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Use floating point values for viewport, clip rectangle, and texture sizes
These are integer values internally, but the API has been changed to make it easier to mix other render code with querying those values. Fixes https://github.com/libsdl-org/SDL/issues/7519
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@@ -1967,7 +1967,7 @@ static SDL_Surface *GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rec
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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SDL_PixelFormatEnum format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
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int w, h;
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float h;
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SDL_Surface *surface;
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surface = SDL_CreateSurface(rect->w, rect->h, format);
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@@ -1975,9 +1975,9 @@ static SDL_Surface *GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rec
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return NULL;
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}
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SDL_GetCurrentRenderOutputSize(renderer, &w, &h);
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SDL_GetCurrentRenderOutputSize(renderer, NULL, &h);
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data->glReadPixels(rect->x, renderer->target ? rect->y : (h - rect->y) - rect->h,
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data->glReadPixels(rect->x, renderer->target ? rect->y : ((int)h - rect->y) - rect->h,
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rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
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if (GL_CheckError("glReadPixels()", renderer) < 0) {
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SDL_DestroySurface(surface);
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