Working example
This commit is contained in:
226
sdl3/sdl3_render.odin
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226
sdl3/sdl3_render.odin
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package sdl3
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import "core:c"
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SOFTWARE_RENDERER :: "software"
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Vertex :: struct {
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position: FPoint, /**< Vertex position, in SDL_Renderer coordinates */
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color: FColor, /**< Vertex color */
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tex_coord: FPoint, /**< Normalized texture coordinates, if needed */
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}
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TextureAccess :: enum c.int {
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STATIC, /**< Changes rarely, not lockable */
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STREAMING, /**< Changes frequently, lockable */
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TARGET, /**< Texture can be used as a render target */
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}
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RendererLogicalPresentation :: enum c.int {
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DISABLED, /**< There is no logical size in effect */
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STRETCH, /**< The rendered content is stretched to the output resolution */
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LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
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OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
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INTEGER_SCALE, /**< The rendered content is scaled up by integer multiples to fit the output resolution */
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}
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Renderer :: struct {}
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Texture :: struct {
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format: PixelFormat, /**< The format of the texture, read-only */
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w: c.int, /**< The width of the texture, read-only. */
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h: c.int, /**< The height of the texture, read-only. */
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refcount: c.int, /**< Application reference count, used when freeing texture */
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}
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PROP_RENDERER_CREATE_NAME_STRING :: "SDL.renderer.create.name"
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PROP_RENDERER_CREATE_WINDOW_POINTER :: "SDL.renderer.create.window"
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PROP_RENDERER_CREATE_SURFACE_POINTER :: "SDL.renderer.create.surface"
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PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER :: "SDL.renderer.create.output_colorspace"
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PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER :: "SDL.renderer.create.present_vsync"
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PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER :: "SDL.renderer.create.vulkan.instance"
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PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER :: "SDL.renderer.create.vulkan.surface"
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PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER :: "SDL.renderer.create.vulkan.physical_device"
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PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER :: "SDL.renderer.create.vulkan.device"
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PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.create.vulkan.graphics_queue_family_index"
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PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.create.vulkan.present_queue_family_index"
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PROP_RENDERER_NAME_STRING :: "SDL.renderer.name"
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PROP_RENDERER_WINDOW_POINTER :: "SDL.renderer.window"
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PROP_RENDERER_SURFACE_POINTER :: "SDL.renderer.surface"
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PROP_RENDERER_VSYNC_NUMBER :: "SDL.renderer.vsync"
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PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER :: "SDL.renderer.max_texture_size"
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PROP_RENDERER_TEXTURE_FORMATS_POINTER :: "SDL.renderer.texture_formats"
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PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER :: "SDL.renderer.output_colorspace"
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PROP_RENDERER_HDR_ENABLED_BOOLEAN :: "SDL.renderer.HDR_enabled"
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PROP_RENDERER_SDR_WHITE_POINT_FLOAT :: "SDL.renderer.SDR_white_point"
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PROP_RENDERER_HDR_HEADROOM_FLOAT :: "SDL.renderer.HDR_headroom"
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PROP_RENDERER_D3D9_DEVICE_POINTER :: "SDL.renderer.d3d9.device"
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PROP_RENDERER_D3D11_DEVICE_POINTER :: "SDL.renderer.d3d11.device"
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PROP_RENDERER_D3D11_SWAPCHAIN_POINTER :: "SDL.renderer.d3d11.swap_chain"
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PROP_RENDERER_D3D12_DEVICE_POINTER :: "SDL.renderer.d3d12.device"
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PROP_RENDERER_D3D12_SWAPCHAIN_POINTER :: "SDL.renderer.d3d12.swap_chain"
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PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER :: "SDL.renderer.d3d12.command_queue"
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PROP_RENDERER_VULKAN_INSTANCE_POINTER :: "SDL.renderer.vulkan.instance"
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PROP_RENDERER_VULKAN_SURFACE_NUMBER :: "SDL.renderer.vulkan.surface"
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PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER :: "SDL.renderer.vulkan.physical_device"
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PROP_RENDERER_VULKAN_DEVICE_POINTER :: "SDL.renderer.vulkan.device"
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PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.vulkan.graphics_queue_family_index"
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PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER :: "SDL.renderer.vulkan.present_queue_family_index"
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PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER :: "SDL.renderer.vulkan.swapchain_image_count"
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PROP_RENDERER_GPU_DEVICE_POINTER :: "SDL.renderer.gpu.device"
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PROP_TEXTURE_CREATE_COLORSPACE_NUMBER :: "SDL.texture.create.colorspace"
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PROP_TEXTURE_CREATE_FORMAT_NUMBER :: "SDL.texture.create.format"
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PROP_TEXTURE_CREATE_ACCESS_NUMBER :: "SDL.texture.create.access"
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PROP_TEXTURE_CREATE_WIDTH_NUMBER :: "SDL.texture.create.width"
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PROP_TEXTURE_CREATE_HEIGHT_NUMBER :: "SDL.texture.create.height"
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PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT :: "SDL.texture.create.SDR_white_point"
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PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT :: "SDL.texture.create.HDR_headroom"
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PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER :: "SDL.texture.create.d3d11.texture"
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PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER :: "SDL.texture.create.d3d11.texture_u"
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PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER :: "SDL.texture.create.d3d11.texture_v"
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PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER :: "SDL.texture.create.d3d12.texture"
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PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER :: "SDL.texture.create.d3d12.texture_u"
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PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER :: "SDL.texture.create.d3d12.texture_v"
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PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER :: "SDL.texture.create.metal.pixelbuffer"
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PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER :: "SDL.texture.create.opengl.texture"
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PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER :: "SDL.texture.create.opengl.texture_uv"
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PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER :: "SDL.texture.create.opengl.texture_u"
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PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER :: "SDL.texture.create.opengl.texture_v"
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PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER :: "SDL.texture.create.opengles2.texture"
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PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER :: "SDL.texture.create.opengles2.texture_uv"
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PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER :: "SDL.texture.create.opengles2.texture_u"
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PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER :: "SDL.texture.create.opengles2.texture_v"
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PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER :: "SDL.texture.create.vulkan.texture"
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PROP_TEXTURE_COLORSPACE_NUMBER :: "SDL.texture.colorspace"
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PROP_TEXTURE_FORMAT_NUMBER :: "SDL.texture.format"
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PROP_TEXTURE_ACCESS_NUMBER :: "SDL.texture.access"
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PROP_TEXTURE_WIDTH_NUMBER :: "SDL.texture.width"
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PROP_TEXTURE_HEIGHT_NUMBER :: "SDL.texture.height"
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PROP_TEXTURE_SDR_WHITE_POINT_FLOAT :: "SDL.texture.SDR_white_point"
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PROP_TEXTURE_HDR_HEADROOM_FLOAT :: "SDL.texture.HDR_headroom"
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PROP_TEXTURE_D3D11_TEXTURE_POINTER :: "SDL.texture.d3d11.texture"
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PROP_TEXTURE_D3D11_TEXTURE_U_POINTER :: "SDL.texture.d3d11.texture_u"
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PROP_TEXTURE_D3D11_TEXTURE_V_POINTER :: "SDL.texture.d3d11.texture_v"
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PROP_TEXTURE_D3D12_TEXTURE_POINTER :: "SDL.texture.d3d12.texture"
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PROP_TEXTURE_D3D12_TEXTURE_U_POINTER :: "SDL.texture.d3d12.texture_u"
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PROP_TEXTURE_D3D12_TEXTURE_V_POINTER :: "SDL.texture.d3d12.texture_v"
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PROP_TEXTURE_OPENGL_TEXTURE_NUMBER :: "SDL.texture.opengl.texture"
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PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER :: "SDL.texture.opengl.texture_uv"
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PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER :: "SDL.texture.opengl.texture_u"
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PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER :: "SDL.texture.opengl.texture_v"
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PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER :: "SDL.texture.opengl.target"
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PROP_TEXTURE_OPENGL_TEX_W_FLOAT :: "SDL.texture.opengl.tex_w"
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PROP_TEXTURE_OPENGL_TEX_H_FLOAT :: "SDL.texture.opengl.tex_h"
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PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER :: "SDL.texture.opengles2.texture"
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PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER :: "SDL.texture.opengles2.texture_uv"
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PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER :: "SDL.texture.opengles2.texture_u"
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PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER :: "SDL.texture.opengles2.texture_v"
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PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER :: "SDL.texture.opengles2.target"
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PROP_TEXTURE_VULKAN_TEXTURE_NUMBER :: "SDL.texture.vulkan.texture"
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RENDERER_VSYNC_DISABLED :: 0
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RENDERER_VSYNC_ADAPTIVE :: -1
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DEBUG_TEXT_FONT_CHARACTER_SIZE :: 8
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@(default_calling_convention="c", link_prefix="SDL_", require_results)
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foreign lib {
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GetNumRenderDrivers :: proc() -> c.int ---
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GetRenderDriver :: proc(index: c.int) -> cstring ---
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CreateRenderer :: proc(window: ^Window, name: cstring) -> ^Renderer ---
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CreateRendererWithProperties :: proc(props: PropertiesID) -> ^Renderer ---
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CreateSoftwareRenderer :: proc(surface: ^Surface) -> ^Renderer ---
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GetRenderer :: proc(window: ^Window) -> ^Renderer ---
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GetRenderWindow :: proc(renderer: ^Renderer) -> ^Window ---
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GetRendererName :: proc(renderer: ^Renderer) -> cstring ---
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GetRendererProperties :: proc(renderer: ^Renderer) -> PropertiesID ---
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CreateTexture :: proc(renderer: ^Renderer, format: PixelFormat, access: TextureAccess, w, h: c.int) -> ^Texture ---
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CreateTextureFromSurface :: proc(renderer: ^Renderer, surface: ^Surface) -> ^Texture ---
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CreateTextureWithProperties :: proc(renderer: ^Renderer, props: PropertiesID) -> ^Texture ---
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GetTextureProperties :: proc(texture: ^Texture) -> PropertiesID ---
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GetRendererFromTexture :: proc(texture: ^Texture) -> ^Renderer ---
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GetRenderTarget :: proc(renderer: ^Renderer) -> Maybe(^Texture) ---
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RenderViewportSet :: proc(renderer: ^Renderer) -> bool ---
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RenderClipEnabled :: proc(renderer: ^Renderer) -> bool ---
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RenderReadPixels :: proc(renderer: ^Renderer, rect: Maybe(^Rect)) -> ^Surface ---
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GetRenderMetalLayer :: proc(renderer: ^Renderer) -> rawptr ---
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GetRenderMetalCommandEncoder :: proc(renderer: ^Renderer) -> rawptr ---
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}
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@(default_calling_convention="c", link_prefix="SDL_")
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foreign lib {
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CreateWindowAndRenderer :: proc(title: cstring, width, height: c.int, window_flags: WindowFlags, window: ^^Window, renderer: ^^Renderer) -> bool ---
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GetRenderOutputSize :: proc(renderer: ^Renderer, w, h: ^c.int) -> bool ---
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GetCurrentRenderOutputSize :: proc(renderer: ^Renderer, w, h: ^c.int) -> bool ---
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GetTextureSize :: proc(texture: ^Texture, w, h: ^f32) -> bool ---
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SetTextureColorMod :: proc(texture: ^Texture, r, g, b: Uint8) -> bool ---
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SetTextureColorModFloat :: proc(texture: ^Texture, r, g, b: f32) -> bool ---
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GetTextureColorMod :: proc(texture: ^Texture, r, g, b: ^Uint8) -> bool ---
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GetTextureColorModFloat :: proc(texture: ^Texture, r, g, b: ^f32) -> bool ---
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SetTextureAlphaMod :: proc(texture: ^Texture, alpha: Uint8) -> bool ---
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SetTextureAlphaModFloat :: proc(texture: ^Texture, alpha: f32) -> bool ---
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GetTextureAlphaMod :: proc(texture: ^Texture, alpha: ^Uint8) -> bool ---
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GetTextureAlphaModFloat :: proc(texture: ^Texture, alpha: ^f32) -> bool ---
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SetTextureBlendMode :: proc(texture: ^Texture, blendMode: BlendMode) -> bool ---
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GetTextureBlendMode :: proc(texture: ^Texture, blendMode: ^BlendMode) -> bool ---
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SetTextureScaleMode :: proc(texture: ^Texture, scaleMode: ScaleMode) -> bool ---
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GetTextureScaleMode :: proc(texture: ^Texture, scaleMode: ^ScaleMode) -> bool ---
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UpdateTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), pixels: rawptr, pitch: c.int) -> bool ---
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UpdateYUVTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), Yplane: [^]Uint8, Ypitch: c.int, Uplane: [^]Uint8, Upitch: c.int, Vplane: [^]Uint8, Vpitch: c.int) -> bool ---
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UpdateNVTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), Yplane: [^]Uint8, Ypitch: c.int, UVplane: [^]Uint8, UVpitch: c.int) -> bool ---
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LockTexture :: proc(texture: ^Texture, rect: Maybe(^Rect), pixels: ^rawptr, pitch: ^c.int) -> bool ---
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LockTextureToSurface :: proc(texture: ^Texture, rect: Maybe(^Rect), surface: ^^Surface) -> bool ---
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UnlockTexture :: proc(texture: ^Texture) ---
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SetRenderTarget :: proc(renderer: ^Renderer, texture: Maybe(^Texture)) -> bool ---
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SetRenderLogicalPresentation :: proc(renderer: ^Renderer, w, h: c.int, mode: RendererLogicalPresentation) -> bool ---
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GetRenderLogicalPresentation :: proc(renderer: ^Renderer, w, h: ^c.int, mode: ^RendererLogicalPresentation) -> bool ---
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GetRenderLogicalPresentationRect :: proc(renderer: ^Renderer, rect: ^FRect) -> bool ---
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RenderCoordinatesFromWindow :: proc(renderer: ^Renderer, window_x, window_y: f32, x, y: ^f32) -> bool ---
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RenderCoordinatesToWindow :: proc(renderer: ^Renderer, x, y: f32, window_x, window_y: ^f32) -> bool ---
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ConvertEventToRenderCoordinates :: proc(renderer: ^Renderer, event: ^Event) -> bool ---
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SetRenderViewport :: proc(renderer: ^Renderer, rect: Maybe(^Rect)) -> bool ---
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GetRenderViewport :: proc(renderer: ^Renderer, rect: ^Rect) -> bool ---
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GetRenderSafeArea :: proc(renderer: ^Renderer, rect: ^Rect) -> bool ---
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SetRenderClipRect :: proc(renderer: ^Renderer, rect: Maybe(^Rect)) -> bool ---
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GetRenderClipRect :: proc(renderer: ^Renderer, rect: ^Rect) -> bool ---
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SetRenderScale :: proc(renderer: ^Renderer, scaleX, scaleY: f32) -> bool ---
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GetRenderScale :: proc(renderer: ^Renderer, scaleX, scaleY: ^f32) -> bool ---
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SetRenderDrawColor :: proc(renderer: ^Renderer, r, g, b, a: Uint8) -> bool ---
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SetRenderDrawColorFloat :: proc(renderer: ^Renderer, r, g, b, a: f32) -> bool ---
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GetRenderDrawColor :: proc(renderer: ^Renderer, r, g, b, a: ^Uint8) -> bool ---
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GetRenderDrawColorFloat :: proc(renderer: ^Renderer, r, g, b, a: ^f32) -> bool ---
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SetRenderColorScale :: proc(renderer: ^Renderer, scale: f32) -> bool ---
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GetRenderColorScale :: proc(renderer: ^Renderer, scale: ^f32) -> bool ---
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SetRenderDrawBlendMode :: proc(renderer: ^Renderer, blendMode: BlendMode) -> bool ---
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GetRenderDrawBlendMode :: proc(renderer: ^Renderer, blendMode: ^BlendMode) -> bool ---
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RenderClear :: proc(renderer: ^Renderer) -> bool ---
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RenderPoint :: proc(renderer: ^Renderer, x, y: f32) -> bool ---
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RenderPoints :: proc(renderer: ^Renderer, points: [^]FPoint, count: c.int) -> bool ---
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RenderLine :: proc(renderer: ^Renderer, x1, y1, x2, y2: f32) -> bool ---
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RenderLines :: proc(renderer: ^Renderer, points: [^]FPoint, count: c.int) -> bool ---
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RenderRect :: proc(renderer: ^Renderer, rect: Maybe(^FRect)) -> bool ---
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RenderRects :: proc(renderer: ^Renderer, rects: [^]FRect, count: c.int) -> bool ---
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RenderFillRect :: proc(renderer: ^Renderer, rect: Maybe(^FRect)) -> bool ---
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RenderFillRects :: proc(renderer: ^Renderer, rects: [^]FRect, count: c.int) -> bool ---
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RenderTexture :: proc(renderer: ^Renderer, texture: ^Texture, srcrect, dstrect: Maybe(^FRect)) -> bool ---
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RenderTextureRotated :: proc(renderer: ^Renderer, texture: ^Texture, srcrect, dstrect: Maybe(^FRect), angle: f64, #by_ptr center: FPoint, flip: FlipMode) -> bool ---
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RenderTextureAffine :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), origin, right, down: Maybe(^FPoint)) -> bool ---
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RenderTextureTiled :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), scale: f32, dstrect: Maybe(^FRect)) -> bool ---
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RenderTexture9Grid :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), left_width, right_width, top_height, bottom_height: f32, scale: f32, dstrect: Maybe(^FRect)) -> bool ---
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RenderGeometry :: proc(renderer: ^Renderer, texture: ^Texture, vertices: [^]Vertex, num_vertices: c.int, indices: [^]c.int, num_indices: c.int) -> bool ---
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RenderGeometryRaw :: proc(renderer: ^Renderer, texture: ^Texture, xy: [^]f32, xy_stride: c.int, color: [^]FColor, color_stride: c.int, uv: [^]f32, uv_stride: c.int, num_vertices: c.int, indices: rawptr, num_indices: c.int, size_indices: c.int) -> bool ---
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RenderPresent :: proc(renderer: ^Renderer) -> bool ---
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DestroyTexture :: proc(texture: ^Texture) ---
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DestroyRenderer :: proc(renderer: ^Renderer) ---
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FlushRenderer :: proc(renderer: ^Renderer) -> bool ---
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AddVulkanRenderSemaphores :: proc(renderer: ^Renderer, wait_stage_mask: Uint32, wait_semaphore, signal_semaphore: Sint64) -> bool ---
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SetRenderVSync :: proc(renderer: ^Renderer, vsync: c.int) -> bool ---
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GetRenderVSync :: proc(renderer: ^Renderer, vsync: ^c.int) -> bool ---
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RenderDebugText :: proc(renderer: ^Renderer, x, y: f32, str: cstring) -> bool ---
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RenderDebugTextFormat :: proc(renderer: ^Renderer, x, y: f32, fmt: cstring, #c_vararg args: ..any) -> bool ---
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}
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