with every second vertical refresh, etc.,
2767 * SDL_RENDERER_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), or
2768 * SDL_RENDERER_VSYNC_DISABLED to disable. Not every value is supported by
2769 * every driver, so you should check the return value to see whether the
2770 * requested setting is supported.
2771 *
2772 * \param renderer the renderer to toggle.
2773 * \param vsync the vertical refresh sync interval.
2774 * \returns true on success or false on failure; call SDL_GetError() for more
2775 * information.
2776 *
2777 * \threadsafety This function should only be called on the main thread.
2778 *
2779 * \since This function is available since SDL 3.2.0.
2780 *
2781 * \sa SDL_GetRenderVSync
2782 */
2783extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
2784
2785#define SDL_RENDERER_VSYNC_DISABLED 0
2786#define SDL_RENDERER_VSYNC_ADAPTIVE (-1)
2787
2788/**
2789 * Get VSync of the given renderer.
2790 *
2791 * \param renderer the renderer to toggle.
2792 * \param vsync an int filled with the current vertical refresh sync interval.
2793 * See SDL_SetRenderVSync() for the meaning of the value.
2794 * \returns true on success or false on failure; call SDL_GetError() for more
2795 * information.
2796 *
2797 * \threadsafety This function should only be called on the main thread.
2798 *
2799 * \since This function is available since SDL 3.2.0.
2800 *
2801 * \sa SDL_SetRenderVSync
2802 */
2803extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
2804
2805/**
2806 * The size, in pixels, of a single SDL_RenderDebugText() character.
2807 *
2808 * The font is monospaced and square, so this applies to all characters.
2809 *
2810 * \since This macro is available since SDL 3.2.0.
2811 *
2812 * \sa SDL_RenderDebugText
2813 */
2814#define SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE 8
2815
2816/**
2817 * Draw debug text to an SDL_Renderer.
2818 *
2819 * This function will render a string of text to an SDL_Renderer. Note that
2820 * this is a convenience function for debugging, with severe limitations, and
2821 * not intended to be used for production apps and games.
2822 *
2823 * Among these limitations:
2824 *
2825 * - It accepts UTF-8 strings, but will only renders ASCII characters.
2826 * - It has a single, tiny size (8x8 pixels). You can use logical presentation
2827 * or SDL_SetRenderScale() to adjust it.
2828 * - It uses a simple, hardcoded bitmap font. It does not allow different font
2829 * selections and it does not support truetype, for proper scaling.
2830 * - It does no word-wrapping and does not treat newline characters as a line
2831 * break. If the text goes out of the window, it's gone.
2832 *
2833 * For serious text rendering, there are several good options, such as
2834 * SDL_ttf, stb_truetype, or other external libraries.
2835 *
2836 * On first use, this will create an internal texture for rendering glyphs.
2837 * This texture will live until the renderer is destroyed.
2838 *
2839 * The text is drawn in the color specified by SDL_SetRenderDrawColor().
2840 *
2841 * \param renderer the renderer which should draw a line of text.
2842 * \param x the x coordinate where the top-left corner of the text will draw.
2843 * \param y the y coordinate where the top-left corner of the text will draw.
2844 * \param str the string to render.
2845 * \returns true on success or false on failure; call SDL_GetError() for more
2846 * information.
2847 *
2848 * \threadsafety This function should only be called on the main thread.
2849 *
2850 * \since This function is available since SDL 3.2.0.
2851 *
2852 * \sa SDL_RenderDebugTextFormat
2853 * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
2854 */
2855extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str);
2856
2857/**
2858 * Draw debug text to an SDL_Renderer.
2859 *
2860 * This function will render a printf()-style format string to a renderer.
2861 * Note that this is a convenience function for debugging, with severe
2862 * limitations, and is not intended to be used for production apps and games.
2863 *
2864 * For the full list of limitations and other useful information, see
2865 * SDL_RenderDebugText.
2866 *
2867 * \param renderer the renderer which should draw the text.
2868 * \param x the x coordinate where the top-left corner of the text will draw.
2869 * \param y the y coordinate where the top-left corner of the text will draw.
2870 * \param fmt the format string to draw.
2871 * \param ... additional parameters matching % tokens in the `fmt` string, if
2872 * any.
2873 * \returns true on success or false on failure; call SDL_GetError() for more
2874 * information.
2875 *
2876 * \threadsafety This function should only be called on the main thread.
2877 *
2878 * \since This function is available since SDL 3.2.0.
2879 *
2880 * \sa SDL_RenderDebugText
2881 * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
2882 */
2883extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4);
2884
2885/**
2886 * Set default scale mode for new textures for given renderer.
2887 *
2888 * When a renderer is created, scale_mode defaults to SDL_SCALEMODE_LINEAR.
2889 *
2890 * \param renderer the renderer to update.
2891 * \param scale_mode the scale mode to change to for new textures.
2892 * \returns true on success or false on failure; call SDL_GetError() for more
2893 * information.
2894 *
2895 * \threadsafety This function should only be called on the main thread.
2896 *
2897 * \since This function is available since SDL 3.4.0.
2898 *
2899 * \sa SDL_GetDefaultTextureScaleMode
2900 */
2901extern SDL_DECLSPEC bool SDLCALL SDL_SetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode scale_mode);
2902
2903/**
2904 * Get default texture scale mode of the given renderer.
2905 *
2906 * \param renderer the renderer to get data from.
2907 * \param scale_mode a SDL_ScaleMode filled with current default scale mode.
2908 * See SDL_SetDefaultTextureScaleMode() for the meaning of
2909 * the value.
2910 * \returns true on success or false on failure; call SDL_GetError() for more
2911 * information.
2912 *
2913 * \threadsafety This function should only be called on the main thread.
2914 *
2915 * \since This function is available since SDL 3.4.0.
2916 *
2917 * \sa SDL_SetDefaultTextureScaleMode
2918 */
2919extern SDL_DECLSPEC bool SDLCALL SDL_GetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode *scale_mode);
2920
2921/**
2922 * A structure specifying the parameters of a GPU render state.
2923 *
2924 * \since This struct is available since SDL 3.4.0.
2925 *
2926 * \sa SDL_CreateGPURenderState
2927 */
2929{
2930 SDL_GPUShader *fragment_shader; /**< The fragment shader to use when this render state is active */
2931
2932 Sint32 num_sampler_bindings; /**< The number of additional fragment samplers to bind when this render state is active */
2933 const SDL_GPUTextureSamplerBinding *sampler_bindings; /**< Additional fragment samplers to bind when this render state is active */
2934
2935 Sint32 num_storage_textures; /**< The number of storage textures to bind when this render state is active */
2936 SDL_GPUTexture *const *storage_textures; /**< Storage textures to bind when this render state is active */
2937
2938 Sint32 num_storage_buffers; /**< The number of storage buffers to bind when this render state is active */
2939 SDL_GPUBuffer *const *storage_buffers; /**< Storage buffers to bind when this render state is active */
2940
2941 SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
2943
2944/**
2945 * A custom GPU render state.
2946 *
2947 * \since This struct is available since SDL 3.4.0.
2948 *
2949 * \sa SDL_CreateGPURenderState
2950 * \sa SDL_SetGPURenderStateFragmentUniforms
2951 * \sa SDL_SetGPURenderState
2952 * \sa SDL_DestroyGPURenderState
2953 */
2955
2956/**
2957 * Create custom GPU render state.
2958 *
2959 * \param renderer the renderer to use.
2960 * \param createinfo a struct describing the GPU render state to create.
2961 * \returns a custom GPU render state or NULL on failure; call SDL_GetError()
2962 * for more information.
2963 *
2964 * \threadsafety This function should be called on the thread that created the
2965 * renderer.
2966 *
2967 * \since This function is available since SDL 3.4.0.
2968 *
2969 * \sa SDL_SetGPURenderStateFragmentUniforms
2970 * \sa SDL_SetGPURenderState
2971 * \sa SDL_DestroyGPURenderState
2972 */
2974
2975/**
2976 * Set sampler bindings variables in a custom GPU render state.
2977 *
2978 * The data is copied and will be binded using SDL_BindGPUFragmentSamplers()
2979 * during draw call execution.
2980 *
2981 * \param state the state to modify.
2982 * \param num_sampler_bindings The number of additional fragment samplers to
2983 * bind.
2984 * \param sampler_bindings Additional fragment samplers to bind.
2985 * \returns true on success or false on failure; call SDL_GetError() for more
2986 * information.
2987 *
2988 * \threadsafety This function should be called on the thread that created the
2989 * renderer.
2990 *
2991 * \since This function is available since SDL 3.6.0.
2992 */
2993extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateSamplerBindings(SDL_GPURenderState *state, int num_sampler_bindings, const SDL_GPUTextureSamplerBinding *sampler_bindings);
2994
2995/**
2996 * Set storage textures variables in a custom GPU render state.
2997 *
2998 * The data is copied and will be binded using
2999 * SDL_BindGPUFragmentStorageTextures() during draw call execution.
3000 *
3001 * \param state the state to modify.
3002 * \param num_storage_textures The number of storage textures to bind.
3003 * \param storage_textures Storage textures to bind.
3004 * \returns true on success or false on failure; call SDL_GetError() for more
3005 * information.
3006 *
3007 * \threadsafety This function should be called on the thread that created the
3008 * renderer.
3009 *
3010 * \since This function is available since SDL 3.6.0.
3011 */
3012extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateStorageTextures(SDL_GPURenderState *state, int num_storage_textures, SDL_GPUTexture *const *storage_textures);
3013
3014/**
3015 * Set storage buffers variables in a custom GPU render state.
3016 *
3017 * The data is copied and will be binded using
3018 * SDL_BindGPUFragmentStorageBuffers() during draw call execution.
3019 *
3020 * \param state the state to modify.
3021 * \param num_storage_buffers The number of storage buffers to bind.
3022 * \param storage_buffers Storage buffers to bind.
3023 * \returns true on success or false on failure; call SDL_GetError() for more
3024 * information.
3025 *
3026 * \threadsafety This function should be called on the thread that created the
3027 * renderer.
3028 *
3029 * \since This function is available since SDL 3.6.0.
3030 */
3031extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateStorageBuffers(SDL_GPURenderState *state, int num_storage_buffers, SDL_GPUBuffer *const *storage_buffers);
3032
3033/**
3034 * Set fragment shader uniform variables in a custom GPU render state.
3035 *
3036 * The data is copied and will be pushed using
3037 * SDL_PushGPUFragmentUniformData() during draw call execution.
3038 *
3039 * \param state the state to modify.
3040 * \param slot_index the fragment uniform slot to push data to.
3041 * \param data client data to write.
3042 * \param length the length of the data to write.
3043 * \returns true on success or false on failure; call SDL_GetError() for more
3044 * information.
3045 *
3046 * \threadsafety This function should be called on the thread that created the
3047 * renderer.
3048 *
3049 * \since This function is available since SDL 3.4.0.
3050 */
3051extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length);
3052
3053/**
3054 * Set custom GPU render state.
3055 *
3056 * This function sets custom GPU render state for subsequent draw calls. This
3057 * allows using custom shaders with the GPU renderer.
3058 *
3059 * \param renderer the renderer to use.
3060 * \param state the state to to use, or NULL to clear custom GPU render state.
3061 * \returns true on success or false on failure; call SDL_GetError() for more
3062 * information.
3063 *
3064 * \threadsafety This function should be called on the thread that created the
3065 * renderer.
3066 *
3067 * \since This function is available since SDL 3.4.0.
3068 */
3069extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderState(SDL_Renderer *renderer, SDL_GPURenderState *state);
3070
3071/**
3072 * Destroy custom GPU render state.
3073 *
3074 * \param state the state to destroy.
3075 *
3076 * \threadsafety This function should be called on the thread that created the
3077 * renderer.
3078 *
3079 * \since This function is available since SDL 3.4.0.
3080 *
3081 * \sa SDL_CreateGPURenderState
3082 */
3083extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *state);
3084
3085#ifdef SDL_PLATFORM_GDK
3086
3087/**
3088 * Call this to suspend Render operations on Xbox after receiving the
3089 * SDL_EVENT_DID_ENTER_BACKGROUND event.
3090 *
3091 * Do NOT call any SDL_Render functions after calling this function! This must
3092 * also be called before calling SDL_GDKSuspendComplete.
3093 *
3094 * This function MUST be called on the application's render thread.
3095 *
3096 * \param renderer the renderer which should suspend operation.
3097 *
3098 * \since This function is available since SDL 3.6.0.
3099 *
3100 * \sa SDL_AddEventWatch
3101 */
3102extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer);
3103
3104/**
3105 * Call this to resume Render operations on Xbox after receiving the
3106 * SDL_EVENT_WILL_ENTER_FOREGROUND event.
3107 *
3108 * When resuming, this function MUST be called before calling any other
3109 * SDL_Render functions.
3110 *
3111 * This function MUST be called on the application's render thread.
3112 *
3113 * \param renderer the renderer which should resume operation.
3114 *
3115 * \since This function is available since SDL 3.6.0.
3116 *
3117 * \sa SDL_AddEventWatch
3118 */
3119extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeRenderer(SDL_Renderer *renderer);
3120
3121#endif /* SDL_PLATFORM_GDK */
3122
3123/* Ends C function definitions when using C++ */
3124#ifdef __cplusplus
3125}
3126#endif
3127#include <SDL3/SDL_close_code.h>
3128
3129#endif /* SDL_render_h_ */
Uint32 SDL_BlendMode
struct SDL_GPUTexture SDL_GPUTexture
Definition SDL_gpu.h:473
struct SDL_GPUBuffer SDL_GPUBuffer
Definition SDL_gpu.h:435
struct SDL_GPUShader SDL_GPUShader
Definition SDL_gpu.h:496
struct SDL_GPUDevice SDL_GPUDevice
Definition SDL_gpu.h:411
SDL_PixelFormat
Definition SDL_pixels.h:549
Uint32 SDL_PropertiesID
void SDL_DestroyTexture(SDL_Texture *texture)
bool SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha)
bool SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode)
bool SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
bool SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect)
bool SDL_RenderPresent(SDL_Renderer *renderer)
bool SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect)
bool SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
bool SDL_UpdateNVTexture(SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *UVplane, int UVpitch)
bool SDL_RenderGeometry(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Vertex *vertices, int num_vertices, const int *indices, int num_indices)
bool SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
SDL_Texture * SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props)
bool SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event)
SDL_Window * SDL_GetRenderWindow(SDL_Renderer *renderer)
bool SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY)
bool SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h)
bool SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect)
SDL_GPURenderState * SDL_CreateGPURenderState(SDL_Renderer *renderer, const SDL_GPURenderStateCreateInfo *createinfo)
bool SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode)
void SDL_DestroyRenderer(SDL_Renderer *renderer)
bool SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a)
void SDL_UnlockTexture(SDL_Texture *texture)
bool SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
bool SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str)
bool SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode)
bool SDL_SetRenderTextureAddressMode(SDL_Renderer *renderer, SDL_TextureAddressMode u_mode, SDL_TextureAddressMode v_mode)
SDL_Surface * SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
int SDL_GetNumRenderDrivers(void)
bool SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length)
bool SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer)
bool SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
SDL_Renderer * SDL_CreateGPURenderer(SDL_GPUDevice *device, SDL_Window *window)
SDL_GPUDevice * SDL_GetGPURendererDevice(SDL_Renderer *renderer)
SDL_Renderer * SDL_CreateRendererWithProperties(SDL_PropertiesID props)
bool SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
bool SDL_GetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode *scale_mode)
bool SDL_RenderTexture9GridTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect, float tileScale)
bool SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect)
SDL_TextureAddressMode
Definition SDL_render.h:120
@ SDL_TEXTURE_ADDRESS_INVALID
Definition SDL_render.h:121
@ SDL_TEXTURE_ADDRESS_WRAP
Definition SDL_render.h:124
@ SDL_TEXTURE_ADDRESS_CLAMP
Definition SDL_render.h:123
@ SDL_TEXTURE_ADDRESS_AUTO
Definition SDL_render.h:122
bool SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b)
bool SDL_GetRenderTextureAddressMode(SDL_Renderer *renderer, SDL_TextureAddressMode *u_mode, SDL_TextureAddressMode *v_mode)
bool SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
SDL_Palette * SDL_GetTexturePalette(SDL_Texture *texture)
bool SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode)
bool SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha)
bool SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b)
SDL_Texture * SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h)
bool SDL_SetGPURenderState(SDL_Renderer *renderer, SDL_GPURenderState *state)
bool SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
bool SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
bool SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
SDL_Texture * SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface)
bool SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
bool SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
SDL_Renderer * SDL_GetRendererFromTexture(SDL_Texture *texture)
SDL_Renderer * SDL_CreateRenderer(SDL_Window *window, const char *name)
SDL_TextureAccess
Definition SDL_render.h:102
@ SDL_TEXTUREACCESS_STATIC
Definition SDL_render.h:103
@ SDL_TEXTUREACCESS_STREAMING
Definition SDL_render.h:104
@ SDL_TEXTUREACCESS_TARGET
Definition SDL_render.h:105
bool SDL_FlushRenderer(SDL_Renderer *renderer)
bool SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y)
bool SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b)
bool SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect)
SDL_Renderer * SDL_CreateSoftwareRenderer(SDL_Surface *surface)
bool SDL_SetGPURenderStateStorageTextures(SDL_GPURenderState *state, int num_storage_textures, SDL_GPUTexture *const *storage_textures)
bool SDL_SetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode scale_mode)
bool SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
bool SDL_RenderClear(SDL_Renderer *renderer)
void * SDL_GetRenderMetalLayer(SDL_Renderer *renderer)
bool SDL_RenderViewportSet(SDL_Renderer *renderer)
bool SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode)
bool SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
SDL_RendererLogicalPresentation
Definition SDL_render.h:133
@ SDL_LOGICAL_PRESENTATION_LETTERBOX
Definition SDL_render.h:136
@ SDL_LOGICAL_PRESENTATION_DISABLED
Definition SDL_render.h:134
@ SDL_LOGICAL_PRESENTATION_OVERSCAN
Definition SDL_render.h:137
@ SDL_LOGICAL_PRESENTATION_STRETCH
Definition SDL_render.h:135
@ SDL_LOGICAL_PRESENTATION_INTEGER_SCALE
Definition SDL_render.h:138
bool SDL_RenderPoint(SDL_Renderer *renderer, float x, float y)
bool SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
SDL_PropertiesID SDL_GetTextureProperties(SDL_Texture *texture)
SDL_Renderer * SDL_GetRenderer(SDL_Window *window)
bool SDL_RenderClipEnabled(SDL_Renderer *renderer)
const char * SDL_GetRenderDriver(int index)
void * SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer)
struct SDL_Renderer SDL_Renderer
Definition SDL_render.h:146
bool SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
bool SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect)
SDL_PropertiesID SDL_GetRendererProperties(SDL_Renderer *renderer)
bool SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode)
bool SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect)
SDL_Texture * SDL_GetRenderTarget(SDL_Renderer *renderer)
bool SDL_UpdateYUVTexture(SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *Uplane, int Upitch, const Uint8 *Vplane, int Vpitch)
bool SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha)
bool SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
bool SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore)
bool SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha)
bool SDL_SetGPURenderStateSamplerBindings(SDL_GPURenderState *state, int num_sampler_bindings, const SDL_GPUTextureSamplerBinding *sampler_bindings)
bool SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
bool SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface)
bool SDL_SetTexturePalette(SDL_Texture *texture, SDL_Palette *palette)
bool SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
bool SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y)
bool SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale)
bool SDL_SetGPURenderStateStorageBuffers(SDL_GPURenderState *state, int num_storage_buffers, SDL_GPUBuffer *const *storage_buffers)
bool SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync)
bool SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a)
struct SDL_GPURenderState SDL_GPURenderState
bool SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale)
bool SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b)
void SDL_DestroyGPURenderState(SDL_GPURenderState *state)
bool SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect, double angle, const SDL_FPoint *center, SDL_FlipMode flip)
const char * SDL_GetRendererName(SDL_Renderer *renderer)
bool SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt,...) SDL_PRINTF_VARARG_FUNC(4)
bool SDL_RenderGeometryRaw(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices)
bool SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FPoint *origin, const SDL_FPoint *right, const SDL_FPoint *down)
bool SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode)
uint8_t Uint8
Definition SDL_stdinc.h:446
int64_t Sint64
Definition SDL_stdinc.h:493
int32_t Sint32
Definition SDL_stdinc.h:473
#define SDL_PRINTF_FORMAT_STRING
#define SDL_PRINTF_VARARG_FUNC(fmtargnumber)
uint32_t Uint32
Definition SDL_stdinc.h:482
SDL_ScaleMode
Definition SDL_surface.h:88
SDL_FlipMode
struct SDL_Window SDL_Window
Definition SDL_video.h:175
Uint64 SDL_WindowFlags
Definition SDL_video.h:195
static SDL_Renderer * renderer
Definition hello.c:17
static SDL_Window * window
Definition hello.c:16
SDL_GPUShader * fragment_shader
SDL_GPUTexture *const * storage_textures
SDL_GPUBuffer *const * storage_buffers
const SDL_GPUTextureSamplerBinding * sampler_bindings
SDL_PixelFormat format
Definition SDL_render.h:162
SDL_FPoint tex_coord
Definition SDL_render.h:93
SDL_FPoint position
Definition SDL_render.h:91
SDL_FColor color
Definition SDL_render.h:92