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SDL2程序仅在使用SDL_RENDERER_SOFTWARE创建渲染器时才有效

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我用C&SDL2编写了一个程序:

  • 创建一个窗口

  • 获取窗口的表面

  • 为窗口创建渲染器

  • 将一些填充的矩形渲染到窗口上

  • 从窗口的表面创建纹理

  • 清除屏幕

  • 将一些实心圆圈渲染到窗口上

  • 从窗口的表面创建第二个纹理

  • 进入事件循环,每次按下一个键:

  • 如果当前正在显示圆圈,则使用SDL_RenderCopy()将方块纹理复制到窗口 .

  • 否则如果当前正在显示方块,则将圆形纹理复制到窗口 .

如果使用SDL_RENDERER_SOFTWARE标志创建渲染器,则该程序可以正常工作 .

如果使用SDL_RENDERER_ACCELERATED标志创建渲染器,我发现虽然我可以直接渲染到屏幕,但是如果我从窗口的表面创建了几个不同的纹理,然后尝试使用SDL_RenderCopy()将它们复制回窗口;我只看到一个黑色的窗户 .

我找不到任何失败的SDL呼叫 .

我想知道纹理格式和渲染器之间是否存在某些不兼容性 - 但我不确定如何跟进它 .

任何帮助或建议?

我的环境是:

  • Windows 10

  • Visual Studio社区2015

  • SDL2版本2.0.4


其他信息和源代码:

我添加了减少的源代码来演示下面的问题 . 

请注意,为了减小大小,我删除了所有错误检查并将相关代码合并到一个主函数中 . 

我得到的是,如果我取消对第40行的注释,以便我使用SDL_RENDERER_SOFTWARE标志调用SDL_CreateRenderer,该程序将按预期为我工作 . 

如果我取消注释任何其他SDL_CreateRenderer行(第41-43行:使用硬件加速),我会在最初渲染到屏幕时看到红色和蓝色方块 . 

但是当我按下按键时,而不是在红色和蓝色方块之间轻弹的窗口,我正在看一个黑色的窗口 . 

#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string>


//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;


int main(int argc, char* args[])
{

    //The window we'll be rendering to
    SDL_Window* gWindow = NULL;

    //The surface contained by the window
    SDL_Surface* gScreenSurface = NULL;

    //And two textures, one for a red square, on for a blue square
    SDL_Texture* texture_red = NULL;
    SDL_Texture* texture_blue = NULL;

    //The window renderer
    SDL_Renderer* gRenderer = NULL;


    //Initialize SDL
    SDL_Init(SDL_INIT_VIDEO);

    //Create window
    gWindow = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);

    //Get the screen surface
    gScreenSurface = SDL_GetWindowSurface(gWindow);


    //Create renderer for window
    gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_SOFTWARE);
    //gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);
    //gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_PRESENTVSYNC);
    //gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);

    /*###########################################################################################
    # I can not figure out how to make this program work with hardware acceleration. It works   #
    # fine when I define the renderer using SDL_RENDERER_SOFTWARE, but doesn't display anything #
    # if I define the renerer using the SDL_RENDERER_ACCELERATED flag                           #
    ###########################################################################################*/

    //Initialize renderer color
    SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);


    //Clear screen
    SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
    SDL_RenderClear(gRenderer);

    //Render red filled quad
    SDL_Rect fillRect = { 100, 75, 100, 100 };
    SDL_SetRenderDrawColor(gRenderer, 0xFF, 0x00, 0x00, 0xFF);
    SDL_RenderFillRect(gRenderer, &fillRect);

    //Update the rendered image on screen
    SDL_RenderPresent(gRenderer);

    //Pause long enough to see it
    SDL_Delay(200);

    //Create texture_red texture from the screen surface
    texture_red = SDL_CreateTextureFromSurface(gRenderer, gScreenSurface);


    //Clear screen
    SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
    SDL_RenderClear(gRenderer);

    //Render blue filled quad
    fillRect = { 225, 250, 100, 100 };
    SDL_SetRenderDrawColor(gRenderer, 0x00, 0x00, 0xFF, 0xFF);
    SDL_RenderFillRect(gRenderer, &fillRect);

    //Update the rendered image on screen
    SDL_RenderPresent(gRenderer);

    //Pause long enough to see it
    SDL_Delay(200);

    //Create texture_red texture from the screen surface
    texture_blue = SDL_CreateTextureFromSurface(gRenderer, gScreenSurface);


    //Main loop flag
    bool quit = false;

    //Flag to keep track of which colour we're currently looking at
    bool blue = true;

    //Event handler
    SDL_Event e;

    //While application is running
    while (!quit)
    {
        //Handle events on queue
        while (SDL_PollEvent(&e) != 0)
        {
            //User requests quit
            if (e.type == SDL_QUIT)
            {
                quit = true;
            }
            //User presses a key
            else if (e.type == SDL_KEYDOWN)
            {
                //Select surfaces based on key press
                switch (e.key.keysym.sym)
                {

                case SDLK_ESCAPE:
                    quit = true;
                    break;

                default:
                    if (blue)
                    {
                        //Copy surface used to store red image onto the screen surface
                        SDL_RenderCopy(gRenderer, texture_red, NULL, NULL);

                        //Update current colour flag
                        blue = false;
                    }
                    else
                    {

                        //Copy surface used to store blue image onto the screen surface
                        SDL_RenderCopy(gRenderer, texture_blue, NULL, NULL);

                        //Update current colour flag
                        blue = true;
                    }

                    //Update the screen with recent render activity
                    SDL_RenderPresent(gRenderer);

                    break;
                }
            }
        }
    }


    //Deallocate surfaces
    SDL_FreeSurface(gScreenSurface);

    //Destroy window
    SDL_DestroyWindow(gWindow);
    gWindow = NULL;

    //Quit SDL subsystems
    SDL_Quit();

    return 0;
}

2 回答

  • 4

    SDL_GetWindowSurface() header comment明确禁止将其与SDL_Renderer功能一起使用:

    /**
     *  \brief Get the SDL surface associated with the window.
     *
     *  \return The window's framebuffer surface, or NULL on error.
     *
     *  A new surface will be created with the optimal format for the window,
     *  if necessary. This surface will be freed when the window is destroyed.
     *
     *  \note You may not combine this with 3D or the rendering API on this window.
     *
     *  \sa SDL_UpdateWindowSurface()
     *  \sa SDL_UpdateWindowSurfaceRects()
     */
    extern DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window * window);
    

    如果要捕获SDL_Renderer输出,请使用 SDL_RENDERER_TARGETTEXTURESDL_SetRenderTarget() .

    您可以使用SDL_GetRendererInfo()查询兼容的纹理格式 . 或者只是向前推进 SDL_PIXELFORMAT_ARGB8888 like testrendertarget.c does并希望最好的:)

  • 0

    尝试将SDL_RENDERER_PRESENTVSYNC添加到渲染器的标记中(由SDL2 strange behaviour of hardware rendering中的某人建议) .

    C似乎是您正在使用的编程语言,但对于那些寻找完全工作的基于SDL2.0.8的C程序而不使用GetWindowSurface()的人,请查看:

    https://github.com/BoubacarDiene/mmstreamer/blob/master/src/graphics/drawers/Drawer2.c

    主要是, - initWindowAndRenderer - drawText - drawImage - drawVideo - setBgColor - drawVideo - ...

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