SDL 3.0
SDL_render.h File Reference
#include <SDL3/SDL_stdinc.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_begin_code.h>
#include <SDL3/SDL_close_code.h>
+ Include dependency graph for SDL_render.h:
+ This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Data Structures

struct  SDL_RendererInfo
 
struct  SDL_Vertex
 

Macros

#define SDL_SOFTWARE_RENDERER   "software"
 
#define SDL_PROP_RENDERER_CREATE_NAME_STRING   "name"
 
#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER   "window"
 
#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER   "surface"
 
#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER   "output_colorspace"
 
#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN   "present_vsync"
 
#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER   "vulkan.instance"
 
#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER   "vulkan.surface"
 
#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER   "vulkan.physical_device"
 
#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER   "vulkan.device"
 
#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER   "vulkan.graphics_queue_family_index"
 
#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER   "vulkan.present_queue_family_index"
 
#define SDL_PROP_RENDERER_NAME_STRING   "SDL.renderer.name"
 
#define SDL_PROP_RENDERER_WINDOW_POINTER   "SDL.renderer.window"
 
#define SDL_PROP_RENDERER_SURFACE_POINTER   "SDL.renderer.surface"
 
#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER   "SDL.renderer.output_colorspace"
 
#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN   "SDL.renderer.HDR_enabled"
 
#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT   "SDL.renderer.SDR_white_point"
 
#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT   "SDL.renderer.HDR_headroom"
 
#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER   "SDL.renderer.d3d9.device"
 
#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER   "SDL.renderer.d3d11.device"
 
#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER   "SDL.renderer.d3d12.device"
 
#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER   "SDL.renderer.d3d12.command_queue"
 
#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER   "SDL.renderer.vulkan.instance"
 
#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER   "SDL.renderer.vulkan.surface"
 
#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER   "SDL.renderer.vulkan.physical_device"
 
#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER   "SDL.renderer.vulkan.device"
 
#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER   "SDL.renderer.vulkan.graphics_queue_family_index"
 
#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER   "SDL.renderer.vulkan.present_queue_family_index"
 
#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER   "SDL.renderer.vulkan.swapchain_image_count"
 
#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER   "colorspace"
 
#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER   "format"
 
#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER   "access"
 
#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER   "width"
 
#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER   "height"
 
#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT   "SDR_white_point"
 
#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT   "HDR_headroom"
 
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER   "d3d11.texture"
 
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER   "d3d11.texture_u"
 
#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER   "d3d11.texture_v"
 
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER   "d3d12.texture"
 
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER   "d3d12.texture_u"
 
#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER   "d3d12.texture_v"
 
#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER   "metal.pixelbuffer"
 
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER   "opengl.texture"
 
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER   "opengl.texture_uv"
 
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER   "opengl.texture_u"
 
#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER   "opengl.texture_v"
 
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER   "opengles2.texture"
 
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER   "opengles2.texture_uv"
 
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER   "opengles2.texture_u"
 
#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER   "opengles2.texture_v"
 
#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER   "vulkan.texture"
 
#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER   "SDL.texture.colorspace"
 
#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT   "SDL.texture.SDR_white_point"
 
#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT   "SDL.texture.HDR_headroom"
 
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER   "SDL.texture.d3d11.texture"
 
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER   "SDL.texture.d3d11.texture_u"
 
#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER   "SDL.texture.d3d11.texture_v"
 
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER   "SDL.texture.d3d12.texture"
 
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER   "SDL.texture.d3d12.texture_u"
 
#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER   "SDL.texture.d3d12.texture_v"
 
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER   "SDL.texture.opengl.texture"
 
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER   "SDL.texture.opengl.texture_uv"
 
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER   "SDL.texture.opengl.texture_u"
 
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER   "SDL.texture.opengl.texture_v"
 
#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER   "SDL.texture.opengl.target"
 
#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT   "SDL.texture.opengl.tex_w"
 
#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT   "SDL.texture.opengl.tex_h"
 
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER   "SDL.texture.opengles2.texture"
 
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER   "SDL.texture.opengles2.texture_uv"
 
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER   "SDL.texture.opengles2.texture_u"
 
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER   "SDL.texture.opengles2.texture_v"
 
#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER   "SDL.texture.opengles2.target"
 
#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER   "SDL.texture.vulkan.texture"
 

Typedefs

typedef struct SDL_Renderer SDL_Renderer
 
typedef struct SDL_Texture SDL_Texture
 

Enumerations

enum  SDL_RendererFlags { SDL_RENDERER_PRESENTVSYNC = 0x00000004 }
 
enum  SDL_TextureAccess {
  SDL_TEXTUREACCESS_STATIC ,
  SDL_TEXTUREACCESS_STREAMING ,
  SDL_TEXTUREACCESS_TARGET
}
 
enum  SDL_RendererLogicalPresentation {
  SDL_LOGICAL_PRESENTATION_DISABLED ,
  SDL_LOGICAL_PRESENTATION_STRETCH ,
  SDL_LOGICAL_PRESENTATION_LETTERBOX ,
  SDL_LOGICAL_PRESENTATION_OVERSCAN ,
  SDL_LOGICAL_PRESENTATION_INTEGER_SCALE
}
 

Functions

int SDL_GetNumRenderDrivers (void)
 
const char * SDL_GetRenderDriver (int index)
 
int SDL_CreateWindowAndRenderer (const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer)
 
SDL_RendererSDL_CreateRenderer (SDL_Window *window, const char *name, Uint32 flags)
 
SDL_RendererSDL_CreateRendererWithProperties (SDL_PropertiesID props)
 
SDL_RendererSDL_CreateSoftwareRenderer (SDL_Surface *surface)
 
SDL_RendererSDL_GetRenderer (SDL_Window *window)
 
SDL_WindowSDL_GetRenderWindow (SDL_Renderer *renderer)
 
int SDL_GetRendererInfo (SDL_Renderer *renderer, SDL_RendererInfo *info)
 
SDL_PropertiesID SDL_GetRendererProperties (SDL_Renderer *renderer)
 
int SDL_GetRenderOutputSize (SDL_Renderer *renderer, int *w, int *h)
 
int SDL_GetCurrentRenderOutputSize (SDL_Renderer *renderer, int *w, int *h)
 
SDL_TextureSDL_CreateTexture (SDL_Renderer *renderer, SDL_PixelFormatEnum format, int access, int w, int h)
 
SDL_TextureSDL_CreateTextureFromSurface (SDL_Renderer *renderer, SDL_Surface *surface)
 
SDL_TextureSDL_CreateTextureWithProperties (SDL_Renderer *renderer, SDL_PropertiesID props)
 
SDL_PropertiesID SDL_GetTextureProperties (SDL_Texture *texture)
 
SDL_RendererSDL_GetRendererFromTexture (SDL_Texture *texture)
 
int SDL_QueryTexture (SDL_Texture *texture, SDL_PixelFormatEnum *format, int *access, int *w, int *h)
 
int SDL_SetTextureColorMod (SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b)
 
int SDL_SetTextureColorModFloat (SDL_Texture *texture, float r, float g, float b)
 
int SDL_GetTextureColorMod (SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b)
 
int SDL_GetTextureColorModFloat (SDL_Texture *texture, float *r, float *g, float *b)
 
int SDL_SetTextureAlphaMod (SDL_Texture *texture, Uint8 alpha)
 
int SDL_SetTextureAlphaModFloat (SDL_Texture *texture, float alpha)
 
int SDL_GetTextureAlphaMod (SDL_Texture *texture, Uint8 *alpha)
 
int SDL_GetTextureAlphaModFloat (SDL_Texture *texture, float *alpha)
 
int SDL_SetTextureBlendMode (SDL_Texture *texture, SDL_BlendMode blendMode)
 
int SDL_GetTextureBlendMode (SDL_Texture *texture, SDL_BlendMode *blendMode)
 
int SDL_SetTextureScaleMode (SDL_Texture *texture, SDL_ScaleMode scaleMode)
 
int SDL_GetTextureScaleMode (SDL_Texture *texture, SDL_ScaleMode *scaleMode)
 
int SDL_UpdateTexture (SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch)
 
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_UpdateNVTexture (SDL_Texture *texture, const SDL_Rect *rect, const Uint8 *Yplane, int Ypitch, const Uint8 *UVplane, int UVpitch)
 
int SDL_LockTexture (SDL_Texture *texture, const SDL_Rect *rect, void **pixels, int *pitch)
 
int SDL_LockTextureToSurface (SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface)
 
void SDL_UnlockTexture (SDL_Texture *texture)
 
int SDL_SetRenderTarget (SDL_Renderer *renderer, SDL_Texture *texture)
 
SDL_TextureSDL_GetRenderTarget (SDL_Renderer *renderer)
 
int SDL_SetRenderLogicalPresentation (SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode, SDL_ScaleMode scale_mode)
 
int SDL_GetRenderLogicalPresentation (SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode, SDL_ScaleMode *scale_mode)
 
int SDL_RenderCoordinatesFromWindow (SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y)
 
int SDL_RenderCoordinatesToWindow (SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y)
 
int SDL_ConvertEventToRenderCoordinates (SDL_Renderer *renderer, SDL_Event *event)
 
int SDL_SetRenderViewport (SDL_Renderer *renderer, const SDL_Rect *rect)
 
int SDL_GetRenderViewport (SDL_Renderer *renderer, SDL_Rect *rect)
 
SDL_bool SDL_RenderViewportSet (SDL_Renderer *renderer)
 
int SDL_SetRenderClipRect (SDL_Renderer *renderer, const SDL_Rect *rect)
 
int SDL_GetRenderClipRect (SDL_Renderer *renderer, SDL_Rect *rect)
 
SDL_bool SDL_RenderClipEnabled (SDL_Renderer *renderer)
 
int SDL_SetRenderScale (SDL_Renderer *renderer, float scaleX, float scaleY)
 
int SDL_GetRenderScale (SDL_Renderer *renderer, float *scaleX, float *scaleY)
 
int SDL_SetRenderDrawColor (SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
 
int SDL_SetRenderDrawColorFloat (SDL_Renderer *renderer, float r, float g, float b, float a)
 
int SDL_GetRenderDrawColor (SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
 
int SDL_GetRenderDrawColorFloat (SDL_Renderer *renderer, float *r, float *g, float *b, float *a)
 
int SDL_SetRenderColorScale (SDL_Renderer *renderer, float scale)
 
int SDL_GetRenderColorScale (SDL_Renderer *renderer, float *scale)
 
int SDL_SetRenderDrawBlendMode (SDL_Renderer *renderer, SDL_BlendMode blendMode)
 
int SDL_GetRenderDrawBlendMode (SDL_Renderer *renderer, SDL_BlendMode *blendMode)
 
int SDL_RenderClear (SDL_Renderer *renderer)
 
int SDL_RenderPoint (SDL_Renderer *renderer, float x, float y)
 
int SDL_RenderPoints (SDL_Renderer *renderer, const SDL_FPoint *points, int count)
 
int SDL_RenderLine (SDL_Renderer *renderer, float x1, float y1, float x2, float y2)
 
int SDL_RenderLines (SDL_Renderer *renderer, const SDL_FPoint *points, int count)
 
int SDL_RenderRect (SDL_Renderer *renderer, const SDL_FRect *rect)
 
int SDL_RenderRects (SDL_Renderer *renderer, const SDL_FRect *rects, int count)
 
int SDL_RenderFillRect (SDL_Renderer *renderer, const SDL_FRect *rect)
 
int SDL_RenderFillRects (SDL_Renderer *renderer, const SDL_FRect *rects, int count)
 
int SDL_RenderTexture (SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
 
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_RenderGeometry (SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Vertex *vertices, int num_vertices, const int *indices, int num_indices)
 
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)
 
SDL_SurfaceSDL_RenderReadPixels (SDL_Renderer *renderer, const SDL_Rect *rect)
 
int SDL_RenderPresent (SDL_Renderer *renderer)
 
void SDL_DestroyTexture (SDL_Texture *texture)
 
void SDL_DestroyRenderer (SDL_Renderer *renderer)
 
int SDL_FlushRenderer (SDL_Renderer *renderer)
 
void * SDL_GetRenderMetalLayer (SDL_Renderer *renderer)
 
void * SDL_GetRenderMetalCommandEncoder (SDL_Renderer *renderer)
 
int SDL_AddVulkanRenderSemaphores (SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore)
 
int SDL_SetRenderVSync (SDL_Renderer *renderer, int vsync)
 
int SDL_GetRenderVSync (SDL_Renderer *renderer, int *vsync)
 

Detailed Description

Header file for SDL 2D rendering functions.

This API supports the following features:

  • single pixel points
  • single pixel lines
  • filled rectangles
  • texture images

The primitives may be drawn in opaque, blended, or additive modes.

The texture images may be drawn in opaque, blended, or additive modes. They can have an additional color tint or alpha modulation applied to them, and may also be stretched with linear interpolation.

This API is designed to accelerate simple 2D operations. You may want more functionality such as polygons and particle effects and in that case you should use SDL's OpenGL/Direct3D support or one of the many good 3D engines.

These functions must be called from the main thread. See this bug for details: https://github.com/libsdl-org/SDL/issues/986

Definition in file SDL_render.h.

Macro Definition Documentation

◆ SDL_PROP_RENDERER_CREATE_NAME_STRING

#define SDL_PROP_RENDERER_CREATE_NAME_STRING   "name"

Definition at line 297 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER

#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER   "output_colorspace"

Definition at line 300 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN

#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN   "present_vsync"

Definition at line 301 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_SURFACE_POINTER

#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER   "surface"

Definition at line 299 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER

#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER   "vulkan.device"

Definition at line 305 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER

#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER   "vulkan.graphics_queue_family_index"

Definition at line 306 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER

#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER   "vulkan.instance"

Definition at line 302 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER

#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER   "vulkan.physical_device"

Definition at line 304 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER

#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER   "vulkan.present_queue_family_index"

Definition at line 307 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER

#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER   "vulkan.surface"

Definition at line 303 of file SDL_render.h.

◆ SDL_PROP_RENDERER_CREATE_WINDOW_POINTER

#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER   "window"

Definition at line 298 of file SDL_render.h.

◆ SDL_PROP_RENDERER_D3D11_DEVICE_POINTER

#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER   "SDL.renderer.d3d11.device"

Definition at line 446 of file SDL_render.h.

◆ SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER

#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER   "SDL.renderer.d3d12.command_queue"

Definition at line 448 of file SDL_render.h.

◆ SDL_PROP_RENDERER_D3D12_DEVICE_POINTER

#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER   "SDL.renderer.d3d12.device"

Definition at line 447 of file SDL_render.h.

◆ SDL_PROP_RENDERER_D3D9_DEVICE_POINTER

#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER   "SDL.renderer.d3d9.device"

Definition at line 445 of file SDL_render.h.

◆ SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN

#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN   "SDL.renderer.HDR_enabled"

Definition at line 442 of file SDL_render.h.

◆ SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT

#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT   "SDL.renderer.HDR_headroom"

Definition at line 444 of file SDL_render.h.

◆ SDL_PROP_RENDERER_NAME_STRING

#define SDL_PROP_RENDERER_NAME_STRING   "SDL.renderer.name"

Definition at line 438 of file SDL_render.h.

◆ SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER

#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER   "SDL.renderer.output_colorspace"

Definition at line 441 of file SDL_render.h.

◆ SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT

#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT   "SDL.renderer.SDR_white_point"

Definition at line 443 of file SDL_render.h.

◆ SDL_PROP_RENDERER_SURFACE_POINTER

#define SDL_PROP_RENDERER_SURFACE_POINTER   "SDL.renderer.surface"

Definition at line 440 of file SDL_render.h.

◆ SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER

#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER   "SDL.renderer.vulkan.device"

Definition at line 452 of file SDL_render.h.

◆ SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER

#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER   "SDL.renderer.vulkan.graphics_queue_family_index"

Definition at line 453 of file SDL_render.h.

◆ SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER

#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER   "SDL.renderer.vulkan.instance"

Definition at line 449 of file SDL_render.h.

◆ SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER

#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER   "SDL.renderer.vulkan.physical_device"

Definition at line 451 of file SDL_render.h.

◆ SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER

#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER   "SDL.renderer.vulkan.present_queue_family_index"

Definition at line 454 of file SDL_render.h.

◆ SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER

#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER   "SDL.renderer.vulkan.surface"

Definition at line 450 of file SDL_render.h.

◆ SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER

#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER   "SDL.renderer.vulkan.swapchain_image_count"

Definition at line 455 of file SDL_render.h.

◆ SDL_PROP_RENDERER_WINDOW_POINTER

#define SDL_PROP_RENDERER_WINDOW_POINTER   "SDL.renderer.window"

Definition at line 439 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_COLORSPACE_NUMBER

#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER   "SDL.texture.colorspace"

Definition at line 773 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER

#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER   "access"

Definition at line 657 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER

#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER   "colorspace"

Definition at line 655 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER

#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER   "d3d11.texture"

Definition at line 662 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER

#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER   "d3d11.texture_u"

Definition at line 663 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER

#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER   "d3d11.texture_v"

Definition at line 664 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER

#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER   "d3d12.texture"

Definition at line 665 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER

#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER   "d3d12.texture_u"

Definition at line 666 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER

#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER   "d3d12.texture_v"

Definition at line 667 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER

#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER   "format"

Definition at line 656 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT

#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT   "HDR_headroom"

Definition at line 661 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER

#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER   "height"

Definition at line 659 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER

#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER   "metal.pixelbuffer"

Definition at line 668 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER

#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER   "opengl.texture"

Definition at line 669 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER

#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER   "opengl.texture_u"

Definition at line 671 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER

#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER   "opengl.texture_uv"

Definition at line 670 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER

#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER   "opengl.texture_v"

Definition at line 672 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER

#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER   "opengles2.texture"

Definition at line 673 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER

#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER   "opengles2.texture_u"

Definition at line 675 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER

#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER   "opengles2.texture_uv"

Definition at line 674 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER

#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER   "opengles2.texture_v"

Definition at line 676 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT

#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT   "SDR_white_point"

Definition at line 660 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER

#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER   "vulkan.texture"

Definition at line 677 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER

#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER   "width"

Definition at line 658 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER

#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER   "SDL.texture.d3d11.texture"

Definition at line 776 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER

#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER   "SDL.texture.d3d11.texture_u"

Definition at line 777 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER

#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER   "SDL.texture.d3d11.texture_v"

Definition at line 778 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER

#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER   "SDL.texture.d3d12.texture"

Definition at line 779 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER

#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER   "SDL.texture.d3d12.texture_u"

Definition at line 780 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER

#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER   "SDL.texture.d3d12.texture_v"

Definition at line 781 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT

#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT   "SDL.texture.HDR_headroom"

Definition at line 775 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT

#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT   "SDL.texture.opengl.tex_h"

Definition at line 788 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT

#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT   "SDL.texture.opengl.tex_w"

Definition at line 787 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER

#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER   "SDL.texture.opengl.texture"

Definition at line 782 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER

#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER   "SDL.texture.opengl.target"

Definition at line 786 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER

#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER   "SDL.texture.opengl.texture_u"

Definition at line 784 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER

#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER   "SDL.texture.opengl.texture_uv"

Definition at line 783 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER

#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER   "SDL.texture.opengl.texture_v"

Definition at line 785 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER

#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER   "SDL.texture.opengles2.texture"

Definition at line 789 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER

#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER   "SDL.texture.opengles2.target"

Definition at line 793 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER

#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER   "SDL.texture.opengles2.texture_u"

Definition at line 791 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER

#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER   "SDL.texture.opengles2.texture_uv"

Definition at line 790 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER

#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER   "SDL.texture.opengles2.texture_v"

Definition at line 792 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT

#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT   "SDL.texture.SDR_white_point"

Definition at line 774 of file SDL_render.h.

◆ SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER

#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER   "SDL.texture.vulkan.texture"

Definition at line 794 of file SDL_render.h.

◆ SDL_SOFTWARE_RENDERER

#define SDL_SOFTWARE_RENDERER   "software"

The name of the software renderer.

Since
This macro is available since SDL 3.0.0.

Definition at line 69 of file SDL_render.h.

Typedef Documentation

◆ SDL_Renderer

typedef struct SDL_Renderer SDL_Renderer

Definition at line 140 of file SDL_render.h.

◆ SDL_Texture

typedef struct SDL_Texture SDL_Texture

Definition at line 148 of file SDL_render.h.

Enumeration Type Documentation

◆ SDL_RendererFlags

Flags used when creating a rendering context.

Since
This enum is available since SDL 3.0.0.
Enumerator
SDL_RENDERER_PRESENTVSYNC 

Present is synchronized with the refresh rate

Definition at line 76 of file SDL_render.h.

77{
78 SDL_RENDERER_PRESENTVSYNC = 0x00000004 /**< Present is synchronized with the refresh rate */
SDL_RendererFlags
Definition SDL_render.h:77
@ SDL_RENDERER_PRESENTVSYNC
Definition SDL_render.h:78

◆ SDL_RendererLogicalPresentation

How the logical size is mapped to the output.

Since
This enum is available since SDL 3.0.0.
Enumerator
SDL_LOGICAL_PRESENTATION_DISABLED 

There is no logical size in effect

SDL_LOGICAL_PRESENTATION_STRETCH 

The rendered content is stretched to the output resolution

SDL_LOGICAL_PRESENTATION_LETTERBOX 

The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars

SDL_LOGICAL_PRESENTATION_OVERSCAN 

The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds

SDL_LOGICAL_PRESENTATION_INTEGER_SCALE 

The rendered content is scaled up by integer multiples to fit the output resolution

Definition at line 125 of file SDL_render.h.

126{
127 SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */
128 SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */
129 SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
130 SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
131 SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */
SDL_RendererLogicalPresentation
Definition SDL_render.h:126
@ SDL_LOGICAL_PRESENTATION_LETTERBOX
Definition SDL_render.h:129
@ SDL_LOGICAL_PRESENTATION_DISABLED
Definition SDL_render.h:127
@ SDL_LOGICAL_PRESENTATION_OVERSCAN
Definition SDL_render.h:130
@ SDL_LOGICAL_PRESENTATION_STRETCH
Definition SDL_render.h:128
@ SDL_LOGICAL_PRESENTATION_INTEGER_SCALE
Definition SDL_render.h:131

◆ SDL_TextureAccess

The access pattern allowed for a texture.

Since
This enum is available since SDL 3.0.0.
Enumerator
SDL_TEXTUREACCESS_STATIC 

Changes rarely, not lockable

SDL_TEXTUREACCESS_STREAMING 

Changes frequently, lockable

SDL_TEXTUREACCESS_TARGET 

Texture can be used as a render target

Definition at line 113 of file SDL_render.h.

114{
115 SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */
116 SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
117 SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */
SDL_TextureAccess
Definition SDL_render.h:114
@ SDL_TEXTUREACCESS_STATIC
Definition SDL_render.h:115
@ SDL_TEXTUREACCESS_STREAMING
Definition SDL_render.h:116
@ SDL_TEXTUREACCESS_TARGET
Definition SDL_render.h:117

Function Documentation

◆ SDL_AddVulkanRenderSemaphores()

int SDL_AddVulkanRenderSemaphores ( SDL_Renderer renderer,
Uint32  wait_stage_mask,
Sint64  wait_semaphore,
Sint64  signal_semaphore 
)
extern

Add a set of synchronization semaphores for the current frame.

The Vulkan renderer will wait for wait_semaphore before submitting rendering commands and signal signal_semaphore after rendering commands are complete for this frame.

This should be called each frame that you want semaphore synchronization. The Vulkan renderer may have multiple frames in flight on the GPU, so you should have multiple semaphores that are used for synchronization. Querying SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the maximum number of semaphores you'll need.

Parameters
rendererthe rendering context
wait_stage_maskthe VkPipelineStageFlags for the wait
wait_semaphorea VkSempahore to wait on before rendering the current frame, or 0 if not needed
signal_semaphorea VkSempahore that SDL will signal when rendering for the current frame is complete, or 0 if not needed
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.

◆ SDL_ConvertEventToRenderCoordinates()

int SDL_ConvertEventToRenderCoordinates ( SDL_Renderer renderer,
SDL_Event event 
)
extern

Convert the coordinates in an event to render coordinates.

Touch coordinates are converted from normalized coordinates in the window to non-normalized rendering coordinates.

Once converted, the coordinates may be outside the rendering area.

Parameters
rendererthe rendering context
eventthe event to modify
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderCoordinatesFromWindowCoordinates

◆ SDL_CreateRenderer()

SDL_Renderer * SDL_CreateRenderer ( SDL_Window window,
const char *  name,
Uint32  flags 
)
extern

Create a 2D rendering context for a window.

If you want a specific renderer, you can specify its name here. A list of available renderers can be obtained by calling SDL_GetRenderDriver multiple times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you don't need a specific renderer, specify NULL and SDL will attempt to choose the best option for you, based on what is available on the user's system.

By default the rendering size matches the window size in pixels, but you can call SDL_SetRenderLogicalPresentation() to change the content size and scaling options.

Parameters
windowthe window where rendering is displayed
namethe name of the rendering driver to initialize, or NULL to initialize the first one supporting the requested flags
flags0, or one or more SDL_RendererFlags OR'd together
Returns
a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateRendererWithProperties
SDL_CreateSoftwareRenderer
SDL_DestroyRenderer
SDL_GetNumRenderDrivers
SDL_GetRenderDriver
SDL_GetRendererInfo

◆ SDL_CreateRendererWithProperties()

SDL_Renderer * SDL_CreateRendererWithProperties ( SDL_PropertiesID  props)
extern

Create a 2D rendering context for a window, with the specified properties.

These are the supported properties:

  • SDL_PROP_RENDERER_CREATE_NAME_STRING: the name of the rendering driver to use, if a specific one is desired
  • SDL_PROP_RENDERER_CREATE_WINDOW_POINTER: the window where rendering is displayed, required if this isn't a software renderer using a surface
  • SDL_PROP_RENDERER_CREATE_SURFACE_POINTER: the surface where rendering is displayed, if you want a software renderer without a window
  • SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER: an SDL_ColorSpace value describing the colorspace for output to the display, defaults to SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing still uses the sRGB colorspace, but values can go beyond 1.0 and float (linear) format textures can be used for HDR content.
  • SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN: true if you want present synchronized with the refresh rate

With the vulkan renderer:

  • SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER: the VkInstance to use with the renderer, optional.
  • SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER: the VkSurfaceKHR to use with the renderer, optional.
  • SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER: the VkPhysicalDevice to use with the renderer, optional.
  • SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER: the VkDevice to use with the renderer, optional.
  • SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER: the queue family index used for rendering.
  • SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER: the queue family index used for presentation.
Parameters
propsthe properties to use
Returns
a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateProperties
SDL_CreateRenderer
SDL_CreateSoftwareRenderer
SDL_DestroyRenderer
SDL_GetRendererInfo

◆ SDL_CreateSoftwareRenderer()

SDL_Renderer * SDL_CreateSoftwareRenderer ( SDL_Surface surface)
extern

Create a 2D software rendering context for a surface.

Two other API which can be used to create SDL_Renderer: SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can also create a software renderer, but they are intended to be used with an SDL_Window as the final destination and not an SDL_Surface.

Parameters
surfacethe SDL_Surface structure representing the surface where rendering is done
Returns
a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_DestroyRenderer

◆ SDL_CreateTexture()

SDL_Texture * SDL_CreateTexture ( SDL_Renderer renderer,
SDL_PixelFormatEnum  format,
int  access,
int  w,
int  h 
)
extern

Create a texture for a rendering context.

Parameters
rendererthe rendering context
formatone of the enumerated values in SDL_PixelFormatEnum
accessone of the enumerated values in SDL_TextureAccess
wthe width of the texture in pixels
hthe height of the texture in pixels
Returns
a pointer to the created texture or NULL if no rendering context was active, the format was unsupported, or the width or height were out of range; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateTextureFromSurface
SDL_CreateTextureWithProperties
SDL_DestroyTexture
SDL_QueryTexture
SDL_UpdateTexture

◆ SDL_CreateTextureFromSurface()

SDL_Texture * SDL_CreateTextureFromSurface ( SDL_Renderer renderer,
SDL_Surface surface 
)
extern

Create a texture from an existing surface.

The surface is not modified or freed by this function.

The SDL_TextureAccess hint for the created texture is SDL_TEXTUREACCESS_STATIC.

The pixel format of the created texture may be different from the pixel format of the surface. Use SDL_QueryTexture() to query the pixel format of the texture.

Parameters
rendererthe rendering context
surfacethe SDL_Surface structure containing pixel data used to fill the texture
Returns
the created texture or NULL on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateTexture
SDL_CreateTextureWithProperties
SDL_DestroyTexture
SDL_QueryTexture

◆ SDL_CreateTextureWithProperties()

SDL_Texture * SDL_CreateTextureWithProperties ( SDL_Renderer renderer,
SDL_PropertiesID  props 
)
extern

Create a texture for a rendering context with the specified properties.

These are the supported properties:

  • SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER: an SDL_ColorSpace value describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for YUV textures.
  • SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER: one of the enumerated values in SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
  • SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER: one of the enumerated values in SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
  • SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER: the width of the texture in pixels, required
  • SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER: the height of the texture in pixels, required
  • SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT: for HDR10 and floating point textures, this defines the value of 100% diffuse white, with higher values being displayed in the High Dynamic Range headroom. This defaults to 100 for HDR10 textures and 1.0 for floating point textures.
  • SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT: for HDR10 and floating point textures, this defines the maximum dynamic range used by the content, in terms of the SDR white point. This would be equivalent to maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content. If this is defined, any values outside the range supported by the display will be scaled into the available HDR headroom, otherwise they are clipped.

With the direct3d11 renderer:

  • SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER: the ID3D11Texture2D associated with the texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER: the ID3D11Texture2D associated with the U plane of a YUV texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER: the ID3D11Texture2D associated with the V plane of a YUV texture, if you want to wrap an existing texture.

With the direct3d12 renderer:

  • SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER: the ID3D12Resource associated with the texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER: the ID3D12Resource associated with the U plane of a YUV texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER: the ID3D12Resource associated with the V plane of a YUV texture, if you want to wrap an existing texture.

With the metal renderer:

  • SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER: the CVPixelBufferRef associated with the texture, if you want to create a texture from an existing pixel buffer.

With the opengl renderer:

  • SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER: the GLuint texture associated with the texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER: the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER: the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER: the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.

With the opengles2 renderer:

  • SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER: the GLuint texture associated with the texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER: the GLuint texture associated with the texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER: the GLuint texture associated with the UV plane of an NV12 texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER: the GLuint texture associated with the U plane of a YUV texture, if you want to wrap an existing texture.
  • SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER: the GLuint texture associated with the V plane of a YUV texture, if you want to wrap an existing texture.

With the vulkan renderer:

  • SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER: the VkImage with layout VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if you want to wrap an existing texture.
Parameters
rendererthe rendering context
propsthe properties to use
Returns
a pointer to the created texture or NULL if no rendering context was active, the format was unsupported, or the width or height were out of range; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateProperties
SDL_CreateTexture
SDL_CreateTextureFromSurface
SDL_DestroyTexture
SDL_QueryTexture
SDL_UpdateTexture

◆ SDL_CreateWindowAndRenderer()

int SDL_CreateWindowAndRenderer ( const char *  title,
int  width,
int  height,
SDL_WindowFlags  window_flags,
SDL_Window **  window,
SDL_Renderer **  renderer 
)
extern

Create a window and default renderer.

Parameters
titlethe title of the window, in UTF-8 encoding
widththe width of the window
heightthe height of the window
window_flagsthe flags used to create the window (see SDL_CreateWindow())
windowa pointer filled with the window, or NULL on error
renderera pointer filled with the renderer, or NULL on error
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateRenderer
SDL_CreateWindow

◆ SDL_DestroyRenderer()

void SDL_DestroyRenderer ( SDL_Renderer renderer)
extern

Destroy the rendering context for a window and free associated textures.

If renderer is NULL, this function will return immediately after setting the SDL error message to "Invalid renderer". See SDL_GetError().

Parameters
rendererthe rendering context
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateRenderer

◆ SDL_DestroyTexture()

void SDL_DestroyTexture ( SDL_Texture texture)
extern

Destroy the specified texture.

Passing NULL or an otherwise invalid texture will set the SDL error message to "Invalid texture".

Parameters
texturethe texture to destroy
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateTexture
SDL_CreateTextureFromSurface

◆ SDL_FlushRenderer()

int SDL_FlushRenderer ( SDL_Renderer renderer)
extern

Force the rendering context to flush any pending commands and state.

You do not need to (and in fact, shouldn't) call this function unless you are planning to call into OpenGL/Direct3D/Metal/whatever directly, in addition to using an SDL_Renderer.

This is for a very-specific case: if you are using SDL's render API, and you plan to make OpenGL/D3D/whatever calls in addition to SDL render API calls. If this applies, you should call this function between calls to SDL's render API and the low-level API you're using in cooperation.

In all other cases, you can ignore this function.

This call makes SDL flush any pending rendering work it was queueing up to do later in a single batch, and marks any internal cached state as invalid, so it'll prepare all its state again later, from scratch.

This means you do not need to save state in your rendering code to protect the SDL renderer. However, there lots of arbitrary pieces of Direct3D and OpenGL state that can confuse things; you should use your best judgement and be prepared to make changes if specific state needs to be protected.

Parameters
rendererthe rendering context
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.

◆ SDL_GetCurrentRenderOutputSize()

int SDL_GetCurrentRenderOutputSize ( SDL_Renderer renderer,
int *  w,
int *  h 
)
extern

Get the current output size in pixels of a rendering context.

If a rendering target is active, this will return the size of the rendering target in pixels, otherwise if a logical size is set, it will return the logical size, otherwise it will return the value of SDL_GetRenderOutputSize().

Parameters
rendererthe rendering context
wa pointer filled in with the current width
ha pointer filled in with the current height
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderOutputSize

◆ SDL_GetNumRenderDrivers()

int SDL_GetNumRenderDrivers ( void  )
extern

Get the number of 2D rendering drivers available for the current display.

A render driver is a set of code that handles rendering and texture management on a particular display. Normally there is only one, but some drivers may have several available with different capabilities.

There may be none if SDL was compiled without render support.

Returns
a number >= 0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateRenderer
SDL_GetRenderDriver

◆ SDL_GetRenderClipRect()

int SDL_GetRenderClipRect ( SDL_Renderer renderer,
SDL_Rect rect 
)
extern

Get the clip rectangle for the current target.

Parameters
rendererthe rendering context
rectan SDL_Rect structure filled in with the current clipping area or an empty rectangle if clipping is disabled
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderClipEnabled
SDL_SetRenderClipRect

◆ SDL_GetRenderColorScale()

int SDL_GetRenderColorScale ( SDL_Renderer renderer,
float *  scale 
)
extern

Get the color scale used for render operations.

Parameters
rendererthe rendering context
scalea pointer filled in with the current color scale value
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderColorScale

◆ SDL_GetRenderDrawBlendMode()

int SDL_GetRenderDrawBlendMode ( SDL_Renderer renderer,
SDL_BlendMode blendMode 
)
extern

Get the blend mode used for drawing operations.

Parameters
rendererthe rendering context
blendModea pointer filled in with the current SDL_BlendMode
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderDrawBlendMode

◆ SDL_GetRenderDrawColor()

int SDL_GetRenderDrawColor ( SDL_Renderer renderer,
Uint8 r,
Uint8 g,
Uint8 b,
Uint8 a 
)
extern

Get the color used for drawing operations (Rect, Line and Clear).

Parameters
rendererthe rendering context
ra pointer filled in with the red value used to draw on the rendering target
ga pointer filled in with the green value used to draw on the rendering target
ba pointer filled in with the blue value used to draw on the rendering target
aa pointer filled in with the alpha value used to draw on the rendering target; usually SDL_ALPHA_OPAQUE (255)
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderDrawColorFloat
SDL_SetRenderDrawColor

◆ SDL_GetRenderDrawColorFloat()

int SDL_GetRenderDrawColorFloat ( SDL_Renderer renderer,
float *  r,
float *  g,
float *  b,
float *  a 
)
extern

Get the color used for drawing operations (Rect, Line and Clear).

Parameters
rendererthe rendering context
ra pointer filled in with the red value used to draw on the rendering target
ga pointer filled in with the green value used to draw on the rendering target
ba pointer filled in with the blue value used to draw on the rendering target
aa pointer filled in with the alpha value used to draw on the rendering target
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderDrawColorFloat
SDL_GetRenderDrawColor

◆ SDL_GetRenderDriver()

const char * SDL_GetRenderDriver ( int  index)
extern

Use this function to get the name of a built in 2D rendering driver.

The list of rendering drivers is given in the order that they are normally initialized by default; the drivers that seem more reasonable to choose first (as far as the SDL developers believe) are earlier in the list.

The names of drivers are all simple, low-ASCII identifiers, like "opengl", "direct3d12" or "metal". These never have Unicode characters, and are not meant to be proper names.

The returned value points to a static, read-only string; do not modify or free it!

Parameters
indexthe index of the rendering driver; the value ranges from 0 to SDL_GetNumRenderDrivers() - 1
Returns
the name of the rendering driver at the requested index, or NULL if an invalid index was specified.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetNumRenderDrivers

◆ SDL_GetRenderer()

SDL_Renderer * SDL_GetRenderer ( SDL_Window window)
extern

Get the renderer associated with a window.

Parameters
windowthe window to query
Returns
the rendering context on success or NULL on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.

◆ SDL_GetRendererFromTexture()

SDL_Renderer * SDL_GetRendererFromTexture ( SDL_Texture texture)
extern

Get the renderer that created an SDL_Texture.

Parameters
texturethe texture to query
Returns
a pointer to the SDL_Renderer that created the texture, or NULL on failure; call SDL_GetError() for more information.

\threadsafety It is safe to call this function from any thread.

Since
This function is available since SDL 3.0.0.

◆ SDL_GetRendererInfo()

int SDL_GetRendererInfo ( SDL_Renderer renderer,
SDL_RendererInfo info 
)
extern

Get information about a rendering context.

Parameters
rendererthe rendering context
infoan SDL_RendererInfo structure filled with information about the current renderer
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_CreateRenderer
SDL_CreateRendererWithProperties

◆ SDL_GetRendererProperties()

SDL_PropertiesID SDL_GetRendererProperties ( SDL_Renderer renderer)
extern

Get the properties associated with a renderer.

The following read-only properties are provided by SDL:

  • SDL_PROP_RENDERER_NAME_STRING: the name of the rendering driver
  • SDL_PROP_RENDERER_WINDOW_POINTER: the window where rendering is displayed, if any
  • SDL_PROP_RENDERER_SURFACE_POINTER: the surface where rendering is displayed, if this is a software renderer without a window
  • SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER: an SDL_ColorSpace value describing the colorspace for output to the display, defaults to SDL_COLORSPACE_SRGB.
  • SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN: true if the output colorspace is SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with HDR enabled. This property can change dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  • SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT: the value of SDR white in the SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is automatically multiplied into the color scale. This property can change dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.
  • SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT: the additional high dynamic range that can be displayed, in terms of the SDR white point. When HDR is not enabled, this will be 1.0. This property can change dynamically when SDL_EVENT_DISPLAY_HDR_STATE_CHANGED is sent.

With the direct3d renderer:

  • SDL_PROP_RENDERER_D3D9_DEVICE_POINTER: the IDirect3DDevice9 associated with the renderer

With the direct3d11 renderer:

  • SDL_PROP_RENDERER_D3D11_DEVICE_POINTER: the ID3D11Device associated with the renderer

With the direct3d12 renderer:

  • SDL_PROP_RENDERER_D3D12_DEVICE_POINTER: the ID3D12Device associated with the renderer
  • SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER: the ID3D12CommandQueue associated with the renderer

With the vulkan renderer:

  • SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER: the VkInstance associated with the renderer
  • SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER: the VkSurfaceKHR associated with the renderer
  • SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER: the VkPhysicalDevice associated with the renderer
  • SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER: the VkDevice associated with the renderer
  • SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER: the queue family index used for rendering
  • SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER: the queue family index used for presentation
  • SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER: the number of swapchain images, or potential frames in flight, used by the Vulkan renderer
Parameters
rendererthe rendering context
Returns
a valid property ID on success or 0 on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetProperty
SDL_SetProperty

◆ SDL_GetRenderLogicalPresentation()

int SDL_GetRenderLogicalPresentation ( SDL_Renderer renderer,
int *  w,
int *  h,
SDL_RendererLogicalPresentation mode,
SDL_ScaleMode scale_mode 
)
extern

Get device independent resolution and presentation mode for rendering.

This function gets the width and height of the logical rendering output, or the output size in pixels if a logical resolution is not enabled.

Parameters
rendererthe rendering context
wan int to be filled with the width
han int to be filled with the height
modea pointer filled in with the presentation mode
scale_modea pointer filled in with the scale mode
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderLogicalPresentation

◆ SDL_GetRenderMetalCommandEncoder()

void * SDL_GetRenderMetalCommandEncoder ( SDL_Renderer renderer)
extern

Get the Metal command encoder for the current frame.

This function returns void *, so SDL doesn't have to include Metal's headers, but it can be safely cast to an id<MTLRenderCommandEncoder>.

This will return NULL if Metal refuses to give SDL a drawable to render to, which might happen if the window is hidden/minimized/offscreen. This doesn't apply to command encoders for render targets, just the window's backbuffer. Check your return values!

Parameters
rendererThe renderer to query
Returns
an id<MTLRenderCommandEncoder> on success, or NULL if the renderer isn't a Metal renderer or there was an error.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderMetalLayer

◆ SDL_GetRenderMetalLayer()

void * SDL_GetRenderMetalLayer ( SDL_Renderer renderer)
extern

Get the CAMetalLayer associated with the given Metal renderer.

This function returns void *, so SDL doesn't have to include Metal's headers, but it can be safely cast to a CAMetalLayer *.

Parameters
rendererThe renderer to query
Returns
a CAMetalLayer * on success, or NULL if the renderer isn't a Metal renderer
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderMetalCommandEncoder

◆ SDL_GetRenderOutputSize()

int SDL_GetRenderOutputSize ( SDL_Renderer renderer,
int *  w,
int *  h 
)
extern

Get the output size in pixels of a rendering context.

This returns the true output size in pixels, ignoring any render targets or logical size and presentation.

Parameters
rendererthe rendering context
wa pointer filled in with the width in pixels
ha pointer filled in with the height in pixels
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetCurrentRenderOutputSize

◆ SDL_GetRenderScale()

int SDL_GetRenderScale ( SDL_Renderer renderer,
float *  scaleX,
float *  scaleY 
)
extern

Get the drawing scale for the current target.

Parameters
rendererthe rendering context
scaleXa pointer filled in with the horizontal scaling factor
scaleYa pointer filled in with the vertical scaling factor
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderScale

◆ SDL_GetRenderTarget()

SDL_Texture * SDL_GetRenderTarget ( SDL_Renderer renderer)
extern

Get the current render target.

The default render target is the window for which the renderer was created, and is reported a NULL here.

Parameters
rendererthe rendering context
Returns
the current render target or NULL for the default render target.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderTarget

◆ SDL_GetRenderViewport()

int SDL_GetRenderViewport ( SDL_Renderer renderer,
SDL_Rect rect 
)
extern

Get the drawing area for the current target.

Parameters
rendererthe rendering context
rectan SDL_Rect structure filled in with the current drawing area
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderViewportSet
SDL_SetRenderViewport

◆ SDL_GetRenderVSync()

int SDL_GetRenderVSync ( SDL_Renderer renderer,
int *  vsync 
)
extern

Get VSync of the given renderer.

Parameters
rendererThe renderer to toggle
vsyncan int filled with 1 for on, 0 for off. All other values are reserved
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderVSync

◆ SDL_GetRenderWindow()

SDL_Window * SDL_GetRenderWindow ( SDL_Renderer renderer)
extern

Get the window associated with a renderer.

Parameters
rendererthe renderer to query
Returns
the window on success or NULL on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.

◆ SDL_GetTextureAlphaMod()

int SDL_GetTextureAlphaMod ( SDL_Texture texture,
Uint8 alpha 
)
extern

Get the additional alpha value multiplied into render copy operations.

Parameters
texturethe texture to query
alphaa pointer filled in with the current alpha value
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureAlphaModFloat
SDL_GetTextureColorMod
SDL_SetTextureAlphaMod

◆ SDL_GetTextureAlphaModFloat()

int SDL_GetTextureAlphaModFloat ( SDL_Texture texture,
float *  alpha 
)
extern

Get the additional alpha value multiplied into render copy operations.

Parameters
texturethe texture to query
alphaa pointer filled in with the current alpha value
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureAlphaMod
SDL_GetTextureColorModFloat
SDL_SetTextureAlphaModFloat

◆ SDL_GetTextureBlendMode()

int SDL_GetTextureBlendMode ( SDL_Texture texture,
SDL_BlendMode blendMode 
)
extern

Get the blend mode used for texture copy operations.

Parameters
texturethe texture to query
blendModea pointer filled in with the current SDL_BlendMode
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetTextureBlendMode

◆ SDL_GetTextureColorMod()

int SDL_GetTextureColorMod ( SDL_Texture texture,
Uint8 r,
Uint8 g,
Uint8 b 
)
extern

Get the additional color value multiplied into render copy operations.

Parameters
texturethe texture to query
ra pointer filled in with the current red color value
ga pointer filled in with the current green color value
ba pointer filled in with the current blue color value
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureAlphaMod
SDL_GetTextureColorModFloat
SDL_SetTextureColorMod

◆ SDL_GetTextureColorModFloat()

int SDL_GetTextureColorModFloat ( SDL_Texture texture,
float *  r,
float *  g,
float *  b 
)
extern

Get the additional color value multiplied into render copy operations.

Parameters
texturethe texture to query
ra pointer filled in with the current red color value
ga pointer filled in with the current green color value
ba pointer filled in with the current blue color value
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureAlphaModFloat
SDL_GetTextureColorMod
SDL_SetTextureColorModFloat

◆ SDL_GetTextureProperties()

SDL_PropertiesID SDL_GetTextureProperties ( SDL_Texture texture)
extern

Get the properties associated with a texture.

The following read-only properties are provided by SDL:

  • SDL_PROP_TEXTURE_COLORSPACE_NUMBER: an SDL_ColorSpace value describing the colorspace used by the texture
  • SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT: for HDR10 and floating point textures, this defines the value of 100% diffuse white, with higher values being displayed in the High Dynamic Range headroom. This defaults to 100 for HDR10 textures and 1.0 for other textures.
  • SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT: for HDR10 and floating point textures, this defines the maximum dynamic range used by the content, in terms of the SDR white point. If this is defined, any values outside the range supported by the display will be scaled into the available HDR headroom, otherwise they are clipped. This defaults to 1.0 for SDR textures, 4.0 for HDR10 textures, and no default for floating point textures.

With the direct3d11 renderer:

  • SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER: the ID3D11Texture2D associated with the texture
  • SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER: the ID3D11Texture2D associated with the U plane of a YUV texture
  • SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER: the ID3D11Texture2D associated with the V plane of a YUV texture

With the direct3d12 renderer:

  • SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER: the ID3D12Resource associated with the texture
  • SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER: the ID3D12Resource associated with the U plane of a YUV texture
  • SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER: the ID3D12Resource associated with the V plane of a YUV texture

With the vulkan renderer:

  • SDL_PROP_TEXTURE_VULKAN_TEXTURE_POINTER: the VkImage associated with the texture
  • SDL_PROP_TEXTURE_VULKAN_TEXTURE_U_POINTER: the VkImage associated with the U plane of a YUV texture
  • SDL_PROP_TEXTURE_VULKAN_TEXTURE_V_POINTER: the VkImage associated with the V plane of a YUV texture
  • SDL_PROP_TEXTURE_VULKAN_TEXTURE_UV_POINTER: the VkImage associated with the UV plane of a NV12/NV21 texture

With the opengl renderer:

  • SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER: the GLuint texture associated with the texture
  • SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER: the GLuint texture associated with the UV plane of an NV12 texture
  • SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER: the GLuint texture associated with the U plane of a YUV texture
  • SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER: the GLuint texture associated with the V plane of a YUV texture
  • SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER: the GLenum for the texture target (GL_TEXTURE_2D, GL_TEXTURE_RECTANGLE_ARB, etc)
  • SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT: the texture coordinate width of the texture (0.0 - 1.0)
  • SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT: the texture coordinate height of the texture (0.0 - 1.0)

With the opengles2 renderer:

  • SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER: the GLuint texture associated with the texture
  • SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER: the GLuint texture associated with the UV plane of an NV12 texture
  • SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER: the GLuint texture associated with the U plane of a YUV texture
  • SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER: the GLuint texture associated with the V plane of a YUV texture
  • SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER: the GLenum for the texture target (GL_TEXTURE_2D, GL_TEXTURE_EXTERNAL_OES, etc)

With the vulkan renderer:

  • SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER: the VkImage associated with the texture
Parameters
texturethe texture to query
Returns
a valid property ID on success or 0 on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetProperty
SDL_SetProperty

◆ SDL_GetTextureScaleMode()

int SDL_GetTextureScaleMode ( SDL_Texture texture,
SDL_ScaleMode scaleMode 
)
extern

Get the scale mode used for texture scale operations.

Parameters
texturethe texture to query.
scaleModea pointer filled in with the current scale mode.
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetTextureScaleMode

◆ SDL_LockTexture()

int SDL_LockTexture ( SDL_Texture texture,
const SDL_Rect rect,
void **  pixels,
int *  pitch 
)
extern

Lock a portion of the texture for write-only pixel access.

As an optimization, the pixels made available for editing don't necessarily contain the old texture data. This is a write-only operation, and if you need to keep a copy of the texture data you should do that at the application level.

You must use SDL_UnlockTexture() to unlock the pixels and apply any changes.

Parameters
texturethe texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING
rectan SDL_Rect structure representing the area to lock for access; NULL to lock the entire texture
pixelsthis is filled in with a pointer to the locked pixels, appropriately offset by the locked area
pitchthis is filled in with the pitch of the locked pixels; the pitch is the length of one row in bytes
Returns
0 on success or a negative error code if the texture is not valid or was not created with SDL_TEXTUREACCESS_STREAMING; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_LockTextureToSurface
SDL_UnlockTexture

◆ SDL_LockTextureToSurface()

int SDL_LockTextureToSurface ( SDL_Texture texture,
const SDL_Rect rect,
SDL_Surface **  surface 
)
extern

Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.

Besides providing an SDL_Surface instead of raw pixel data, this function operates like SDL_LockTexture.

As an optimization, the pixels made available for editing don't necessarily contain the old texture data. This is a write-only operation, and if you need to keep a copy of the texture data you should do that at the application level.

You must use SDL_UnlockTexture() to unlock the pixels and apply any changes.

The returned surface is freed internally after calling SDL_UnlockTexture() or SDL_DestroyTexture(). The caller should not free it.

Parameters
texturethe texture to lock for access, which must be created with SDL_TEXTUREACCESS_STREAMING
recta pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked
surfacethis is filled in with an SDL surface representing the locked area
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_LockTexture
SDL_UnlockTexture

◆ SDL_QueryTexture()

int SDL_QueryTexture ( SDL_Texture texture,
SDL_PixelFormatEnum format,
int *  access,
int *  w,
int *  h 
)
extern

Query the attributes of a texture.

Parameters
texturethe texture to query
formata pointer filled in with the raw format of the texture; the actual format may differ, but pixel transfers will use this format (one of the SDL_PixelFormatEnum values). This argument can be NULL if you don't need this information.
accessa pointer filled in with the actual access to the texture (one of the SDL_TextureAccess values). This argument can be NULL if you don't need this information.
wa pointer filled in with the width of the texture in pixels. This argument can be NULL if you don't need this information.
ha pointer filled in with the height of the texture in pixels. This argument can be NULL if you don't need this information.
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.

◆ SDL_RenderClear()

int SDL_RenderClear ( SDL_Renderer renderer)
extern

Clear the current rendering target with the drawing color.

This function clears the entire rendering target, ignoring the viewport and the clip rectangle.

Parameters
rendererthe rendering context
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderDrawColor

◆ SDL_RenderClipEnabled()

SDL_bool SDL_RenderClipEnabled ( SDL_Renderer renderer)
extern

Get whether clipping is enabled on the given renderer.

Parameters
rendererthe rendering context
Returns
SDL_TRUE if clipping is enabled or SDL_FALSE if not; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderClipRect
SDL_SetRenderClipRect

◆ SDL_RenderCoordinatesFromWindow()

int SDL_RenderCoordinatesFromWindow ( SDL_Renderer renderer,
float  window_x,
float  window_y,
float *  x,
float *  y 
)
extern

Get a point in render coordinates when given a point in window coordinates.

Parameters
rendererthe rendering context
window_xthe x coordinate in window coordinates
window_ythe y coordinate in window coordinates
xa pointer filled with the x coordinate in render coordinates
ya pointer filled with the y coordinate in render coordinates
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderLogicalPresentation
SDL_SetRenderScale

◆ SDL_RenderCoordinatesToWindow()

int SDL_RenderCoordinatesToWindow ( SDL_Renderer renderer,
float  x,
float  y,
float *  window_x,
float *  window_y 
)
extern

Get a point in window coordinates when given a point in render coordinates.

Parameters
rendererthe rendering context
xthe x coordinate in render coordinates
ythe y coordinate in render coordinates
window_xa pointer filled with the x coordinate in window coordinates
window_ya pointer filled with the y coordinate in window coordinates
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_SetRenderLogicalPresentation
SDL_SetRenderScale

◆ SDL_RenderFillRect()

int SDL_RenderFillRect ( SDL_Renderer renderer,
const SDL_FRect rect 
)
extern

Fill a rectangle on the current rendering target with the drawing color at subpixel precision.

Parameters
rendererThe renderer which should fill a rectangle.
rectA pointer to the destination rectangle, or NULL for the entire rendering target.
Returns
0 on success, or -1 on error
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderFillRects

◆ SDL_RenderFillRects()

int SDL_RenderFillRects ( SDL_Renderer renderer,
const SDL_FRect rects,
int  count 
)
extern

Fill some number of rectangles on the current rendering target with the drawing color at subpixel precision.

Parameters
rendererThe renderer which should fill multiple rectangles.
rectsA pointer to an array of destination rectangles.
countThe number of rectangles.
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderFillRect

◆ SDL_RenderGeometry()

int SDL_RenderGeometry ( SDL_Renderer renderer,
SDL_Texture texture,
const SDL_Vertex vertices,
int  num_vertices,
const int *  indices,
int  num_indices 
)
extern

Render a list of triangles, optionally using a texture and indices into the vertex array Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).

Parameters
rendererThe rendering context.
texture(optional) The SDL texture to use.
verticesVertices.
num_verticesNumber of vertices.
indices(optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order.
num_indicesNumber of indices.
Returns
0 on success, or -1 if the operation is not supported
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderGeometryRaw

◆ SDL_RenderGeometryRaw()

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 
)
extern

Render a list of triangles, optionally using a texture and indices into the vertex arrays Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).

Parameters
rendererThe rendering context.
texture(optional) The SDL texture to use.
xyVertex positions
xy_strideByte size to move from one element to the next element
colorVertex colors (as SDL_Color)
color_strideByte size to move from one element to the next element
uvVertex normalized texture coordinates
uv_strideByte size to move from one element to the next element
num_verticesNumber of vertices.
indices(optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order.
num_indicesNumber of indices.
size_indicesIndex size: 1 (byte), 2 (short), 4 (int)
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderGeometry

◆ SDL_RenderGeometryRawFloat()

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 
)
extern

Render a list of triangles, optionally using a texture and indices into the vertex arrays Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).

Parameters
rendererThe rendering context.
texture(optional) The SDL texture to use.
xyVertex positions
xy_strideByte size to move from one element to the next element
colorVertex colors (as SDL_FColor)
color_strideByte size to move from one element to the next element
uvVertex normalized texture coordinates
uv_strideByte size to move from one element to the next element
num_verticesNumber of vertices.
indices(optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order.
num_indicesNumber of indices.
size_indicesIndex size: 1 (byte), 2 (short), 4 (int)
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderGeometry
SDL_RenderGeometryRaw

◆ SDL_RenderLine()

int SDL_RenderLine ( SDL_Renderer renderer,
float  x1,
float  y1,
float  x2,
float  y2 
)
extern

Draw a line on the current rendering target at subpixel precision.

Parameters
rendererThe renderer which should draw a line.
x1The x coordinate of the start point.
y1The y coordinate of the start point.
x2The x coordinate of the end point.
y2The y coordinate of the end point.
Returns
0 on success, or -1 on error
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderLines

◆ SDL_RenderLines()

int SDL_RenderLines ( SDL_Renderer renderer,
const SDL_FPoint points,
int  count 
)
extern

Draw a series of connected lines on the current rendering target at subpixel precision.

Parameters
rendererThe renderer which should draw multiple lines.
pointsThe points along the lines
countThe number of points, drawing count-1 lines
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderLine

◆ SDL_RenderPoint()

int SDL_RenderPoint ( SDL_Renderer renderer,
float  x,
float  y 
)
extern

Draw a point on the current rendering target at subpixel precision.

Parameters
rendererThe renderer which should draw a point.
xThe x coordinate of the point.
yThe y coordinate of the point.
Returns
0 on success, or -1 on error
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderPoints

◆ SDL_RenderPoints()

int SDL_RenderPoints ( SDL_Renderer renderer,
const SDL_FPoint points,
int  count 
)
extern

Draw multiple points on the current rendering target at subpixel precision.

Parameters
rendererThe renderer which should draw multiple points.
pointsThe points to draw
countThe number of points to draw
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderPoint

◆ SDL_RenderPresent()

int SDL_RenderPresent ( SDL_Renderer renderer)
extern

Update the screen with any rendering performed since the previous call.

SDL's rendering functions operate on a backbuffer; that is, calling a rendering function such as SDL_RenderLine() does not directly put a line on the screen, but rather updates the backbuffer. As such, you compose your entire scene and present the composed backbuffer to the screen as a complete picture.

Therefore, when using SDL's rendering API, one does all drawing intended for the frame, and then calls this function once per frame to present the final drawing to the user.

The backbuffer should be considered invalidated after each present; do not assume that previous contents will exist between frames. You are strongly encouraged to call SDL_RenderClear() to initialize the backbuffer before starting each new frame's drawing, even if you plan to overwrite every pixel.

Parameters
rendererthe rendering context
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.

\threadsafety You may only call this function on the main thread.

Since
This function is available since SDL 3.0.0.
See also
SDL_RenderClear
SDL_RenderLine
SDL_RenderLines
SDL_RenderPoint
SDL_RenderPoints
SDL_RenderRect
SDL_RenderRects
SDL_RenderFillRect
SDL_RenderFillRects
SDL_SetRenderDrawBlendMode
SDL_SetRenderDrawColor

◆ SDL_RenderReadPixels()

SDL_Surface * SDL_RenderReadPixels ( SDL_Renderer renderer,
const SDL_Rect rect 
)
extern

Read pixels from the current rendering target.

The returned surface should be freed with SDL_DestroySurface()

WARNING: This is a very slow operation, and should not be used frequently. If you're using this on the main rendering target, it should be called after rendering and before SDL_RenderPresent().

Parameters
rendererthe rendering context
rectan SDL_Rect structure representing the area in pixels relative to the to current viewport, or NULL for the entire viewport
Returns
a new SDL_Surface on success or NULL on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.

◆ SDL_RenderRect()

int SDL_RenderRect ( SDL_Renderer renderer,
const SDL_FRect rect 
)
extern

Draw a rectangle on the current rendering target at subpixel precision.

Parameters
rendererThe renderer which should draw a rectangle.
rectA pointer to the destination rectangle, or NULL to outline the entire rendering target.
Returns
0 on success, or -1 on error
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderRects

◆ SDL_RenderRects()

int SDL_RenderRects ( SDL_Renderer renderer,
const SDL_FRect rects,
int  count 
)
extern

Draw some number of rectangles on the current rendering target at subpixel precision.

Parameters
rendererThe renderer which should draw multiple rectangles.
rectsA pointer to an array of destination rectangles.
countThe number of rectangles.
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderRect

◆ SDL_RenderTexture()

int SDL_RenderTexture ( SDL_Renderer renderer,
SDL_Texture texture,
const SDL_FRect srcrect,
const SDL_FRect dstrect 
)
extern

Copy a portion of the texture to the current rendering target at subpixel precision.

Parameters
rendererThe renderer which should copy parts of a texture.
textureThe source texture.
srcrectA pointer to the source rectangle, or NULL for the entire texture.
dstrectA pointer to the destination rectangle, or NULL for the entire rendering target.
Returns
0 on success, or -1 on error
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderTextureRotated

◆ SDL_RenderTextureRotated()

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 
)
extern

Copy a portion of the source texture to the current rendering target, with rotation and flipping, at subpixel precision.

Parameters
rendererThe renderer which should copy parts of a texture.
textureThe source texture.
srcrectA pointer to the source rectangle, or NULL for the entire texture.
dstrectA pointer to the destination rectangle, or NULL for the entire rendering target.
angleAn angle in degrees that indicates the rotation that will be applied to dstrect, rotating it in a clockwise direction
centerA pointer to a point indicating the point around which dstrect will be rotated (if NULL, rotation will be done around dstrect.w/2, dstrect.h/2).
flipAn SDL_FlipMode value stating which flipping actions should be performed on the texture
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_RenderTexture

◆ SDL_RenderViewportSet()

SDL_bool SDL_RenderViewportSet ( SDL_Renderer renderer)
extern

Return whether an explicit rectangle was set as the viewport.

This is useful if you're saving and restoring the viewport and want to know whether you should restore a specific rectangle or NULL. Note that the viewport is always reset when changing rendering targets.

Parameters
rendererthe rendering context
Returns
SDL_TRUE if the viewport was set to a specific rectangle, or SDL_FALSE if it was set to NULL (the entire target)
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderViewport
SDL_SetRenderViewport

◆ SDL_SetRenderClipRect()

int SDL_SetRenderClipRect ( SDL_Renderer renderer,
const SDL_Rect rect 
)
extern

Set the clip rectangle for rendering on the specified target.

Parameters
rendererthe rendering context
rectan SDL_Rect structure representing the clip area, relative to the viewport, or NULL to disable clipping
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderClipRect
SDL_RenderClipEnabled

◆ SDL_SetRenderColorScale()

int SDL_SetRenderColorScale ( SDL_Renderer renderer,
float  scale 
)
extern

Set the color scale used for render operations.

The color scale is an additional scale multiplied into the pixel color value while rendering. This can be used to adjust the brightness of colors during HDR rendering, or changing HDR video brightness when playing on an SDR display.

The color scale does not affect the alpha channel, only the color brightness.

Parameters
rendererthe rendering context
scalethe color scale value
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderColorScale

◆ SDL_SetRenderDrawBlendMode()

int SDL_SetRenderDrawBlendMode ( SDL_Renderer renderer,
SDL_BlendMode  blendMode 
)
extern

Set the blend mode used for drawing operations (Fill and Line).

If the blend mode is not supported, the closest supported mode is chosen.

Parameters
rendererthe rendering context
blendModethe SDL_BlendMode to use for blending
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderDrawBlendMode

◆ SDL_SetRenderDrawColor()

int SDL_SetRenderDrawColor ( SDL_Renderer renderer,
Uint8  r,
Uint8  g,
Uint8  b,
Uint8  a 
)
extern

Set the color used for drawing operations.

Set the color for drawing or filling rectangles, lines, and points, and for SDL_RenderClear().

Parameters
rendererthe rendering context
rthe red value used to draw on the rendering target
gthe green value used to draw on the rendering target
bthe blue value used to draw on the rendering target
athe alpha value used to draw on the rendering target; usually SDL_ALPHA_OPAQUE (255). Use SDL_SetRenderDrawBlendMode to specify how the alpha channel is used
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderDrawColor
SDL_SetRenderDrawColorFloat

◆ SDL_SetRenderDrawColorFloat()

int SDL_SetRenderDrawColorFloat ( SDL_Renderer renderer,
float  r,
float  g,
float  b,
float  a 
)
extern

Set the color used for drawing operations (Rect, Line and Clear).

Set the color for drawing or filling rectangles, lines, and points, and for SDL_RenderClear().

Parameters
rendererthe rendering context
rthe red value used to draw on the rendering target
gthe green value used to draw on the rendering target
bthe blue value used to draw on the rendering target
athe alpha value used to draw on the rendering target. Use SDL_SetRenderDrawBlendMode to specify how the alpha channel is used
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderDrawColorFloat
SDL_SetRenderDrawColor

◆ SDL_SetRenderLogicalPresentation()

int SDL_SetRenderLogicalPresentation ( SDL_Renderer renderer,
int  w,
int  h,
SDL_RendererLogicalPresentation  mode,
SDL_ScaleMode  scale_mode 
)
extern

Set a device independent resolution and presentation mode for rendering.

This function sets the width and height of the logical rendering output. A render target is created at the specified size and used for rendering and then copied to the output during presentation.

You can disable logical coordinates by setting the mode to SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel resolution of the output window.

You can convert coordinates in an event into rendering coordinates using SDL_ConvertEventToRenderCoordinates().

Parameters
rendererthe rendering context
wthe width of the logical resolution
hthe height of the logical resolution
modethe presentation mode used
scale_modethe scale mode used
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_ConvertEventToRenderCoordinates
SDL_GetRenderLogicalPresentation

◆ SDL_SetRenderScale()

int SDL_SetRenderScale ( SDL_Renderer renderer,
float  scaleX,
float  scaleY 
)
extern

Set the drawing scale for rendering on the current target.

The drawing coordinates are scaled by the x/y scaling factors before they are used by the renderer. This allows resolution independent drawing with a single coordinate system.

If this results in scaling or subpixel drawing by the rendering backend, it will be handled using the appropriate quality hints. For best results use integer scaling factors.

Parameters
rendererthe rendering context
scaleXthe horizontal scaling factor
scaleYthe vertical scaling factor
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderScale

◆ SDL_SetRenderTarget()

int SDL_SetRenderTarget ( SDL_Renderer renderer,
SDL_Texture texture 
)
extern

Set a texture as the current rendering target.

The default render target is the window for which the renderer was created. To stop rendering to a texture and render to the window again, call this function with a NULL texture.

Parameters
rendererthe rendering context
texturethe targeted texture, which must be created with the SDL_TEXTUREACCESS_TARGET flag, or NULL to render to the window instead of a texture.
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderTarget

◆ SDL_SetRenderViewport()

int SDL_SetRenderViewport ( SDL_Renderer renderer,
const SDL_Rect rect 
)
extern

Set the drawing area for rendering on the current target.

Parameters
rendererthe rendering context
rectthe SDL_Rect structure representing the drawing area, or NULL to set the viewport to the entire target
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderViewport
SDL_RenderViewportSet

◆ SDL_SetRenderVSync()

int SDL_SetRenderVSync ( SDL_Renderer renderer,
int  vsync 
)
extern

Toggle VSync of the given renderer.

Parameters
rendererThe renderer to toggle
vsync1 for on, 0 for off. All other values are reserved
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetRenderVSync

◆ SDL_SetTextureAlphaMod()

int SDL_SetTextureAlphaMod ( SDL_Texture texture,
Uint8  alpha 
)
extern

Set an additional alpha value multiplied into render copy operations.

When this texture is rendered, during the copy operation the source alpha value is modulated by this alpha value according to the following formula:

srcA = srcA * (alpha / 255)

Alpha modulation is not always supported by the renderer; it will return -1 if alpha modulation is not supported.

Parameters
texturethe texture to update
alphathe source alpha value multiplied into copy operations
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureAlphaMod
SDL_SetTextureAlphaModFloat
SDL_SetTextureColorMod

◆ SDL_SetTextureAlphaModFloat()

int SDL_SetTextureAlphaModFloat ( SDL_Texture texture,
float  alpha 
)
extern

Set an additional alpha value multiplied into render copy operations.

When this texture is rendered, during the copy operation the source alpha value is modulated by this alpha value according to the following formula:

srcA = srcA * alpha

Alpha modulation is not always supported by the renderer; it will return -1 if alpha modulation is not supported.

Parameters
texturethe texture to update
alphathe source alpha value multiplied into copy operations
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureAlphaModFloat
SDL_SetTextureAlphaMod
SDL_SetTextureColorModFloat

◆ SDL_SetTextureBlendMode()

int SDL_SetTextureBlendMode ( SDL_Texture texture,
SDL_BlendMode  blendMode 
)
extern

Set the blend mode for a texture, used by SDL_RenderTexture().

If the blend mode is not supported, the closest supported mode is chosen and this function returns -1.

Parameters
texturethe texture to update
blendModethe SDL_BlendMode to use for texture blending
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureBlendMode

◆ SDL_SetTextureColorMod()

int SDL_SetTextureColorMod ( SDL_Texture texture,
Uint8  r,
Uint8  g,
Uint8  b 
)
extern

Set an additional color value multiplied into render copy operations.

When this texture is rendered, during the copy operation each source color channel is modulated by the appropriate color value according to the following formula:

srcC = srcC * (color / 255)

Color modulation is not always supported by the renderer; it will return -1 if color modulation is not supported.

Parameters
texturethe texture to update
rthe red color value multiplied into copy operations
gthe green color value multiplied into copy operations
bthe blue color value multiplied into copy operations
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureColorMod
SDL_SetTextureAlphaMod
SDL_SetTextureColorModFloat

◆ SDL_SetTextureColorModFloat()

int SDL_SetTextureColorModFloat ( SDL_Texture texture,
float  r,
float  g,
float  b 
)
extern

Set an additional color value multiplied into render copy operations.

When this texture is rendered, during the copy operation each source color channel is modulated by the appropriate color value according to the following formula:

srcC = srcC * color

Color modulation is not always supported by the renderer; it will return -1 if color modulation is not supported.

Parameters
texturethe texture to update
rthe red color value multiplied into copy operations
gthe green color value multiplied into copy operations
bthe blue color value multiplied into copy operations
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureColorModFloat
SDL_SetTextureAlphaModFloat
SDL_SetTextureColorMod

◆ SDL_SetTextureScaleMode()

int SDL_SetTextureScaleMode ( SDL_Texture texture,
SDL_ScaleMode  scaleMode 
)
extern

Set the scale mode used for texture scale operations.

The default texture scale mode is SDL_SCALEMODE_LINEAR.

If the scale mode is not supported, the closest supported mode is chosen.

Parameters
textureThe texture to update.
scaleModethe SDL_ScaleMode to use for texture scaling.
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_GetTextureScaleMode

◆ SDL_UnlockTexture()

void SDL_UnlockTexture ( SDL_Texture texture)
extern

Unlock a texture, uploading the changes to video memory, if needed.

Warning: Please note that SDL_LockTexture() is intended to be write-only; it will not guarantee the previous contents of the texture will be provided. You must fully initialize any area of a texture that you lock before unlocking it, as the pixels might otherwise be uninitialized memory.

Which is to say: locking and immediately unlocking a texture can result in corrupted textures, depending on the renderer in use.

Parameters
texturea texture locked by SDL_LockTexture()
Since
This function is available since SDL 3.0.0.
See also
SDL_LockTexture

◆ SDL_UpdateNVTexture()

int SDL_UpdateNVTexture ( SDL_Texture texture,
const SDL_Rect rect,
const Uint8 Yplane,
int  Ypitch,
const Uint8 UVplane,
int  UVpitch 
)
extern

Update a rectangle within a planar NV12 or NV21 texture with new pixels.

You can use SDL_UpdateTexture() as long as your pixel data is a contiguous block of NV12/21 planes in the proper order, but this function is available if your pixel data is not contiguous.

Parameters
texturethe texture to update
recta pointer to the rectangle of pixels to update, or NULL to update the entire texture.
Yplanethe raw pixel data for the Y plane.
Ypitchthe number of bytes between rows of pixel data for the Y plane.
UVplanethe raw pixel data for the UV plane.
UVpitchthe number of bytes between rows of pixel data for the UV plane.
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_UpdateTexture
SDL_UpdateYUVTexture

◆ SDL_UpdateTexture()

int SDL_UpdateTexture ( SDL_Texture texture,
const SDL_Rect rect,
const void *  pixels,
int  pitch 
)
extern

Update the given texture rectangle with new pixel data.

The pixel data must be in the pixel format of the texture. Use SDL_QueryTexture() to query the pixel format of the texture.

This is a fairly slow function, intended for use with static textures that do not change often.

If the texture is intended to be updated often, it is preferred to create the texture as streaming and use the locking functions referenced below. While this function will work with streaming textures, for optimization reasons you may not get the pixels back if you lock the texture afterward.

Parameters
texturethe texture to update
rectan SDL_Rect structure representing the area to update, or NULL to update the entire texture
pixelsthe raw pixel data in the format of the texture
pitchthe number of bytes in a row of pixel data, including padding between lines
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_LockTexture
SDL_UnlockTexture
SDL_UpdateNVTexture
SDL_UpdateYUVTexture

◆ SDL_UpdateYUVTexture()

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 
)
extern

Update a rectangle within a planar YV12 or IYUV texture with new pixel data.

You can use SDL_UpdateTexture() as long as your pixel data is a contiguous block of Y and U/V planes in the proper order, but this function is available if your pixel data is not contiguous.

Parameters
texturethe texture to update
recta pointer to the rectangle of pixels to update, or NULL to update the entire texture
Yplanethe raw pixel data for the Y plane
Ypitchthe number of bytes between rows of pixel data for the Y plane
Uplanethe raw pixel data for the U plane
Upitchthe number of bytes between rows of pixel data for the U plane
Vplanethe raw pixel data for the V plane
Vpitchthe number of bytes between rows of pixel data for the V plane
Returns
0 on success or a negative error code on failure; call SDL_GetError() for more information.
Since
This function is available since SDL 3.0.0.
See also
SDL_UpdateNVTexture
SDL_UpdateTexture