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Made texture size and format public in the API
Also added refcount to textures so they can be retained by application code.
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5136b30652
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1f3a0d12e6
8 changed files with 76 additions and 66 deletions
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@ -71,17 +71,22 @@ typedef struct SDL_RenderViewState
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// Define the SDL texture structure
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struct SDL_Texture
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{
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SDL_Colorspace colorspace; /**< The colorspace of the texture */
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float SDR_white_point; /**< The SDR white point for this content */
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float HDR_headroom; /**< The HDR headroom needed by this content */
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SDL_PixelFormat format; /**< The pixel format of the texture */
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SDL_TextureAccess access; /**< The texture access mode */
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int w; /**< The width of the texture */
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int h; /**< The height of the texture */
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SDL_BlendMode blendMode; /**< The texture blend mode */
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SDL_ScaleMode scaleMode; /**< The texture scale mode */
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SDL_FColor color; /**< Texture modulation values */
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SDL_RenderViewState view; /**< Target texture view state */
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// Public API definition
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SDL_PixelFormat format; /**< The format of the texture, read-only */
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int w; /**< The width of the texture, read-only. */
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int h; /**< The height of the texture, read-only. */
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int refcount; /**< Application reference count, used when freeing texture */
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// Private API definition
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SDL_Colorspace colorspace; // The colorspace of the texture
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float SDR_white_point; // The SDR white point for this content
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float HDR_headroom; // The HDR headroom needed by this content
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SDL_TextureAccess access; // The texture access mode
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SDL_BlendMode blendMode; // The texture blend mode
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SDL_ScaleMode scaleMode; // The texture scale mode
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SDL_FColor color; // Texture modulation values
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SDL_RenderViewState view; // Target texture view state
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SDL_Renderer *renderer;
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@ -91,13 +96,13 @@ struct SDL_Texture
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void *pixels;
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int pitch;
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SDL_Rect locked_rect;
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SDL_Surface *locked_surface; /**< Locked region exposed as a SDL surface */
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SDL_Surface *locked_surface; // Locked region exposed as a SDL surface
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Uint32 last_command_generation; // last command queue generation this texture was in.
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SDL_PropertiesID props;
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void *internal; /**< Driver specific texture representation */
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void *internal; // Driver specific texture representation
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SDL_Texture *prev;
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SDL_Texture *next;
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