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render: SDL_RenderPresent now behaves when a render target is currently set.
It'll temporarily unbind it, draw letterboxing if necessary, present, and then rebind the previous render target.
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@@ -2061,10 +2061,12 @@ extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *ren
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* pixel.
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*
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* Please note, that in case of rendering to a texture - there is **no need**
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* to call `SDL_RenderPresent` after drawing needed objects to a texture, you
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* are only required to change back the rendering target to default via
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* `SDL_SetRenderTarget(renderer, NULL)` afterwards, as textures by themselves
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* do not have a concept of backbuffers.
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* to call `SDL_RenderPresent` after drawing needed objects to a texture, and
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* should not be done; you are only required to change back the rendering
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* target to default via `SDL_SetRenderTarget(renderer, NULL)` afterwards, as
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* textures by themselves do not have a concept of backbuffers. Calling
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* SDL_RenderPresent while rendering to a texture will still update the
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* screen with any current drawing that has been done _to the window itself_.
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*
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* \param renderer the rendering context.
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* \returns true on success or false on failure; call SDL_GetError() for more
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@@ -4949,9 +4949,9 @@ bool SDL_RenderPresent(SDL_Renderer *renderer)
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CHECK_RENDERER_MAGIC(renderer, false);
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// !!! FIXME: fail if using a render target? Or just implicitly set the render target to NULL now?
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if (renderer->view != &renderer->main_view) {
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return SDL_SetError("Cannot present a render target");
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SDL_Texture *target = renderer->target;
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if (target) {
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SDL_SetRenderTarget(renderer, NULL);
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}
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SDL_RenderLogicalPresentation(renderer);
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@@ -4972,6 +4972,10 @@ bool SDL_RenderPresent(SDL_Renderer *renderer)
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presented = false;
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}
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if (target) {
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SDL_SetRenderTarget(renderer, target);
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}
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if (renderer->simulate_vsync ||
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(!presented && renderer->wanted_vsync)) {
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SDL_SimulateRenderVSync(renderer);
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