282#define SDL_PROP_RENDERER_CREATE_NAME_STRING "name"
283#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "window"
284#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "surface"
285#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "output_colorspace"
286#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN "present_vsync"
287#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "vulkan.instance"
288#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "vulkan.surface"
289#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "vulkan.physical_device"
290#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "vulkan.device"
291#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "vulkan.graphics_queue_family_index"
292#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "vulkan.present_queue_family_index"
423#define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name"
424#define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window"
425#define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface"
426#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace"
427#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled"
428#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point"
429#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom"
430#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device"
431#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device"
432#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device"
433#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue"
434#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance"
435#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface"
436#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device"
437#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device"
438#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index"
439#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index"
440#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count"
643#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "colorspace"
644#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "format"
645#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "access"
646#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "width"
647#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "height"
648#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDR_white_point"
649#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "HDR_headroom"
650#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "d3d11.texture"
651#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "d3d11.texture_u"
652#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "d3d11.texture_v"
653#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "d3d12.texture"
654#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "d3d12.texture_u"
655#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "d3d12.texture_v"
656#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "metal.pixelbuffer"
657#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "opengl.texture"
658#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "opengl.texture_uv"
659#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "opengl.texture_u"
660#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "opengl.texture_v"
661#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "opengles2.texture"
662#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "opengles2.texture_uv"
663#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "opengles2.texture_u"
664#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "opengles2.texture_v"
665#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "vulkan.texture"
761#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace"
762#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point"
763#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom"
764#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture"
765#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u"
766#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v"
767#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture"
768#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u"
769#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v"
770#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture"
771#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv"
772#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u"
773#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v"
774#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target"
775#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w"
776#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h"
777#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture"
778#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv"
779#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u"
780#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v"
781#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target"
782#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture"
1116 const Uint8 *Yplane,
int Ypitch,
1117 const Uint8 *Uplane,
int Upitch,
1118 const Uint8 *Vplane,
int Vpitch);
1146 const Uint8 *Yplane,
int Ypitch,
1147 const Uint8 *UVplane,
int UVpitch);
1179 void **pixels,
int *pitch);
1848 const double angle,
const SDL_FPoint *center,
1872 const SDL_Vertex *vertices,
int num_vertices,
1873 const int *indices,
int num_indices);
1902 const float *xy,
int xy_stride,
1903 const SDL_Color *color,
int color_stride,
1904 const float *uv,
int uv_stride,
1906 const void *indices,
int num_indices,
int size_indices);
1936 const float *xy,
int xy_stride,
1938 const float *uv,
int uv_stride,
1940 const void *indices,
int num_indices,
int size_indices);
void SDL_DestroyTexture(SDL_Texture *texture)
int SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY)
int SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
int SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode)
int SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY)
SDL_Texture * SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props)
struct SDL_Texture SDL_Texture
int SDL_RenderClear(SDL_Renderer *renderer)
int SDL_RenderGeometryRaw(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices)
int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices)
int SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
int SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
SDL_Window * SDL_GetRenderWindow(SDL_Renderer *renderer)
int SDL_CreateWindowAndRenderer(int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer)
int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect, const double angle, const SDL_FPoint *center, const SDL_FlipMode flip)
int SDL_UpdateYUVTexture(SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *Uplane, int Upitch, const Uint8 *Vplane, int Vpitch)
int SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
int SDL_QueryTexture(SDL_Texture *texture, Uint32 *format, int *access, int *w, int *h)
int SDL_FlushRenderer(SDL_Renderer *renderer)
void SDL_DestroyRenderer(SDL_Renderer *renderer)
void SDL_UnlockTexture(SDL_Texture *texture)
int SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b)
SDL_Surface * SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
int SDL_GetNumRenderDrivers(void)
int SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect)
SDL_bool SDL_RenderViewportSet(SDL_Renderer *renderer)
@ SDL_RENDERER_ACCELERATED
@ SDL_RENDERER_PRESENTVSYNC
int SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a)
SDL_Renderer * SDL_CreateRendererWithProperties(SDL_PropertiesID props)
int SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode)
int SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode)
int SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale)
int SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b)
int SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync)
int SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale)
int SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
int SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect)
SDL_Texture * SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface)
SDL_Renderer * SDL_GetRendererFromTexture(SDL_Texture *texture)
@ SDL_TEXTUREACCESS_STATIC
@ SDL_TEXTUREACCESS_STREAMING
@ SDL_TEXTUREACCESS_TARGET
int SDL_GetRendererInfo(SDL_Renderer *renderer, SDL_RendererInfo *info)
int SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
SDL_Renderer * SDL_CreateSoftwareRenderer(SDL_Surface *surface)
int SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
int SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha)
SDL_bool SDL_RenderClipEnabled(SDL_Renderer *renderer)
int SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y)
void * SDL_GetRenderMetalLayer(SDL_Renderer *renderer)
int SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event)
int SDL_RenderGeometry(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Vertex *vertices, int num_vertices, const int *indices, int num_indices)
int SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect)
int SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect)
SDL_Texture * SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h)
int SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode)
SDL_RendererLogicalPresentation
@ SDL_LOGICAL_PRESENTATION_LETTERBOX
@ SDL_LOGICAL_PRESENTATION_DISABLED
@ SDL_LOGICAL_PRESENTATION_OVERSCAN
@ SDL_LOGICAL_PRESENTATION_STRETCH
@ SDL_LOGICAL_PRESENTATION_INTEGER_SCALE
int SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a)
int SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha)
int SDL_RenderPoint(SDL_Renderer *renderer, float x, float y)
int SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y)
SDL_PropertiesID SDL_GetTextureProperties(SDL_Texture *texture)
int SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b)
SDL_Renderer * SDL_GetRenderer(SDL_Window *window)
const char * SDL_GetRenderDriver(int index)
void * SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer)
int SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b)
int SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
int SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode)
struct SDL_Renderer SDL_Renderer
int SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
int SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
int SDL_UpdateNVTexture(SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *UVplane, int UVpitch)
int SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface)
SDL_PropertiesID SDL_GetRendererProperties(SDL_Renderer *renderer)
SDL_Renderer * SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags)
SDL_Texture * SDL_GetRenderTarget(SDL_Renderer *renderer)
int SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode)
int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
int SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha)
int SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect)
int SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha)
int SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
int SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode)
int SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore)
int SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect)
int SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h)
int SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count)
int SDL_LockTexture(SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
int SDL_RenderPresent(SDL_Renderer *renderer)
struct SDL_Window SDL_Window
SDL_PixelFormatEnum texture_formats[16]