SDL_LockTextureToSurface - Man Page
Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.
Synopsis
#include <SDL3/SDL_render.h> bool SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface);
Description
Besides providing an SDL_Surface instead of raw pixel data, this function operates like SDL_LockTexture.
As an optimization, the pixels made available for editing don't necessarily contain the old texture data. This is a write-only operation, and if you need to keep a copy of the texture data you should do that at the application level.
You must use SDL_UnlockTexture() to unlock the pixels and apply any changes.
The returned surface is freed internally after calling SDL_UnlockTexture() or SDL_DestroyTexture(). The caller should not free it.
Function Parameters
- texture
the texture to lock for access, which must be created with SDL_TEXTUREACCESS_STREAMING.
- rect
a pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked.
- surface
a pointer to an SDL surface of size rect. Don't assume any specific pixel content.
Return Value
Returns true on success or false on failure; call SDL_GetError() for more information.
Thread Safety
This function should only be called on the main thread.
Availability
This function is available since SDL 3.2.0.