static int
D3D_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
                       void **pixels, int *pitch)
{
    D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;

    if (data->yuv) {
        return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch);
    } else {
        /* D3D textures don't have their pixels hanging out */
        return -1;
    }
}
Beispiel #2
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static int
X11_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
                       void **pixels, int *pitch)
{
    X11_TextureData *data = (X11_TextureData *) texture->driverdata;

    if (data->yuv) {
        return SDL_SW_QueryYUVTexturePixels(data->yuv, pixels, pitch);
    } else {
        *pixels = data->pixels;
        *pitch = data->pitch;
        return 0;
    }
}
Beispiel #3
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static int
SW_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
                      void **pixels, int *pitch)
{
    if (SDL_ISPIXELFORMAT_FOURCC(texture->format)) {
        return SDL_SW_QueryYUVTexturePixels((SDL_SW_YUVTexture *)
                                            texture->driverdata, pixels,
                                            pitch);
    } else {
        SDL_Surface *surface = (SDL_Surface *) texture->driverdata;

        *pixels = surface->pixels;
        *pitch = surface->pitch;
        return 0;
    }
}