Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.
Defined in <SDL3/SDL_render.h>
bool SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface);
SDL_Texture * | texture | the texture to lock for access, which must be created with SDL_TEXTUREACCESS_STREAMING . |
const SDL_Rect * | rect | a pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked. |
SDL_Surface ** | surface | this is filled in with an SDL surface representing the locked area. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
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.
This function should only be called on the main thread.
This function is available since SDL 3.1.3.