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Use this function to allocate a new RGB surface with existing pixel data.


SDL_Surface* SDL_CreateRGBSurfaceFrom(void*  pixels,
                                      int    width,
                                      int    height,
                                      int    depth,
                                      int    pitch,
                                      Uint32 Rmask,
                                      Uint32 Gmask,
                                      Uint32 Bmask,
                                      Uint32 Amask)

Function Parameters


a pointer to existing pixel data


the width of the surface


the height of the surface


the depth of the surface in bits; see Remarks for details


the length of a row of pixels in bytes


the red mask for the pixels


the green mask for the pixels


the blue mask for the pixels


the alpha mask for the pixels

Return Value

Returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information.

Code Examples

// This example shows how to create a SDL_Surface* with the data loaded from an image
// file with the stb_image.h library (

// the color format you request stb_image to output,
// use STBI_rgb if you don't want/need the alpha channel
int req_format = STBI_rgb_alpha;
int width, height, orig_format;
unsigned char* data = stbi_load("./test.png", &width, &height, &orig_format, req_format);
if(data == NULL) {
  SDL_Log("Loading image failed: %s", stbi_failure_reason());

// Set up the pixel format color masks for RGB(A) byte arrays.
// Only STBI_rgb (3) and STBI_rgb_alpha (4) are supported here!
Uint32 rmask, gmask, bmask, amask;
  int shift = (req_format == STBI_rgb) ? 8 : 0;
  rmask = 0xff000000 >> shift;
  gmask = 0x00ff0000 >> shift;
  bmask = 0x0000ff00 >> shift;
  amask = 0x000000ff >> shift;
#else // little endian, like x86
  rmask = 0x000000ff;
  gmask = 0x0000ff00;
  bmask = 0x00ff0000;
  amask = (req_format == STBI_rgb) ? 0 : 0xff000000;

int depth, pitch;
if (req_format == STBI_rgb) {
  depth = 24;
  pitch = 3*width; // 3 bytes per pixel * pixels per row
} else { // STBI_rgb_alpha (RGBA)
  depth = 32;
  pitch = 4*width;

SDL_Surface* surf = SDL_CreateRGBSurfaceFrom((void*)data, width, height, depth, pitch,
                                             rmask, gmask, bmask, amask);

if (surf == NULL) {
  SDL_Log("Creating surface failed: %s", SDL_GetError());

// ... do something useful with the surface ...
// ...

// when you don't need the surface anymore, free it..
// .. *and* the data used by the surface!


If depth is 4 or 8 bits, an empty palette is allocated for the surface. If depth is greater than 8 bits, the pixel format is set using the [RGBA]mask parameters.

The [RGBA]mask parameters are the bitmasks used to extract that color from a pixel. For instance, Rmask being FF000000 means the red data is stored in the most significant byte. Using zeros for the RGB masks sets a default value, based on the depth. (e.g. SDL_CreateRGBSurface(0,w,h,32,0,0,0,0);) However, using zero for the Amask results in an Amask of 0.

By default surfaces with an alpha mask are set up for blending as with

  • SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND)

You can change this by calling SDL_SetSurfaceBlendMode() and selecting a different blendMode.

No copy is made of the pixel data. Pixel data is not managed automatically; you must free the surface before you free the pixel data.

CategoryAPI, CategorySurface

None: SDL_CreateRGBSurfaceFrom (last edited 2016-10-20 20:40:54 by PhilippWiesemann)

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