Implementation of render targets, by Mason Wheeler and Gabriel Jacobo
Thanks guys!
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11 changed files with 879 additions and 45 deletions
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@ -88,7 +88,8 @@ typedef struct SDL_RendererInfo
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typedef enum
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{
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SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
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SDL_TEXTUREACCESS_STREAMING /**< Changes frequently, lockable */
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SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
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SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
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} SDL_TextureAccess;
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/**
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@ -561,6 +562,31 @@ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
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const SDL_Rect * srcrect,
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const SDL_Rect * dstrect);
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/**
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* \fn SDL_bool SDL_RenderTargetSupported(SDL_Renderer *renderer)
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*
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* \brief Determines whether a window supports the use of render targets
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*
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* \param renderer The renderer that will be checked
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*
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* \return SDL_TRUE if supported, SDL_FALSE if not.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_RenderTargetSupported(SDL_Renderer *renderer);
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/**
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* \fn int SDL_SetTargetTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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*
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* \brief Set a texture as the current rendering target.
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*
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* \param renderer The renderer that will be checked
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*
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* \param texture The targeted texture, or NULL for the default render target
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*
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* \return 0 on success, or -1 if there is no rendering context current, or the driver doesn't support the requested operation.
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*/
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extern DECLSPEC int SDLCALL SDL_SetTargetTexture(SDL_Renderer *renderer, SDL_Texture *texture);
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/**
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* \brief Read pixels from the current rendering target.
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*
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