Sdl pixel format. SDL_PIXELFORMAT_XRGB4444 = 353504258.
Sdl pixel format SDL3/SDL_CreatePixelFormat. Since the pixel to be written really is 32-bit, the pointer must be 32-bit to make it a single write. 18. SDL_UpdateTexture( theTexture , NULL, textureBuffer, nx * sizeof (uint32_t)); Share. If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned. const SDL_Palette * palette: an optional palette for indexed formats, may be NULL. Packed pixel formats have one of the following channel layouts: The SDL2 pixel formats fall into 3 different categories: packed formats, array formats and index formats (not described in this guide). ] (This is the documentation for SDL3, which is the current stable version. I have an array of uint8_t which represents a greyscale picture, where each pixel is one uint8_t. No such page 'SDL3/SDL_CreatePixelFormat' yet. I am struggling to convert a simple pong game from SDL to SDL2 because I could not find a valid value for the pixel format argument (second parameter 'Uint32 format') when calling SDL_CreateTexture(). SDL_Init(SDL_INIT_VIDEO); /* scale here to make the window larger than the surface itself. e. Otherwise, you need to lock the surface beforehand and unlock it afterwards, using SDL_LockSurface (and Return Value (SDL_Surface *) Returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information. Follow edited Jun 2, 2015 at 15:12. Return Value (const char *) Returns the human readable name of the specified pixel format or "SDL_PIXELFORMAT_UNKNOWN" if the format isn't recognized. Uint8: g: the green component of the pixel in the range 0-255. An SDL_PixelFormat describes the format of the pixel data stored at the pixels field of an SDL_Surface. Hi everyone, I have a SDL_PIXELFORMAT_NV12 texture that I would like to fill with an ffmpeg AVFrame with AV_PIX_FMT_NV12 pixel format. Uint32 SDL_GetWindowPixelFormat(SDL_Window * window); Function Parameters. h. There are a lot of enumerated values and I don't know which one to chose and why. * * No copy is made of the pixel data. About; Products OverflowAI; Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI I am reading the SDL_CreateTexture function I am getting really confused on what parameter to chose for the "Uint32 format" argument. Sometimes I don’t know what pixel format I’ll get (e. There are no guarantees about what format the new SDL_Surface data will be; in many cases, SDL_image will attempt to supply a surface that exactly matches the provided image, but in others it might have to convert (either because the image is in a format that SDL doesn't directly support or because it's compressed data that could reasonably uncompress to various formats and I want to convert any SDL_Surface my function receives to an RGBA8888 format surface, do stuff, and convert it back to its original format before return. If the pixel format bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored (e. The pixel format SDL_PIXELFORMAT_RGB444 is composed of the 4 bit channel values assembled like so: R << 8 | G << 4 | B. I’m trying to supply the pixel data in these surfaces to OpenGL for texturing, and while I can make this work without much of a problem, I seem to keep having to choose the OpenGL texturing “format” and “type” parameters by hand, surface = SDL_GetWindowSurface(window) and format = SDL_GetWindowPixelFormat(window) could actually fill those in for you, provided you don't mind using whatever settings your SDL_Window is already using. How to get the color of a specific pixel SDL_Renderer *: renderer: the rendering context. Uint32 SDL_MapRGB(SDL_PixelFormat *fmt, Uint8 r, Uint8 g, Uint8 b); Description. See Also. That’s why loader, and I’m even using SDL_BlitSurface to do all format conversions, so even if I was misreading the structure contents in the debugger I would still be getting GL_RGBA pixels if Autogenerated full mask checks for pixel format match · libsdl-org/SDL-historical-archive@d3ccc98 · GitHub. So depending of the format of your texture : 1 * bytesPerPixel. * * \param format the SDL_PixelFormat for the new surface's pixel format. as_slice()); let surface = match Surface::from_bmp(&path) { Ok Return Value (SDL_PixelFormat) Returns the pixel format of the window on success or SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more information. You can get the integers from #format. w and h are the width and height of the surface in pixels. through mysurface->format->colorkey = 0xFF00FF (bright pink), would that mean, that each pixel on the (24 bit) surface, which is exactly that color, skipped, and so invisible SDL_PixelFormat: dst_format: an SDL_PixelFormat value of the dst pixels format. On such systems width and height (and all other measurements such as x and y) are in "points". I want to use the SDL surface to generate a texture using glTexImage2D. The platform is Rockchip RK3568 for reference. On the other hand, streaming access is used to allocate pixels in a back buffer in video memory, and that’s suitable for more complex scenarios. When passing NULL to SDL_OpenCameraDevice I also experience a similar issue but only if I use SDL_BlitSurface to draw to the "window Uint32: pixel: a pixel value. pitch. Remarks. Details about the format of a pixel. 1. Uint8 * r: a pointer filled in with the red component, may be NULL. OpenGL) and on some platforms (e. The formats returned by that function are usually the fastest. SDL_Window * window: the window to query. Microsoft Windows) the hint SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT needs to be configured before using The SDL_TEXTUREACCESS_STATIC defines a method of accessing the texture. * \param pitch the number of bytes between each I am trying to take a screenshot of an open (and visible) window and save it to disk. In the code, I open both a DirectX window and an SDL window and then verify the pixel format of both. During my reflection between the two first posts on this thread, I took the trouble to read the format carefully and face-palmed. How to get the RGB color values of a clicked pixel on a rendered image in SDL2? Hot Network Questions Transcendental numbers with bad approximation by rational ones TikZ: Placing a Node Relative to Specific I got the SDL2 RuntimeError: no matching GL pixel format available when the screen color depth is set to 16bit. Version. 0? 0. Outputs: Window pixel format SDL_PIXELFORMAT_RGB888 Surface pixel format SDL_PIXELFORMAT_UNKNOWN Code in that while creating texture,pixel format is given SDL_PIXELFORMAT_YUY2 and update texture pitch in twice of width. h> #include <SDL/SDL. I'm working in C, by the way. Pixel format: SDL_PIXELFORMAT_ARGB8888. Defined in SDL_video. It appeared that the color channels have been swapped, i. If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly created SDL_Window:. Each pixel in an 8-bit surface is an index into the colors field of the SDL_Palette structure store in SDL_PixelFormat. dll . Switching to 32bit solves the issue. But when it comes to 10 bit YUV, it plays disturbed and greenish video. If depth is 8 bits an empty palette is allocated for the surface, otherwise a 'packed-pixel' SDL_PixelFormat is created using the [RGBA]mask's provided (see SDL_PixelFormat). Return Value (bool) Returns true on success or false on failure; call SDL_GetError() for more information. Susan Yanders Susan Yanders. The pixel data itself is accessed as a linear array from that pointer based on the width of the surface (surface->pitch) and the size of the pixel in bytes. This is just a read-only archive of the previous forums, to keep old links working. The most commonly supported format is SDL_PIXELFORMAT_ARGB8888, so I would go with that. 0. Returns the human readable name of the specified pixel format or SDL_PIXELFORMAT_UNKNOWN if the format isn't recognized. Example: SDL_PIXELFORMAT_RGB565 The pixel is represented by a 16-bit value, with R in bits 11-15, G in bits 5-10 and B in bits 0-4. A pixel value best approximating the given RGBA color value for a given pixel format. My code looks something like this: Uint32* pixels, oriPixels; SDL_Surface* image; void Dear All, I am playing with SDL in android, and is it meaningful to display Texture of pixel format SDL_PIXELFORMAT_UYVY , with SDL_UpdateYUVTexture ? The pixel format that the device sends is UYVY, and i am displaying in YU12 texture, the images are displayed, but i see the frame gets light yellow color background altogether. Uint8: b: the blue component of the pixel in the range 0-255. Normally I could just inspect the surface Something close to this: I've tried using SDL_ConvertSurfaceFormat but surface->format->BitsPerPixel stays at 32. The pixel format for both the texture and the frame that I get from ffmpeg is RGB24. png: PNG image data, 512 x 512, 4-bit grayscale, non Quote: The amount of bytes the pixel data takes is . Modified 8 years, 11 months ago. I’m wondering about the SDL_PIXELFORMAT_XBGR8888 pixel format of a window surface on macOS running on an M4. AmigaBlitter September 9, 2021, 7:08pm 3. The 4 is ugly, see below. 2. Given this information both identifiers appear to describe the exact same format but I can verify that some of my code works with one of the two formats but not Code Examples. Uint32: pixel_format: one of the SDL_PixelFormatEnum values. That's why with SDL, you have to use the reverse format to match what OpenGL wants. const char * SDL_GetPixelFormatName(Uint32 format); Function Parameters. Improve this question. : Uint32: pixel_format: the SDL_PixelFormatEnum that the new surface is optimized for. int: dst_pitch: the pitch of the destination pixels, in bytes. (with some limitation, see below) m_swFrame->format = AV_PIX_FMT_NV12; // The SDL forums have moved to discourse. Please refer to SDL_PixelFormat for details. Frank. If I tell it I have a pixel format of ARGB8888 its dead obvious where the bits are regardless of what CPU I’m using. Maps the RGB color value to the specified pixel format and returns the pixel value as a 32-bit int. 1 Like. Here is an SDL test program I made to show the default window surface's pixel format: I'm trying to figure out why calling SDL_GetWindowPixelFormat is returning SDL_PIXELFORMAT_RGB888, even though I'm creating the window with the flag "SDL_WINDOW_FULLSCREEN_DESKTOP", and my desktop uses 32-bit color. 6. Return Value (SDL_Surface *) Returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information. Packed formats follow the scheme: The SDL2 pixel formats fall into 3 different categories: packed formats, array formats and index formats (not described in this guide). SDL_PixelFormatDetails. Defined in <SDL3/SDL_gpu. rust-sdl2 built from src via cargo overrides. rgb332 → const PixelFormat. asked Aug 12, 2013 at 15:54. SDL_PixelFormat: format: one of the SDL_PixelFormat values. Since we’re storing our pixels in CPU memory and then copying them over to the GPU, static access is suitable. * Allocate a new surface with a specific pixel format and existing pixel * data. The video framebuffer is returned as a SDL_Surface by SDL_SetVideoMode and SDL_GetVideoSurface. libsdl. rgb444 → const PixelFormat. This function is available since SDL The format field stores the pixel format type, see: SDL_PixelFormatEnum. How to read ARGB pixel data from SDL2 surface and store them in an array? 1. 0 I am using the SDL_Window and SDL_Renderer. If you wish to do Basically there is this function SDL_ConvertPixels() hidden in the wiki and it's located inside SDL_surface. asked Jun 2, 2015 at 14:58. SDL_PIXELORDER(format), SDL_PIXELLAYOUT(format), SDL_BITSPERPIXEL(format), SDL_BYTESPERPIXEL(format), Yes, your code is assuming a 32-bit destination pixel format, but that’s fine, since all the renderers support some sort of 32-bit format. On 02/19/2011 04:20 PM, Sam Lantinga wrote: On Sat, Feb 19, 2011 at 7:24 AM, Frank Zago <@Frank_Zago mailto:Frank_Zago> wrote: Hello, I came across an invalid (This is the documentation for SDL3, which is the current stable version. If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is SDL's pixel formats have the following naming convention: Names with a list of components and a single bit count, such as RGB24 and ABGR32, define a platform-independent encoding into Depending on the pixel type there are three different types of orderings - bitmapped, packed, or array. The pitch seems to be the length of a scanline in bytes. The SDL renderers support different kind of formats and you can query them with SDL_GetRendererInfo. SDL_Surface 's represent areas of "graphical" memory, memory that can be drawn to. Since each pixel has size 4 (the surface is using Uint32-valued pixels), but the computation is being made in Uint8. int * pitch Put your array in an SDL_Surface and use SDL’s pixel format conversion routines to convert it to a new surface that matches the window surface’s format. Since its an 8-bit format, we have 8 SDL Surface Pixel Format Conversion. In C level, SDL use unsigned integers as pixel formats. If you use pixel: a pixel value. Commented Jun 24, 2014 at 6:46 instead of ARGB8888 format (32 bits per pixel) you can use more compact format Look for any code that references the packed pixel formats like SDL_PIXELFORMAT_RGBA8888 - they might also need to handle the new formats. Return Value (SDL_PixelFormat *) Returns the new SDL_PixelFormat structure or NULL on failure; call SDL_PixelFormatEnum defines the following values : Skip to main content. I don't know why SDL_PIXELFORMAT_UNKNOWN seems like a good idea. It calls SDL_ConvertSurface. If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential. How to set a pixel in a SDL_surface? 5. void * pixels: a pointer to existing pixel data. ARGB8888 is my preference for the second parameter, which we have set to sdl_pixelformat_argb8888 , is the pixel format. I would like to display this in a window using the SDL2 library. 3 Uint8 alpha = 0; SDL_PixelFormatEnum vs SDL_PixelFormat. So on the same machine in the same program DirectX returns an ARGB8888 window but SDL2 returns an RGB888 window. . Hardware sees each pixel as a word (in this case 32-bit words), so it has endianness issues, and software tends to follow along, especially for performance reasons. As best I understand, both the RGB888 and RGB24 formats put their red components first, followed by green and then blue, and both formats take a total of 24 bits per pixel (because 8+8+8 = 24). Description. xrgb4444 → const PixelFormat. g. It is safe to call this function from any thread. How to get an SDL_PixelFormat from an No, it isn't obvious. I might therefore want to store and compare pixel formats but I’m not sure whether I should use I loaded surfaces using IMG_Load from the SDL Image library, and then optimized them, as explained in tutorials, by doing something like:Â optimizedImage = SDL_DisplayFormatAlpha( loadedImage );Â From what I understand, SDL_DisplayFormatAlpha() uses an internal variable that stores the Display Format, and calls convert surface, and SDL_SetTextureColorMod will make sure subsequent render copy operations will have the specified multiplier taken into account. texture_formats and everything related like the The Simple Directmedia Layer Wiki. I made an array of 32-bit values (pixelformats) formatted as The Simple Directmedia Layer Wiki. 2. Is there a way to determine the correct data format (BGRA or RGBA or etc) without just simply SDL_Surface *: src: the existing SDL_Surface structure to convert. What I have tried is changed pitch to (handle->width*2 * 2) but no success also someone suggested to convert 10bit value to 8bit but I don't want to do Description. This happens regardless of whether renderer is an accelerated or software renderer. SDL lets you take either approach. Commented Dec 1, 2019 at 23:40. int: pitch: the pitch of the Not sure why the SDL_GetWindowSurface is returning a surface with an unknown pixel format. SDL2 was the previous version!) SDL_PIXELFORMAT_BGRA8888. I also assumed RGBA, backwards. 31. [ ie; whitening , if i am right. Add some tests for typical pixel formats definitions in the family in tests/test_family. Return Value (const char *) Returns the human readable name of the specified pixel format or SDL_PIXELFORMAT_UNKNOWN if the format isn't recognized. If the pixel format bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored SDL_PIXELFORMAT_INDEX4MSB = 304088064. sdl; sdl-2; color-depth; Share. Header File format: a pointer filled in with the raw format of the texture; the actual format may differ, but pixel transfers will use this format (one of the SDL_PixelFormatEnum values). A surface created with SDL_PIXELFORMAT_INDEX1MSB is one-bit-per-pixel. org. r, &color. How can I read / write pixels in a SDL_Surface in SDL2? 6. Remarks. How using SDL_CreateTexture create transparent texture? By default I'm creating texure with such code: SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET, x, y); And th Description. However, after reading a I am currently trying some things using pixel manipulation and I would like to set the pixel format of a SDL_Surface. and correctly interpret the bytes as pixel colors, the number of Determine correct pixel format for SDL_CreateTexture()? 0. Besides that, sets also all the other fields to the corresponding values. 4. To access an SDL_Texture's pixels, you must create a blank texture using SDL_CreateTexture() and pass in SDL_TEXTUREACCESS_STREAMING for the access parameter, then copy the pixels of a surface into it. Packed formats follow the scheme: Use SDL_GetRendererInfo() to populate a SDL_RendererInfo & use one of the formats in SDL_RendererInfo::texture_formats (from here): cout << This class represents pixel format of textures, windows, and displays. You can also find more information on byte and bits size about the image by looking at the . Viewed 2k times 1 \$\begingroup\$ I have two pixes stored in a 32 bit unsigned integer (4 bytes per pixel, using SDL's types for convenience): Uint32 pixel1; // Source pixel, format: SDL_PIXELFORMAT_BGRA8888 Uint32 pixel2_format; // Format of the pixel2 (can change) The SDL_TEXTUREACCESS_STATIC defines a method of accessing the texture. h> #include <stdlib. Fast texture pixel access using SDL2. It writes the value to void* pixels. Stack Overflow. No such page 'SDL3/SDL_PixelFormatEnumToMasks' yet. there are many possible formats (see sdl_createtexture() documentation), but in this case we’re saying To add support for a new pixel format family (let's call it family), do the following:. A real life example of this being greater than the width*bpp is having a giant sprite sheet image and many subimages that share pixels from the master. Pixel A SDL_PixelFormat describes the format of the pixel data stored at the pixels field of a TSDL_Surface . 1. const SDL_PixelFormatDetails * SDL_GetPixelFormatDetails(SDL_PixelFormat format); Function Parameters. You can treat pixels as words and take the platform-dependent type (which changes endianness depending on the system), or you can treat them as bytes and Should this hard-code a pixel format when calling SDL_CreateTexture() or ask the video device driver about the best format if that is possible at all? ChliHug April 13, 2018, 6:33pm 2. The flags specifies the type of surface that should be created, it is an OR'd combination of the following possible values. const SDL_Rect *: rect: an SDL_Rect structure representing the area to read, or NULL for the entire render target. Let’s be sure first that I understand these values corret: When using colorkey on a surface, e. Example images that fail: 16levelstriping. Every surface stores a SDL_PixelFormat in the format field. pixels is a pointer to the actual pixel data, the surface should be (This is the documentation for SDL3, which is the current stable version. How to Upscale window or renderer in sdl2 for pixelated look? Hot Network Questions Is the finance charge reduced if the loan is paid off quicker? Can I use an A or D string on my violin in place of a G string? What is the translation of a game-time decision in French? Behavior of fixed points of a I am rendering raw frames from a camera using SDL with hardware acceleration, frames are NV12 pixel format. Hi, OpenGL's pixel format definitions are all big endian IIRC, whereas SDL's definitions are tied to the platforms endianess, so for you most likely little endian. You can get the A SDL_PixelFormat describes the format of the pixel data stored at the pixels field of a SDL_Surface. Since M4 is little endian, this means SDL_PIXELFORMAT_ARGB8888 = I want to use SDL_MapRGB, but I don't know what pixel format is. You can directly modify this pixel array if SDL_MUSTLOCK(surface) is false. Points are abstract and don't have to correspond to pixels. Just faced similar issue while loading a DDS file with this format and I was able to make it work with the following parameters: Pixel Internal format: GL_BGRA Pixel format: GL_RGB5_A1 Pixel type: UnsignedShort1555Reversed Had to call first: glPixelStore(GL_UNPACK_ROW_LENGTH, Width); @Nelfeal SDL_CalculatePitch is used when SDL is allocating its own pixel buffers (via SDL_CreateRGBSurface for example). 3. const SDL_Rect * rect: an SDL_Rect structure representing the area to lock for access; NULL to lock the entire texture. h> Syntax. In my TexturWrapper class I need a method to save the main-texture or a part of it to a PNG-file. : void * pixels: a pointer to the pixel data to copy into. How to draw pixels in SDL 2. Yes, it works. This argument can be NULL if you don't need this information. format field (It's a SDL_PixelFormat*, which lets you access stuff like how many bytes per pixel you have there). Tyler0425. 2? 4. – RectangleEquals. : Uint32: flags: the flags are unused and should be set to 0; this is a leftover from SDL 1. CategoryAPI, CategoryAPIStruct, CategorySurface [ edit | delete | history | feedback | raw] [ front page | index | search | recent changes | git repo | offline html] SDL_PIXELFORMAT_RGBA32 is an alias for for SDL_PIXELFORMAT_RGBA8888 on big endian machines and for SDL_PIXELFORMAT_ABGR8888 on little endian machines Ok. SDL_PIXELFORMAT_XRGB4444 = 353504258. SDL_PIXELFORMAT_RGB332 = 336660481. Here's the offending code: let path = Path::new(path_str. Return Value (const SDL_PixelFormatDetails *) Get the human readable name of a pixel format. h header and not inside SDL_pixels. – Seb0029. A variable that is the address of another SDL_Window* (as a hex string formatted with %p). Defined in <SDL3/SDL_pixels. SDL2 was the previous version!) SDL_PIXELFORMAT_YUY2. Syntax. Since its SDL 2. 8-bit pixel formats are the easiest to understand. Finally, we initialise a set of Windows 7 64bit w/ 32 bit distros of rust nightly, cargo and SDL2. ; To make the address calculation be in bytes. Uint8 * g: a pointer filled in with the green component. Why are these two different? I would expect them to be the same. format: a pointer to SDL_PixelFormatDetails describing the pixel format. (This is the documentation for SDL3, which is the current stable version. How can I create a 8 bit surface in SDL 2? I realize I will need a color palette. So, to determine the color of a pixel in an 8-bit surface: we read the color index from surface->pixels and we use that index to read the SDL Convert pixel format. format: an SDL_PixelFormat structure describing the format of the pixel. If you wish to do Determine correct pixel format for SDL_CreateTexture()? Hot Network Questions Can I compose classical works on a DAW? Could space tourism ever offer total solar eclipse viewings by traveling near the tip of the Moon's umbra as it's projected into space near Earth? Is it common practice to remove trusted certificate authorities (CA) located in untrusted countries? Does Why does SDL take such a trivial approach to this? Endianness should have nothing to do with this really. On a high-dpi display, windows have more pixels that their width and height would indicate. I have tried to create an SDL_Surface from the array by doing. If this hint is set before SDL_CreateWindowFrom( ) and the SDL_Window* it is set to has SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly created SDL Convert pixel format. : const SDL_Palette *: palette: an optional palette for indexed formats, may be NULL. : Uint32: format: an SDL_PixelFormatEnum value of the desired format of the pixel data, or 0 to use the format of the rendering target. The GPU can do the pixel format conversion essentially for free. I'd like to pass the native pixel format to avoid the conversions. So it is playing fine. The NV12 frames are rendered with opengles2 for fast rendering and low CPU usage. SDL_Color color; SDL_PixelFormat* pixelFormat = SDL_AllocFormat(format); SDL_GetRGB(pixel, pixelFormat, &color. b); SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT. Pixel data is not managed automatically; * you must free the surface before you free the pixel data. typedef struct SDL_Surface {Uint32 flags; /**< Read-only */ SDL_PixelFormat *format; This structure should be treated as read-only, except for pixels, which, if not NULL, contains the raw pixel data for the surface. Justiniscoding. Hi, Did a quick peek, and it does look like it is a known bug [1] that has been resolved as of commit rev 9126 [2]. I looked at removing these shorter aliases, but it doesn't A SDL_PixelFormat describes the format of the pixel data stored at the pixels field of a SDL_Surface. CategoryPixels. h> #include <SDL/SDL_image. void ** pixels: this is filled in with a pointer to the locked pixels, appropriately offset by the locked area. Reading a texture won’t be fast though. Trouble with drawing a pixel through Draw_Pixel() of SDL_Draw library. SDL2 with opengles2/3 and hw acceleration works fine. Return Value (SDL_PixelFormat) Returns the pixel format of the window on success or SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more information. Since it is an 8-bit format, we have 8 BitsPerPixel and 1 BytesPerPixel. SDL_PixelFormat * SDL_AllocFormat(Uint32 pixel_format); Function Parameters. OpenGL’s pixel format definitions are all big endian IIRC, whereas SDL’s definitions are tied to the platforms endianess, so for you most likely little endian. Its pixel format will be set to the same pixel format as this SDL_Window. Martin G. So I have to create a texture from a surface like this: surface = IMG_Load(filePath); texture = SDL_CreateTextureFromSurface(renderer, surface); The memory layout of a packed pixel format depends on system endianness. This is needed for example when sharing an OpenGL context across SDL_SetRenderTarget(renderer, target); render your textures rotated, flipped, translated using SDL_RenderCopyEx SDL_RenderReadPixels(renderer, rect, format, pixels, pitch); With the last step you read the pixels from the render target using SDL_RenderReadPixels and then you have to figure out if the alpha channel of the desired pixel is zero (transparent) or Get the human readable name of a pixel format. int * access: a pointer filled in with the actual access to the texture (one of the SDL_TextureAccess values By itself it won't give me the RGBA values of a pixel (or rectangle in the case of SDL_RenderReadPixels). c++; sdl; sdl-2; Share. There's also a fallback attempt that configures the bit values to 3. The problem is that the red, green and blue bit settings are configured to be 4 bits to begin with, so it's possible the wrong pixel format is being selected by SDL under the hood. This function operates mostly like SDL_CreateRGBSurfaceFrom(), except instead of providing pixel color masks, you provide it with a predefined format from SDL_PixelFormatEnum. py. int: pitch: the number of bytes between each row, including padding. How to set the color of pixel on 24 bit SDL_Surface? 1. The pixel size (aka depth) is set The SDL_Surface structure has a field named pixels which is an array containing every pixel from left to right, top to bottom, using some pixel format (given by the field format). Passing the frame data with SDL_UpdateTexture(texture, NULL, frame->data[0], frame->linesize[0]) seems to work for the Y plane since I can see my image but mixes up UV channel, I have red and green images Running on OS X, I've loaded a texture in OpenGL using SDL_Image library (using IMG_LOAD() which returns SDL_Surface*). This function converts pixels A SDL_PixelFormat describes the format of the pixel data stored at the pixels field of a SDL_Surface. The structure that defines a display mode. This is accomplished by converting the original and storing the result as a new surface. const SDL_PixelFormatDetails *: format: a pointer to SDL_PixelFormatDetails describing the pixel format. 12. IMG_SavePNG is just able to save a SDL_Surface to a file, not a SDL_Texture. If the specified pixel format has an alpha component it will be returned as all 1 bits (fully opaque). format: the SDL_PixelFormat for the new surface's pixel format. Finally I found success by using SDL_PIXELFORMAT_ARGB8888, and I also found that SDL_PIXELFORMAT_UNKNOWN works too. 2's API. Specifies the pixel format of a texture. No copy is made of the pixel data. pixel: a pixel value. SDL_PIXELFORMAT_INDEX8 = 318769153. I had to set GL_BGRA as a pixel format parameter in glTexImage2D(). But that patch is not compiling due to missing semicolons. 1k 12 12 gold badges 89 89 silver badges 104 104 bronze badges. 6. However, Manipulating the contents of screen->pixels will modify pixels, with a couple of caveats. On 2016-10-08 02:17:58 +0000, Daniel Gibson wrote: Ok, I looked SDL_PIXELFORMAT_RGB24 (which doesn't have a packed equivalent), so it looked like there wasn't that much to do. 721 7 7 Yes, it does, as long as each of the platforms supports the pixel format you are using. Passing the frame data with SDL_UpdateTexture(texture, NULL, frame->data[0], frame->linesize[0]) seems to work for the Y plane since I can see my image but mixes up UV channel, I have red and green images . Defined in SDL_pixels. If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling this SDL Surface Pixel Format Conversion. I'm trying to create a SDL_Surface for pixel manipulation, however something is going really wrong when setting the color masks of the surface as the colors are incorrect when filling the color buffer (see the comments, I'm trying to interpret u8vec4 as a RGBA color): (This is the documentation for SDL3, which is the current stable version. This function should only be called on the main thread. Currently I am running This function takes a surface and copies it to a new surface of the pixel format and colors of the video framebuffer, suitable for fast blitting onto the display surface. If you know you you will only have up to 256 distinct colors and you want to be able to switch them quickly, then it might be a good way to go. CategoryAPI, CategoryAPIFunction, CategoryPixels Either when I use glDrawPixel or some SDL wrapper functions of it, I need to pass the pixel format. Improve this answer. (probably 4 bytes per pixel) The rect should be something like (x,y,x+1,y+1) and the format should be something like SDL_PIXELFORMAT_RGBA8888 or the equivalent for your particular texture. Hi everyone, I’m having problems deciphering the pixel format values that SDL_Image is returning with the surfaces it creates. This function operates mostly like SDL_CreateRGBSurface(), except instead of providing pixel color masks, you provide it with a predefined format from SDL_PixelFormatEnum. Hot Network Questions Is there a programmatic way to achieve uniform texture tiling on a non-uniform mesh? How do fighter jets compensate for the curvature of the earth when they're flying so low to the ground? How to implement a bitwise AND operation in PDP-11 assembly? Is it important to format: an SDL_PixelFormat structure describing the pixel format. const SDL_PixelFormat * format: an SDL_PixelFormat structure describing the format of the pixel. If it’s SDL_TEXTUREACCESS_TARGET you can make the texture the target of a renderer (SDL_SetRenderTarget) then set a pixel using SDL_RenderDrawPoint() and read a pixel using SDL_RenderReadPixels() with a one-pixel-square rectangle. Thread Safety. I want to manipulate the color of loaded images but I am having trouble when I try to backup the pixel data. Access pixel color from SDL_Texture. h * . mSurface = SDL_CreateRGBSurfaceFrom(mData, mWidth, mHeight, 8, mWidth, 0xFF0000, 0xFF0000, 0xFF0000, 0xFF0000); With SDL_image 2. Use the hardware-accelerated 2D renderer. g, &color. , with a 16-bpp format the A SDL_PixelFormat describes the format of the pixel data stored at the pixels field of a SDL_Surface. SDL_CreateRGBSurfaceFrom will accept any pitch you pass it. The 1 and 0 are indexed to colors you can set. Header for the enumerated pixel format definitions. But, if I just change SDL_PIXELFORMAT_RGBA8888 to SDL_PIXELFORMAT_ARGB8888 (and update 0x0000FFFF to 0xFF0000FF), all of a sudden, SDL_UpdateTexture goes down from taking ~15ms per frame to ~1ms. SDL Wiki. //----- #include <stdio. Once that's done, you can use the SDL_LockTexture() function to retrieve a pointer to the pixel data which can then be accessed SDL_Texture * texture: the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING. SDL accessing Uint32: pixel: a pixel value. Ask Question Asked 9 years ago. 0, not all png types are supported, as greyscale images fail to load with stb_image. SDL read pixels from texture. For example, the SDL_AllocFormat function creates a SDL_PixelFormat corresponding to a pixel format and stores the given parameter in the specific field. typedef enum SDL_GPUTextureFormat Texture format support varies depending on driver, hardware, and usage flags. I am using python and SDL2 in hopes of making my program cross platform in the future. // According to the API, if the format of the AVFrame is set before calling // av_hwframe_transfer_data(), the graphic card will try to automatically convert // to the desired format. void * dst: a pointer to be filled in with new pixel data. The problem here is that I am loading up an image with the SDL_image. Pixel data Over at pygame we've been wrestling with issues on mac that seem to have their roots in the default mac windows surface being in an ARGB format while windows and linux are in SDL_PIXELFORMAT_RGB888. //Free SDL_SetPalette() is only for use in 8-bit palleted surfaces. Every surface stores an SDL_PixelFormat in the format field. You are incorrect. h> //----- SDL_Surface* formattedSurf = Tour Start here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company, and our products If i SDL_OpenCameraDevice w/ SDL_PIXELFORMAT_YUY2, which is the ONLY format provided by all cameras (Logitech, CreativeLabs, Generic ), then "AcquireFrame" only returns a 'WHITE' surface. , I created a bmp and I load it using SDL_LoadBMP when inspecting the generated SDL_Surface I can see it is of format SDL_PIXELFORMAT_INDEX8. A SDL_Palette should never need to be created manually. Thank you very much. SDL2 modifying pixels. SDL_DisplayFormat not declared in this scope: Using SDL2. Uint32: format: the pixel format to query. when using SDL_GetWindowSurface or SDL_CreateTextureFromSurface) and sometimes I might want to use whatever format requires the least conversion. Uint8 * a: a pointer filled in with the alpha component. Then look at the pixel format of the retrieved frame, it is usually NV12 format when using nVidia decoding. But it worked counter-intuitively for me, and I’m kind of confused. You should rather either load a bitmap or initialize your texture with a red color as in the following example The Simple Directmedia Layer Wiki. Since we're storing our pixels in CPU memory and then copying them over to the GPU, static access is suitable. Allocate an empty surface (must be called after SDL_SetVideoMode). Create an SDL_PixelFormat structure corresponding to a pixel format. If you don't need full ARGB8888, you can also use RGB888, or RGB565, etc. If you need to know a window's width and height in pixels, you should use the pixelWidth and pixelHeight properties. A SDL_PixelFormat describes the format of the pixel data stored at the pixels field of a SDL_Surface. typedef struct SDL_PixelFormatDetails {SDL_PixelFormat format; Uint8 bits_per_pixel; Uint8 bytes_per_pixel; Uint8 padding[2]; Uint32 Rmask; Uint32 Gmask; Uint32 Bmask; Uint32 Amask; Uint8 Rbits; Uint8 Gbits; Uint8 Bbits; Uint8 Abits; Uint8 Rshift; SDL_PixelFormat: format: the pixel format to query. SDL_PIXELFORMAT_RGB444 is already an alias for the more correctly named SDL_PIXELFORMAT_XRGB4444, which fully indicates a 16-bit value with the upper 4 bits unused. SDL3/SDL_PixelFormatEnumToMasks. SDL_PixelFormat: format: the new pixel format. SDL2 was the previous version!) SDL_PIXELFORMAT_UYVY. Debug is also funny, because it is SDL_GetWindowPixelFormat. SDL2 was the previous version!) SDL_PIXELFORMAT_INDEX8. Uint8: r: the red component of the pixel in the range 0-255. , with a 16-bpp format the return value can be assigned to a Uint16, and similarly a Uint8 for an 8-bpp format). Then use SDL’s surface blitting functions to draw it. Use one of the existing test files as a template. This class wraps these integers. SDL_GetPixelFormatName(370546692); Expected parameters include: format - the pixel format to query. In general, you should use SDL_GPUTextureSupportsFormat to query if a format is supported before using it. Can't create SDL2 texture using SDL_PIXELFORMAT_NV12 pixel format. This function is used to optimize images for faster repeat blitting. Return Value (SDL_Surface *) Returns the new SDL_Surface structure that is created or NULL on failure; call SDL_GetError() for more information. Return Value Returns the pixel format of the window on success or SDL_PIXELFORMAT_UNKNOWN on failure; call Create an SDL_PixelFormatDetails structure corresponding to a pixel format. In some cases (e. * \param pixels a pointer to existing pixel data. Most of the fields should be pretty obvious. Get the pixel format associated with the window. This class represents pixel format of textures, windows, and displays. Finally, we initialise a set of SDL_Window *window; SDL_Renderer *renderer; SDL_CreateWindowAndRenderer(800, 600, 0, &window, &renderer); //Probably on a loop SDL_RenderDrawPoint(renderer, 400, 300); //Renders on middle of screen. On the other hand, streaming access is used to allocate pixels in a back buffer in video memory, and that's suitable for more complex scenarios. h> #include <stdint. and I'm even using SDL_BlitSurface to do all format conversions, so even if I was misreading the structure Return Value. This function is available since SDL 3. 0. Using SDL_UpdateTexture() I do something along the lines of (in a loop): const unsigned char *frame_data = function_that_gets_frame_using_ffmpeg(); SDL_UpdateTexture(texture, NULL, Hi everyone, I have a SDL_PIXELFORMAT_NV12 texture that I would like to fill with an ffmpeg AVFrame with AV_PIX_FMT_NV12 pixel format. It is automatically created when SDL allocates a SDL_PixelFormat for a surface. SDL_LockSurface's documentation suggests, not very clearly, that pixel format of some surfaces may change during their lifetime, and so the proper way to access a surface's pixel format would be to first check if the surface needs locking with SDL_MUSTLOCK, and if so, lock it using SDL_LockSurface. Follow edited Feb 25, 2015 at 21:34. Set the pixel format AND create texture from surface in SDL. Because the 3 byte Return Value (SDL_Window *) Returns the window that was created or NULL on failure; call SDL_GetError() for more information. Follow edited May 23, 2022 at 17:22. Thread Safety. Streaming the camera using raw NV12 gives ~30% CPU usage out of SDL_GPUTextureFormat. Uint8 * r: a pointer filled in with the red component. It doesn't change color to the texture texels. The colors values of a SDL_Surface s palette can be set with the SDL_SetColors. Header File. index8 → const PixelFormat. Since BytesPerPixel is 1, all pixels are represented by a Uint8 which contains an index into palette->colors. I’ve got a little problem using “colorkey” and “alpha” in the pixel format struct in a surface. Rendering pixels from array of RGB values in SDL 1. When I SDL_GetWindowPixelFormat I get SDL_PIXELFORMAT_ARGB8888. SDL_RenderPresent(renderer); This should draw a pixel on the middle of screen. I have a single texture that uses SDL_TEXTUREACCESS_STREAMING. h (mystery). SDL Simple Directmedia Layer Forums 'struct SDL_PixelFormat' has no member named 'alpha' {#if SDL_MAJOR_VERSION == 1 && SDL_MINOR_VERSION <= 2 return surf->format->alpha; #else // SDL >=1. To read a pixel is a little more complicated. SDL2 was the previous version!) SDL_DisplayMode. First, as you've shown in the code snippet, note that screen->pixels is a pointer to the pixel data of the surface. Uint8 * b: a pointer filled in with the blue component. I don’t **think** there has been a release since that rev, so you’d either have to build from mercurial source tree or use SDL_image in the mean time. Getting the SDL_Color of a single pixel in a SDL_Texture. Windows and Linux (Ubuntu) used BGRA (ABGR?) when I checked, but what is a portable way to detect this? <edit> I got a small sub-question from a comment. The new, Remarks. bcpvh ibxj knultk gpvptm vkknes qagtv qtb agbj japrni xewzh