Added a helper function SDL_LockTextureToSurface()
Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
diff --git a/WhatsNew.txt b/WhatsNew.txt
index faecf1d..ef2b07b 100644
--- a/WhatsNew.txt
+++ b/WhatsNew.txt
@@ -2,6 +2,13 @@
This is a list of major changes in SDL's version history.
---------------------------------------------------------------------------
+2.0.11/12:
+---------------------------------------------------------------------------
+
+General:
+* Added SDL_LockTextureToSurface(), similar to SDL_LockTexture() but the locked area is exposed as a SDL surface.
+
+---------------------------------------------------------------------------
2.0.10:
---------------------------------------------------------------------------
diff --git a/include/SDL_render.h b/include/SDL_render.h
index 096b4a5..c2a995a 100644
--- a/include/SDL_render.h
+++ b/include/SDL_render.h
@@ -431,9 +431,30 @@
void **pixels, int *pitch);
/**
+ * \brief Lock a portion of the texture for write-only pixel access.
+ * Expose it as a SDL surface.
+ *
+ * \param texture The texture to lock for access, which was created with
+ * ::SDL_TEXTUREACCESS_STREAMING.
+ * \param rect A pointer to the rectangle to lock for access. If the rect
+ * is NULL, the entire texture will be locked.
+ * \param surface This is filled in with a SDL surface representing the locked area
+ * Surface is freed internally after calling SDL_UnlockTexture or SDL_DestroyTexture.
+ *
+ * \return 0 on success, or -1 if the texture is not valid or was not created with ::SDL_TEXTUREACCESS_STREAMING.
+ *
+ * \sa SDL_UnlockTexture()
+ */
+extern DECLSPEC int SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture,
+ const SDL_Rect *rect,
+ SDL_Surface **surface);
+
+/**
* \brief Unlock a texture, uploading the changes to video memory, if needed.
+ * If SDL_LockTextureToSurface() was called for locking, the SDL surface is freed.
*
* \sa SDL_LockTexture()
+ * \sa SDL_LockTextureToSurface()
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h
index c769582..caab1c8 100644
--- a/src/dynapi/SDL_dynapi_overrides.h
+++ b/src/dynapi/SDL_dynapi_overrides.h
@@ -315,6 +315,7 @@
#define SDL_UpdateTexture SDL_UpdateTexture_REAL
#define SDL_UpdateYUVTexture SDL_UpdateYUVTexture_REAL
#define SDL_LockTexture SDL_LockTexture_REAL
+#define SDL_LockTextureToSurface SDL_LockTextureToSurface_REAL
#define SDL_UnlockTexture SDL_UnlockTexture_REAL
#define SDL_RenderTargetSupported SDL_RenderTargetSupported_REAL
#define SDL_SetRenderTarget SDL_SetRenderTarget_REAL
diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h
index e94d5de..01e1f39 100644
--- a/src/dynapi/SDL_dynapi_procs.h
+++ b/src/dynapi/SDL_dynapi_procs.h
@@ -346,6 +346,7 @@
SDL_DYNAPI_PROC(int,SDL_UpdateTexture,(SDL_Texture *a, const SDL_Rect *b, const void *c, int d),(a,b,c,d),return)
SDL_DYNAPI_PROC(int,SDL_UpdateYUVTexture,(SDL_Texture *a, const SDL_Rect *b, const Uint8 *c, int d, const Uint8 *e, int f, const Uint8 *g, int h),(a,b,c,d,e,f,g,h),return)
SDL_DYNAPI_PROC(int,SDL_LockTexture,(SDL_Texture *a, const SDL_Rect *b, void **c, int *d),(a,b,c,d),return)
+SDL_DYNAPI_PROC(int,SDL_LockTextureToSurface,(SDL_Texture *a, const SDL_Rect *b, SDL_Surface **c),(a,b,c),return)
SDL_DYNAPI_PROC(void,SDL_UnlockTexture,(SDL_Texture *a),(a),)
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderTargetSupported,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_SetRenderTarget,(SDL_Renderer *a, SDL_Texture *b),(a,b),return)
diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c
index 2b5b4c2..2ea2504 100644
--- a/src/render/SDL_render.c
+++ b/src/render/SDL_render.c
@@ -1680,6 +1680,45 @@
}
}
+int
+SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
+ SDL_Surface **surface)
+{
+ SDL_Rect r;
+ void *pixels = NULL;
+ int pitch, ret;
+
+ if (texture == NULL || surface == NULL) {
+ return -1;
+ }
+
+ if (rect == NULL) {
+ r.x = 0;
+ r.y = 0;
+ r.w = texture->w;
+ r.h = texture->h;
+ } else {
+ r.x = rect->x;
+ r.y = rect->y;
+ r.w = SDL_min(texture->w - rect->x, rect->w);
+ r.h = SDL_min(texture->h - rect->y, rect->h);
+ }
+
+ ret = SDL_LockTexture(texture, &r, &pixels, &pitch);
+ if (ret < 0) {
+ return ret;
+ }
+
+ texture->locked_surface = SDL_CreateRGBSurfaceWithFormatFrom(pixels, r.w, r.h, 0, pitch, texture->format);
+ if (texture->locked_surface == NULL) {
+ SDL_UnlockTexture(texture);
+ return -1;
+ }
+
+ *surface = texture->locked_surface;
+ return 0;
+}
+
static void
SDL_UnlockTextureYUV(SDL_Texture * texture)
{
@@ -1738,6 +1777,9 @@
SDL_Renderer *renderer = texture->renderer;
renderer->UnlockTexture(renderer, texture);
}
+
+ SDL_FreeSurface(texture->locked_surface);
+ texture->locked_surface = NULL;
}
SDL_bool
@@ -3090,6 +3132,10 @@
SDL_free(texture->pixels);
renderer->DestroyTexture(renderer, texture);
+
+ SDL_FreeSurface(texture->locked_surface);
+ texture->locked_surface = NULL;
+
SDL_free(texture);
}
diff --git a/src/render/SDL_sysrender.h b/src/render/SDL_sysrender.h
index dedd642..a93e21c 100644
--- a/src/render/SDL_sysrender.h
+++ b/src/render/SDL_sysrender.h
@@ -60,6 +60,7 @@
void *pixels;
int pitch;
SDL_Rect locked_rect;
+ SDL_Surface *locked_surface; /**< Locked region exposed as a SDL surface */
Uint32 last_command_generation; /* last command queue generation this texture was in. */