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https://github.com/Ryujinx/SDL.git
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Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
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1ae61f1009
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@ -1,6 +1,13 @@
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This is a list of major changes in SDL's version history.
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---------------------------------------------------------------------------
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2.0.11/12:
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---------------------------------------------------------------------------
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General:
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* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
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---------------------------------------------------------------------------
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2.0.10:
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---------------------------------------------------------------------------
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@ -430,10 +430,31 @@ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
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const SDL_Rect * rect,
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void **pixels, int *pitch);
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/**
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* \brief Lock a portion of the texture for write-only pixel access.
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* Expose it as a SDL surface.
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*
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* \param texture The texture to lock for access, which was created with
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* ::SDL_TEXTUREACCESS_STREAMING.
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* \param rect A pointer to the rectangle to lock for access. If the rect
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* is NULL, the entire texture will be locked.
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* \param surface This is filled in with a SDL surface representing the locked area
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* Surface is freed internally after calling SDL_UnlockTexture or SDL_DestroyTexture.
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*
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* \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
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*
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* \sa SDL_UnlockTexture()
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*/
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extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
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const SDL_Rect *rect,
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SDL_Surface **surface);
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/**
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* \brief Unlock a texture, uploading the changes to video memory, if needed.
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* If SDL_LockTextureToSurface() was called for locking, the SDL surface is freed.
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*
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* \sa SDL_LockTexture()
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* \sa SDL_LockTextureToSurface()
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*/
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extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
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@ -315,6 +315,7 @@
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#define SDL_UpdateTexture SDL_UpdateTexture_REAL
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#define SDL_UpdateYUVTexture SDL_UpdateYUVTexture_REAL
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#define SDL_LockTexture SDL_LockTexture_REAL
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#define SDL_LockTextureToSurface SDL_LockTextureToSurface_REAL
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#define SDL_UnlockTexture SDL_UnlockTexture_REAL
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#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
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#define SDL_SetRenderTarget SDL_SetRenderTarget_REAL
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@ -346,6 +346,7 @@ SDL_DYNAPI_PROC(int,SDL_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(
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SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
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SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(int,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return)
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SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
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SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
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@ -1680,6 +1680,45 @@ SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
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}
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}
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int
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SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
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SDL_Surface **surface)
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{
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SDL_Rect r;
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void *pixels = NULL;
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int pitch, ret;
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if (texture == NULL || surface == NULL) {
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return -1;
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}
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if (rect == NULL) {
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r.x = 0;
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r.y = 0;
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r.w = texture->w;
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r.h = texture->h;
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} else {
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r.x = rect->x;
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r.y = rect->y;
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r.w = SDL_min(texture->w - rect->x, rect->w);
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r.h = SDL_min(texture->h - rect->y, rect->h);
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}
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ret = SDL_LockTexture(texture, &r, &pixels, &pitch);
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if (ret < 0) {
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return ret;
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}
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texture->locked_surface = SDL_CreateRGBSurfaceWithFormatFrom(pixels, r.w, r.h, 0, pitch, texture->format);
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if (texture->locked_surface == NULL) {
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SDL_UnlockTexture(texture);
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return -1;
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}
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*surface = texture->locked_surface;
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return 0;
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}
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static void
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SDL_UnlockTextureYUV(SDL_Texture * texture)
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{
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@ -1738,6 +1777,9 @@ SDL_UnlockTexture(SDL_Texture * texture)
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SDL_Renderer *renderer = texture->renderer;
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renderer->UnlockTexture(renderer, texture);
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}
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SDL_FreeSurface(texture->locked_surface);
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texture->locked_surface = NULL;
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}
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SDL_bool
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@ -3090,6 +3132,10 @@ SDL_DestroyTexture(SDL_Texture * texture)
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SDL_free(texture->pixels);
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renderer->DestroyTexture(renderer, texture);
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SDL_FreeSurface(texture->locked_surface);
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texture->locked_surface = NULL;
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SDL_free(texture);
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}
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@ -60,6 +60,7 @@ struct SDL_Texture
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void *pixels;
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int pitch;
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SDL_Rect locked_rect;
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SDL_Surface *locked_surface; /**< Locked region exposed as a SDL surface */
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Uint32 last_command_generation; /* last command queue generation this texture was in. */
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