Allocate a new RGB surface with existing pixel data.
void *pixels, SDL_Surface* SDL_CreateRGBSurfaceFrom(int width, int height, int depth, int pitch, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
|pixels||a pointer to existing pixel data|
|width||the width of the surface|
|height||the height of the surface|
|depth||the depth of the surface in bits|
|pitch||the pitch of the surface in bytes|
|Rmask||the red mask for the pixels|
|Gmask||the green mask for the pixels|
|Bmask||the blue mask for the pixels|
|Amask||the alpha mask for the pixels|
Returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information.
This function operates mostly like SDL_CreateRGBSurface(), except it does not allocate memory for the pixel data, instead the caller provides an existing buffer of data for the surface to use.
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.
This function is available since SDL 2.0.0.