Commit 1ae61f1009abff4cf7c5d85d33da4b3d7b4e208b

Sylvain Becker 2019-09-30T20:58:44

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 @@ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
                                             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_GetTextureBlendMode,(SDL_Texture *a, SDL_BlendMode *b),(
 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 @@ SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect,
     }
 }
 
+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_UnlockTexture(SDL_Texture * texture)
         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_DestroyTexture(SDL_Texture * texture)
     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 @@ struct SDL_Texture
     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. */