diff SDL3/SDL_render.h @ 1:20d02a178406 default tip

*: check in everything else yay
author Paper <paper@tflc.us>
date Mon, 05 Jan 2026 02:15:46 -0500
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/SDL3/SDL_render.h	Mon Jan 05 02:15:46 2026 -0500
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+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+/**
+ * # CategoryRender
+ *
+ * Header file for SDL 2D rendering functions.
+ *
+ * This API supports the following features:
+ *
+ * - single pixel points
+ * - single pixel lines
+ * - filled rectangles
+ * - texture images
+ * - 2D polygons
+ *
+ * The primitives may be drawn in opaque, blended, or additive modes.
+ *
+ * The texture images may be drawn in opaque, blended, or additive modes. They
+ * can have an additional color tint or alpha modulation applied to them, and
+ * may also be stretched with linear interpolation.
+ *
+ * This API is designed to accelerate simple 2D operations. You may want more
+ * functionality such as 3D polygons and particle effects, and in that case
+ * you should use SDL's OpenGL/Direct3D support, the SDL3 GPU API, or one of
+ * the many good 3D engines.
+ *
+ * These functions must be called from the main thread. See this bug for
+ * details: https://github.com/libsdl-org/SDL/issues/986
+ */
+
+#ifndef SDL_render_h_
+#define SDL_render_h_
+
+#include <SDL3/SDL_stdinc.h>
+#include <SDL3/SDL_blendmode.h>
+#include <SDL3/SDL_error.h>
+#include <SDL3/SDL_events.h>
+#include <SDL3/SDL_pixels.h>
+#include <SDL3/SDL_properties.h>
+#include <SDL3/SDL_rect.h>
+#include <SDL3/SDL_surface.h>
+#include <SDL3/SDL_video.h>
+#include <SDL3/SDL_gpu.h>
+
+#include <SDL3/SDL_begin_code.h>
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/**
+ * The name of the software renderer.
+ *
+ * \since This macro is available since SDL 3.2.0.
+ */
+#define SDL_SOFTWARE_RENDERER   "software"
+
+/**
+ * The name of the GPU renderer.
+ *
+ * \since This macro is available since SDL 3.4.0.
+ */
+#define SDL_GPU_RENDERER        "gpu"
+
+/**
+ * Vertex structure.
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_Vertex
+{
+    SDL_FPoint position;        /**< Vertex position, in SDL_Renderer coordinates  */
+    SDL_FColor color;           /**< Vertex color */
+    SDL_FPoint tex_coord;       /**< Normalized texture coordinates, if needed */
+} SDL_Vertex;
+
+/**
+ * The access pattern allowed for a texture.
+ *
+ * \since This enum is available since SDL 3.2.0.
+ */
+typedef enum SDL_TextureAccess
+{
+    SDL_TEXTUREACCESS_STATIC,    /**< Changes rarely, not lockable */
+    SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */
+    SDL_TEXTUREACCESS_TARGET     /**< Texture can be used as a render target */
+} SDL_TextureAccess;
+
+/**
+ * The addressing mode for a texture when used in SDL_RenderGeometry().
+ *
+ * This affects how texture coordinates are interpreted outside of [0, 1]
+ *
+ * Texture wrapping is always supported for power of two texture sizes, and is
+ * supported for other texture sizes if
+ * SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN is set to true.
+ *
+ * \since This enum is available since SDL 3.4.0.
+ */
+typedef enum SDL_TextureAddressMode
+{
+    SDL_TEXTURE_ADDRESS_INVALID = -1,
+    SDL_TEXTURE_ADDRESS_AUTO,   /**< Wrapping is enabled if texture coordinates are outside [0, 1], this is the default */
+    SDL_TEXTURE_ADDRESS_CLAMP,  /**< Texture coordinates are clamped to the [0, 1] range */
+    SDL_TEXTURE_ADDRESS_WRAP    /**< The texture is repeated (tiled) */
+} SDL_TextureAddressMode;
+
+/**
+ * How the logical size is mapped to the output.
+ *
+ * \since This enum is available since SDL 3.2.0.
+ */
+typedef enum SDL_RendererLogicalPresentation
+{
+    SDL_LOGICAL_PRESENTATION_DISABLED,  /**< There is no logical size in effect */
+    SDL_LOGICAL_PRESENTATION_STRETCH,   /**< The rendered content is stretched to the output resolution */
+    SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with the clear color */
+    SDL_LOGICAL_PRESENTATION_OVERSCAN,  /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
+    SDL_LOGICAL_PRESENTATION_INTEGER_SCALE   /**< The rendered content is scaled up by integer multiples to fit the output resolution */
+} SDL_RendererLogicalPresentation;
+
+/**
+ * A structure representing rendering state
+ *
+ * \since This struct is available since SDL 3.2.0.
+ */
+typedef struct SDL_Renderer SDL_Renderer;
+
+#ifndef SDL_INTERNAL
+
+/**
+ * An efficient driver-specific representation of pixel data
+ *
+ * \since This struct is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_CreateTextureFromSurface
+ * \sa SDL_CreateTextureWithProperties
+ * \sa SDL_DestroyTexture
+ */
+struct SDL_Texture
+{
+    SDL_PixelFormat format;     /**< The format of the texture, read-only */
+    int w;                      /**< The width of the texture, read-only. */
+    int h;                      /**< The height of the texture, read-only. */
+
+    int refcount;               /**< Application reference count, used when freeing texture */
+};
+#endif /* !SDL_INTERNAL */
+
+typedef struct SDL_Texture SDL_Texture;
+
+/* Function prototypes */
+
+/**
+ * Get the number of 2D rendering drivers available for the current display.
+ *
+ * A render driver is a set of code that handles rendering and texture
+ * management on a particular display. Normally there is only one, but some
+ * drivers may have several available with different capabilities.
+ *
+ * There may be none if SDL was compiled without render support.
+ *
+ * \returns the number of built in render drivers.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_GetRenderDriver
+ */
+extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void);
+
+/**
+ * Use this function to get the name of a built in 2D rendering driver.
+ *
+ * The list of rendering drivers is given in the order that they are normally
+ * initialized by default; the drivers that seem more reasonable to choose
+ * first (as far as the SDL developers believe) are earlier in the list.
+ *
+ * The names of drivers are all simple, low-ASCII identifiers, like "opengl",
+ * "direct3d12" or "metal". These never have Unicode characters, and are not
+ * meant to be proper names.
+ *
+ * \param index the index of the rendering driver; the value ranges from 0 to
+ *              SDL_GetNumRenderDrivers() - 1.
+ * \returns the name of the rendering driver at the requested index, or NULL
+ *          if an invalid index was specified.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetNumRenderDrivers
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index);
+
+/**
+ * Create a window and default renderer.
+ *
+ * \param title the title of the window, in UTF-8 encoding.
+ * \param width the width of the window.
+ * \param height the height of the window.
+ * \param window_flags the flags used to create the window (see
+ *                     SDL_CreateWindow()).
+ * \param window a pointer filled with the window, or NULL on error.
+ * \param renderer a pointer filled with the renderer, or NULL on error.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateWindow
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer);
+
+/**
+ * Create a 2D rendering context for a window.
+ *
+ * If you want a specific renderer, you can specify its name here. A list of
+ * available renderers can be obtained by calling SDL_GetRenderDriver()
+ * multiple times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you
+ * don't need a specific renderer, specify NULL and SDL will attempt to choose
+ * the best option for you, based on what is available on the user's system.
+ *
+ * If `name` is a comma-separated list, SDL will try each name, in the order
+ * listed, until one succeeds or all of them fail.
+ *
+ * By default the rendering size matches the window size in pixels, but you
+ * can call SDL_SetRenderLogicalPresentation() to change the content size and
+ * scaling options.
+ *
+ * \param window the window where rendering is displayed.
+ * \param name the name of the rendering driver to initialize, or NULL to let
+ *             SDL choose one.
+ * \returns a valid rendering context or NULL if there was an error; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateRendererWithProperties
+ * \sa SDL_CreateSoftwareRenderer
+ * \sa SDL_DestroyRenderer
+ * \sa SDL_GetNumRenderDrivers
+ * \sa SDL_GetRenderDriver
+ * \sa SDL_GetRendererName
+ */
+extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name);
+
+/**
+ * Create a 2D rendering context for a window, with the specified properties.
+ *
+ * These are the supported properties:
+ *
+ * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
+ *   to use, if a specific one is desired
+ * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is
+ *   displayed, required if this isn't a software renderer using a surface
+ * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering
+ *   is displayed, if you want a software renderer without a window
+ * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace
+ *   value describing the colorspace for output to the display, defaults to
+ *   SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers
+ *   support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and
+ *   supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing
+ *   still uses the sRGB colorspace, but values can go beyond 1.0 and float
+ *   (linear) format textures can be used for HDR content.
+ * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want
+ *   present synchronized with the refresh rate. This property can take any
+ *   value that is supported by SDL_SetRenderVSync() for the renderer.
+ *
+ * With the SDL GPU renderer (since SDL 3.4.0):
+ *
+ * - `SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER`: the device to use with the
+ *   renderer, optional.
+ * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN`: the app is able to
+ *   provide SPIR-V shaders to SDL_GPURenderState, optional.
+ * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN`: the app is able to
+ *   provide DXIL shaders to SDL_GPURenderState, optional.
+ * - `SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN`: the app is able to
+ *   provide MSL shaders to SDL_GPURenderState, optional.
+ *
+ * With the vulkan renderer:
+ *
+ * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use
+ *   with the renderer, optional.
+ * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use
+ *   with the renderer, optional.
+ * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the
+ *   VkPhysicalDevice to use with the renderer, optional.
+ * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use
+ *   with the renderer, optional.
+ * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the
+ *   queue family index used for rendering.
+ * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the
+ *   queue family index used for presentation.
+ *
+ * \param props the properties to use.
+ * \returns a valid rendering context or NULL if there was an error; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateProperties
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateSoftwareRenderer
+ * \sa SDL_DestroyRenderer
+ * \sa SDL_GetRendererName
+ */
+extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props);
+
+#define SDL_PROP_RENDERER_CREATE_NAME_STRING                                "SDL.renderer.create.name"
+#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER                             "SDL.renderer.create.window"
+#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER                            "SDL.renderer.create.surface"
+#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER                   "SDL.renderer.create.output_colorspace"
+#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER                       "SDL.renderer.create.present_vsync"
+#define SDL_PROP_RENDERER_CREATE_GPU_DEVICE_POINTER                         "SDL.renderer.create.gpu.device"
+#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_SPIRV_BOOLEAN                  "SDL.renderer.create.gpu.shaders_spirv"
+#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_DXIL_BOOLEAN                   "SDL.renderer.create.gpu.shaders_dxil"
+#define SDL_PROP_RENDERER_CREATE_GPU_SHADERS_MSL_BOOLEAN                    "SDL.renderer.create.gpu.shaders_msl"
+#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER                    "SDL.renderer.create.vulkan.instance"
+#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER                      "SDL.renderer.create.vulkan.surface"
+#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER             "SDL.renderer.create.vulkan.physical_device"
+#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER                      "SDL.renderer.create.vulkan.device"
+#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER  "SDL.renderer.create.vulkan.graphics_queue_family_index"
+#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER   "SDL.renderer.create.vulkan.present_queue_family_index"
+
+/**
+ * Create a 2D GPU rendering context.
+ *
+ * The GPU device to use is passed in as a parameter. If this is NULL, then a
+ * device will be created normally and can be retrieved using
+ * SDL_GetGPURendererDevice().
+ *
+ * The window to use is passed in as a parameter. If this is NULL, then this
+ * will become an offscreen renderer. In that case, you should call
+ * SDL_SetRenderTarget() to setup rendering to a texture, and then call
+ * SDL_RenderPresent() normally to complete drawing a frame.
+ *
+ * \param device the GPU device to use with the renderer, or NULL to create a
+ *               device.
+ * \param window the window where rendering is displayed, or NULL to create an
+ *               offscreen renderer.
+ * \returns a valid rendering context or NULL if there was an error; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety If this function is called with a valid GPU device, it should
+ *               be called on the thread that created the device. If this
+ *               function is called with a valid window, it should be called
+ *               on the thread that created the window.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_CreateRendererWithProperties
+ * \sa SDL_GetGPURendererDevice
+ * \sa SDL_CreateGPUShader
+ * \sa SDL_CreateGPURenderState
+ * \sa SDL_SetGPURenderState
+ */
+extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateGPURenderer(SDL_GPUDevice *device, SDL_Window *window);
+
+/**
+ * Return the GPU device used by a renderer.
+ *
+ * \param renderer the rendering context.
+ * \returns the GPU device used by the renderer, or NULL if the renderer is
+ *          not a GPU renderer; call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.4.0.
+ */
+extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_GetGPURendererDevice(SDL_Renderer *renderer);
+
+/**
+ * Create a 2D software rendering context for a surface.
+ *
+ * Two other API which can be used to create SDL_Renderer:
+ * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_
+ * create a software renderer, but they are intended to be used with an
+ * SDL_Window as the final destination and not an SDL_Surface.
+ *
+ * \param surface the SDL_Surface structure representing the surface where
+ *                rendering is done.
+ * \returns a valid rendering context or NULL if there was an error; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_DestroyRenderer
+ */
+extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface);
+
+/**
+ * Get the renderer associated with a window.
+ *
+ * \param window the window to query.
+ * \returns the rendering context on success or NULL on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window *window);
+
+/**
+ * Get the window associated with a renderer.
+ *
+ * \param renderer the renderer to query.
+ * \returns the window on success or NULL on failure; call SDL_GetError() for
+ *          more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer);
+
+/**
+ * Get the name of a renderer.
+ *
+ * \param renderer the rendering context.
+ * \returns the name of the selected renderer, or NULL on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_CreateRendererWithProperties
+ */
+extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer);
+
+/**
+ * Get the properties associated with a renderer.
+ *
+ * The following read-only properties are provided by SDL:
+ *
+ * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver
+ * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is
+ *   displayed, if any
+ * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is
+ *   displayed, if this is a software renderer without a window
+ * - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting
+ * - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width
+ *   and height
+ * - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *)
+ *   array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN,
+ *   representing the available texture formats for this renderer.
+ * - `SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN`: true if the renderer
+ *   supports SDL_TEXTURE_ADDRESS_WRAP on non-power-of-two textures.
+ * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace value
+ *   describing the colorspace for output to the display, defaults to
+ *   SDL_COLORSPACE_SRGB.
+ * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is
+ *   SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with
+ *   HDR enabled. This property can change dynamically when
+ *   SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
+ * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the
+ *   SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is
+ *   automatically multiplied into the color scale. This property can change
+ *   dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
+ * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range
+ *   that can be displayed, in terms of the SDR white point. When HDR is not
+ *   enabled, this will be 1.0. This property can change dynamically when
+ *   SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent.
+ *
+ * With the direct3d renderer:
+ *
+ * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated
+ *   with the renderer
+ *
+ * With the direct3d11 renderer:
+ *
+ * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated
+ *   with the renderer
+ * - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1
+ *   associated with the renderer. This may change when the window is resized.
+ *
+ * With the direct3d12 renderer:
+ *
+ * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated
+ *   with the renderer
+ * - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4
+ *   associated with the renderer.
+ * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue
+ *   associated with the renderer
+ *
+ * With the vulkan renderer:
+ *
+ * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated
+ *   with the renderer
+ * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated
+ *   with the renderer
+ * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice
+ *   associated with the renderer
+ * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with
+ *   the renderer
+ * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue
+ *   family index used for rendering
+ * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue
+ *   family index used for presentation
+ * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of
+ *   swapchain images, or potential frames in flight, used by the Vulkan
+ *   renderer
+ *
+ * With the gpu renderer:
+ *
+ * - `SDL_PROP_RENDERER_GPU_DEVICE_POINTER`: the SDL_GPUDevice associated with
+ *   the renderer
+ *
+ * \param renderer the rendering context.
+ * \returns a valid property ID on success or 0 on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer);
+
+#define SDL_PROP_RENDERER_NAME_STRING                               "SDL.renderer.name"
+#define SDL_PROP_RENDERER_WINDOW_POINTER                            "SDL.renderer.window"
+#define SDL_PROP_RENDERER_SURFACE_POINTER                           "SDL.renderer.surface"
+#define SDL_PROP_RENDERER_VSYNC_NUMBER                              "SDL.renderer.vsync"
+#define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER                   "SDL.renderer.max_texture_size"
+#define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER                   "SDL.renderer.texture_formats"
+#define SDL_PROP_RENDERER_TEXTURE_WRAPPING_BOOLEAN                  "SDL.renderer.texture_wrapping"
+#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER                  "SDL.renderer.output_colorspace"
+#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN                       "SDL.renderer.HDR_enabled"
+#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT                     "SDL.renderer.SDR_white_point"
+#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT                        "SDL.renderer.HDR_headroom"
+#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER                       "SDL.renderer.d3d9.device"
+#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER                      "SDL.renderer.d3d11.device"
+#define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER                   "SDL.renderer.d3d11.swap_chain"
+#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER                      "SDL.renderer.d3d12.device"
+#define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER                   "SDL.renderer.d3d12.swap_chain"
+#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER               "SDL.renderer.d3d12.command_queue"
+#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER                   "SDL.renderer.vulkan.instance"
+#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER                     "SDL.renderer.vulkan.surface"
+#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER            "SDL.renderer.vulkan.physical_device"
+#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER                     "SDL.renderer.vulkan.device"
+#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index"
+#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER  "SDL.renderer.vulkan.present_queue_family_index"
+#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER       "SDL.renderer.vulkan.swapchain_image_count"
+#define SDL_PROP_RENDERER_GPU_DEVICE_POINTER                        "SDL.renderer.gpu.device"
+
+/**
+ * Get the output size in pixels of a rendering context.
+ *
+ * This returns the true output size in pixels, ignoring any render targets or
+ * logical size and presentation.
+ *
+ * For the output size of the current rendering target, with logical size
+ * adjustments, use SDL_GetCurrentRenderOutputSize() instead.
+ *
+ * \param renderer the rendering context.
+ * \param w a pointer filled in with the width in pixels.
+ * \param h a pointer filled in with the height in pixels.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetCurrentRenderOutputSize
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
+
+/**
+ * Get the current output size in pixels of a rendering context.
+ *
+ * If a rendering target is active, this will return the size of the rendering
+ * target in pixels, otherwise return the value of SDL_GetRenderOutputSize().
+ *
+ * Rendering target or not, the output will be adjusted by the current logical
+ * presentation state, dictated by SDL_SetRenderLogicalPresentation().
+ *
+ * \param renderer the rendering context.
+ * \param w a pointer filled in with the current width.
+ * \param h a pointer filled in with the current height.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderOutputSize
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h);
+
+/**
+ * Create a texture for a rendering context.
+ *
+ * The contents of a texture when first created are not defined.
+ *
+ * \param renderer the rendering context.
+ * \param format one of the enumerated values in SDL_PixelFormat.
+ * \param access one of the enumerated values in SDL_TextureAccess.
+ * \param w the width of the texture in pixels.
+ * \param h the height of the texture in pixels.
+ * \returns the created texture or NULL on failure; call SDL_GetError() for
+ *          more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateTextureFromSurface
+ * \sa SDL_CreateTextureWithProperties
+ * \sa SDL_DestroyTexture
+ * \sa SDL_GetTextureSize
+ * \sa SDL_UpdateTexture
+ */
+extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h);
+
+/**
+ * Create a texture from an existing surface.
+ *
+ * The surface is not modified or freed by this function.
+ *
+ * The SDL_TextureAccess hint for the created texture is
+ * `SDL_TEXTUREACCESS_STATIC`.
+ *
+ * The pixel format of the created texture may be different from the pixel
+ * format of the surface, and can be queried using the
+ * SDL_PROP_TEXTURE_FORMAT_NUMBER property.
+ *
+ * \param renderer the rendering context.
+ * \param surface the SDL_Surface structure containing pixel data used to fill
+ *                the texture.
+ * \returns the created texture or NULL on failure; call SDL_GetError() for
+ *          more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_CreateTextureWithProperties
+ * \sa SDL_DestroyTexture
+ */
+extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface);
+
+/**
+ * Create a texture for a rendering context with the specified properties.
+ *
+ * These are the supported properties:
+ *
+ * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_Colorspace value
+ *   describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR
+ *   for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
+ *   SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for
+ *   YUV textures.
+ * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
+ *   SDL_PixelFormat, defaults to the best RGBA format for the renderer
+ * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
+ *   SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC
+ * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in
+ *   pixels, required
+ * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in
+ *   pixels, required
+ * - `SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER`: an SDL_Palette to use with
+ *   palettized texture formats. This can be set later with
+ *   SDL_SetTexturePalette()
+ * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating
+ *   point textures, this defines the value of 100% diffuse white, with higher
+ *   values being displayed in the High Dynamic Range headroom. This defaults
+ *   to 100 for HDR10 textures and 1.0 for floating point textures.
+ * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating
+ *   point textures, this defines the maximum dynamic range used by the
+ *   content, in terms of the SDR white point. This would be equivalent to
+ *   maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content.
+ *   If this is defined, any values outside the range supported by the display
+ *   will be scaled into the available HDR headroom, otherwise they are
+ *   clipped.
+ *
+ * With the direct3d11 renderer:
+ *
+ * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D
+ *   associated with the texture, if you want to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
+ *   associated with the U plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
+ *   associated with the V plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ *
+ * With the direct3d12 renderer:
+ *
+ * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource
+ *   associated with the texture, if you want to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource
+ *   associated with the U plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource
+ *   associated with the V plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ *
+ * With the metal renderer:
+ *
+ * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef
+ *   associated with the texture, if you want to create a texture from an
+ *   existing pixel buffer.
+ *
+ * With the opengl renderer:
+ *
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture
+ *   associated with the texture, if you want to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
+ *   associated with the UV plane of an NV12 texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture
+ *   associated with the U plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture
+ *   associated with the V plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ *
+ * With the opengles2 renderer:
+ *
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
+ *   associated with the texture, if you want to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
+ *   associated with the texture, if you want to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
+ *   associated with the UV plane of an NV12 texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
+ *   associated with the U plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
+ *   associated with the V plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ *
+ * With the vulkan renderer:
+ *
+ * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage associated
+ *   with the texture, if you want to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER`: the VkImageLayout for the
+ *   VkImage, defaults to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
+ *
+ * With the GPU renderer:
+ *
+ * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER`: the SDL_GPUTexture
+ *   associated with the texture, if you want to wrap an existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_NUMBER`: the SDL_GPUTexture
+ *   associated with the UV plane of an NV12 texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_NUMBER`: the SDL_GPUTexture
+ *   associated with the U plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ * - `SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_NUMBER`: the SDL_GPUTexture
+ *   associated with the V plane of a YUV texture, if you want to wrap an
+ *   existing texture.
+ *
+ * \param renderer the rendering context.
+ * \param props the properties to use.
+ * \returns the created texture or NULL on failure; call SDL_GetError() for
+ *          more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateProperties
+ * \sa SDL_CreateTexture
+ * \sa SDL_CreateTextureFromSurface
+ * \sa SDL_DestroyTexture
+ * \sa SDL_GetTextureSize
+ * \sa SDL_UpdateTexture
+ */
+extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props);
+
+#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER               "SDL.texture.create.colorspace"
+#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER                   "SDL.texture.create.format"
+#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER                   "SDL.texture.create.access"
+#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER                    "SDL.texture.create.width"
+#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER                   "SDL.texture.create.height"
+#define SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER                 "SDL.texture.create.palette"
+#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT           "SDL.texture.create.SDR_white_point"
+#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT              "SDL.texture.create.HDR_headroom"
+#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER           "SDL.texture.create.d3d11.texture"
+#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER         "SDL.texture.create.d3d11.texture_u"
+#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER         "SDL.texture.create.d3d11.texture_v"
+#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER           "SDL.texture.create.d3d12.texture"
+#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER         "SDL.texture.create.d3d12.texture_u"
+#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER         "SDL.texture.create.d3d12.texture_v"
+#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER       "SDL.texture.create.metal.pixelbuffer"
+#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER           "SDL.texture.create.opengl.texture"
+#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER        "SDL.texture.create.opengl.texture_uv"
+#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER         "SDL.texture.create.opengl.texture_u"
+#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER         "SDL.texture.create.opengl.texture_v"
+#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER        "SDL.texture.create.opengles2.texture"
+#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER     "SDL.texture.create.opengles2.texture_uv"
+#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER      "SDL.texture.create.opengles2.texture_u"
+#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER      "SDL.texture.create.opengles2.texture_v"
+#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER           "SDL.texture.create.vulkan.texture"
+#define SDL_PROP_TEXTURE_CREATE_VULKAN_LAYOUT_NUMBER            "SDL.texture.create.vulkan.layout"
+#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_POINTER             "SDL.texture.create.gpu.texture"
+#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_UV_POINTER          "SDL.texture.create.gpu.texture_uv"
+#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_U_POINTER           "SDL.texture.create.gpu.texture_u"
+#define SDL_PROP_TEXTURE_CREATE_GPU_TEXTURE_V_POINTER           "SDL.texture.create.gpu.texture_v"
+
+/**
+ * Get the properties associated with a texture.
+ *
+ * The following read-only properties are provided by SDL:
+ *
+ * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_Colorspace value describing
+ *   the texture colorspace.
+ * - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in
+ *   SDL_PixelFormat.
+ * - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in
+ *   SDL_TextureAccess.
+ * - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels.
+ * - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels.
+ * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point
+ *   textures, this defines the value of 100% diffuse white, with higher
+ *   values being displayed in the High Dynamic Range headroom. This defaults
+ *   to 100 for HDR10 textures and 1.0 for other textures.
+ * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point
+ *   textures, this defines the maximum dynamic range used by the content, in
+ *   terms of the SDR white point. If this is defined, any values outside the
+ *   range supported by the display will be scaled into the available HDR
+ *   headroom, otherwise they are clipped. This defaults to 1.0 for SDR
+ *   textures, 4.0 for HDR10 textures, and no default for floating point
+ *   textures.
+ *
+ * With the direct3d11 renderer:
+ *
+ * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated
+ *   with the texture
+ * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D
+ *   associated with the U plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D
+ *   associated with the V plane of a YUV texture
+ *
+ * With the direct3d12 renderer:
+ *
+ * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated
+ *   with the texture
+ * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated
+ *   with the U plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated
+ *   with the V plane of a YUV texture
+ *
+ * With the vulkan renderer:
+ *
+ * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the
+ *   texture
+ *
+ * With the opengl renderer:
+ *
+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated
+ *   with the texture
+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture
+ *   associated with the UV plane of an NV12 texture
+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated
+ *   with the U plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated
+ *   with the V plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the
+ *   texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc)
+ * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of
+ *   the texture (0.0 - 1.0)
+ * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of
+ *   the texture (0.0 - 1.0)
+ *
+ * With the opengles2 renderer:
+ *
+ * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture
+ *   associated with the texture
+ * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture
+ *   associated with the UV plane of an NV12 texture
+ * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture
+ *   associated with the U plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture
+ *   associated with the V plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the
+ *   texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc)
+ *
+ * With the gpu renderer:
+ *
+ * - `SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER`: the SDL_GPUTexture associated
+ *   with the texture
+ * - `SDL_PROP_TEXTURE_GPU_TEXTURE_UV_POINTER`: the SDL_GPUTexture associated
+ *   with the UV plane of an NV12 texture
+ * - `SDL_PROP_TEXTURE_GPU_TEXTURE_U_POINTER`: the SDL_GPUTexture associated
+ *   with the U plane of a YUV texture
+ * - `SDL_PROP_TEXTURE_GPU_TEXTURE_V_POINTER`: the SDL_GPUTexture associated
+ *   with the V plane of a YUV texture
+ *
+ * \param texture the texture to query.
+ * \returns a valid property ID on success or 0 on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture);
+
+#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER                  "SDL.texture.colorspace"
+#define SDL_PROP_TEXTURE_FORMAT_NUMBER                      "SDL.texture.format"
+#define SDL_PROP_TEXTURE_ACCESS_NUMBER                      "SDL.texture.access"
+#define SDL_PROP_TEXTURE_WIDTH_NUMBER                       "SDL.texture.width"
+#define SDL_PROP_TEXTURE_HEIGHT_NUMBER                      "SDL.texture.height"
+#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT              "SDL.texture.SDR_white_point"
+#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT                 "SDL.texture.HDR_headroom"
+#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER              "SDL.texture.d3d11.texture"
+#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER            "SDL.texture.d3d11.texture_u"
+#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER            "SDL.texture.d3d11.texture_v"
+#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER              "SDL.texture.d3d12.texture"
+#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER            "SDL.texture.d3d12.texture_u"
+#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER            "SDL.texture.d3d12.texture_v"
+#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER              "SDL.texture.opengl.texture"
+#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER           "SDL.texture.opengl.texture_uv"
+#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER            "SDL.texture.opengl.texture_u"
+#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER            "SDL.texture.opengl.texture_v"
+#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER       "SDL.texture.opengl.target"
+#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT                 "SDL.texture.opengl.tex_w"
+#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT                 "SDL.texture.opengl.tex_h"
+#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER           "SDL.texture.opengles2.texture"
+#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER        "SDL.texture.opengles2.texture_uv"
+#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER         "SDL.texture.opengles2.texture_u"
+#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER         "SDL.texture.opengles2.texture_v"
+#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER    "SDL.texture.opengles2.target"
+#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER              "SDL.texture.vulkan.texture"
+#define SDL_PROP_TEXTURE_GPU_TEXTURE_POINTER                "SDL.texture.gpu.texture"
+#define SDL_PROP_TEXTURE_GPU_TEXTURE_UV_POINTER             "SDL.texture.gpu.texture_uv"
+#define SDL_PROP_TEXTURE_GPU_TEXTURE_U_POINTER              "SDL.texture.gpu.texture_u"
+#define SDL_PROP_TEXTURE_GPU_TEXTURE_V_POINTER              "SDL.texture.gpu.texture_v"
+
+/**
+ * Get the renderer that created an SDL_Texture.
+ *
+ * \param texture the texture to query.
+ * \returns a pointer to the SDL_Renderer that created the texture, or NULL on
+ *          failure; call SDL_GetError() for more information.
+ *
+ * \threadsafety It is safe to call this function from any thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture);
+
+/**
+ * Get the size of a texture, as floating point values.
+ *
+ * \param texture the texture to query.
+ * \param w a pointer filled in with the width of the texture in pixels. This
+ *          argument can be NULL if you don't need this information.
+ * \param h a pointer filled in with the height of the texture in pixels. This
+ *          argument can be NULL if you don't need this information.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h);
+
+/**
+ * Set the palette used by a texture.
+ *
+ * Setting the palette keeps an internal reference to the palette, which can
+ * be safely destroyed afterwards.
+ *
+ * A single palette can be shared with many textures.
+ *
+ * \param texture the texture to update.
+ * \param palette the SDL_Palette structure to use.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_CreatePalette
+ * \sa SDL_GetTexturePalette
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetTexturePalette(SDL_Texture *texture, SDL_Palette *palette);
+
+/**
+ * Get the palette used by a texture.
+ *
+ * \param texture the texture to query.
+ * \returns a pointer to the palette used by the texture, or NULL if there is
+ *          no palette used.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_SetTexturePalette
+ */
+extern SDL_DECLSPEC SDL_Palette * SDLCALL SDL_GetTexturePalette(SDL_Texture *texture);
+
+/**
+ * Set an additional color value multiplied into render copy operations.
+ *
+ * When this texture is rendered, during the copy operation each source color
+ * channel is modulated by the appropriate color value according to the
+ * following formula:
+ *
+ * `srcC = srcC * (color / 255)`
+ *
+ * Color modulation is not always supported by the renderer; it will return
+ * false if color modulation is not supported.
+ *
+ * \param texture the texture to update.
+ * \param r the red color value multiplied into copy operations.
+ * \param g the green color value multiplied into copy operations.
+ * \param b the blue color value multiplied into copy operations.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureColorMod
+ * \sa SDL_SetTextureAlphaMod
+ * \sa SDL_SetTextureColorModFloat
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b);
+
+
+/**
+ * Set an additional color value multiplied into render copy operations.
+ *
+ * When this texture is rendered, during the copy operation each source color
+ * channel is modulated by the appropriate color value according to the
+ * following formula:
+ *
+ * `srcC = srcC * color`
+ *
+ * Color modulation is not always supported by the renderer; it will return
+ * false if color modulation is not supported.
+ *
+ * \param texture the texture to update.
+ * \param r the red color value multiplied into copy operations.
+ * \param g the green color value multiplied into copy operations.
+ * \param b the blue color value multiplied into copy operations.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureColorModFloat
+ * \sa SDL_SetTextureAlphaModFloat
+ * \sa SDL_SetTextureColorMod
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b);
+
+
+/**
+ * Get the additional color value multiplied into render copy operations.
+ *
+ * \param texture the texture to query.
+ * \param r a pointer filled in with the current red color value.
+ * \param g a pointer filled in with the current green color value.
+ * \param b a pointer filled in with the current blue color value.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureAlphaMod
+ * \sa SDL_GetTextureColorModFloat
+ * \sa SDL_SetTextureColorMod
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b);
+
+/**
+ * Get the additional color value multiplied into render copy operations.
+ *
+ * \param texture the texture to query.
+ * \param r a pointer filled in with the current red color value.
+ * \param g a pointer filled in with the current green color value.
+ * \param b a pointer filled in with the current blue color value.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureAlphaModFloat
+ * \sa SDL_GetTextureColorMod
+ * \sa SDL_SetTextureColorModFloat
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b);
+
+/**
+ * Set an additional alpha value multiplied into render copy operations.
+ *
+ * When this texture is rendered, during the copy operation the source alpha
+ * value is modulated by this alpha value according to the following formula:
+ *
+ * `srcA = srcA * (alpha / 255)`
+ *
+ * Alpha modulation is not always supported by the renderer; it will return
+ * false if alpha modulation is not supported.
+ *
+ * \param texture the texture to update.
+ * \param alpha the source alpha value multiplied into copy operations.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureAlphaMod
+ * \sa SDL_SetTextureAlphaModFloat
+ * \sa SDL_SetTextureColorMod
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha);
+
+/**
+ * Set an additional alpha value multiplied into render copy operations.
+ *
+ * When this texture is rendered, during the copy operation the source alpha
+ * value is modulated by this alpha value according to the following formula:
+ *
+ * `srcA = srcA * alpha`
+ *
+ * Alpha modulation is not always supported by the renderer; it will return
+ * false if alpha modulation is not supported.
+ *
+ * \param texture the texture to update.
+ * \param alpha the source alpha value multiplied into copy operations.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureAlphaModFloat
+ * \sa SDL_SetTextureAlphaMod
+ * \sa SDL_SetTextureColorModFloat
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha);
+
+/**
+ * Get the additional alpha value multiplied into render copy operations.
+ *
+ * \param texture the texture to query.
+ * \param alpha a pointer filled in with the current alpha value.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureAlphaModFloat
+ * \sa SDL_GetTextureColorMod
+ * \sa SDL_SetTextureAlphaMod
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha);
+
+/**
+ * Get the additional alpha value multiplied into render copy operations.
+ *
+ * \param texture the texture to query.
+ * \param alpha a pointer filled in with the current alpha value.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureAlphaMod
+ * \sa SDL_GetTextureColorModFloat
+ * \sa SDL_SetTextureAlphaModFloat
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha);
+
+/**
+ * Set the blend mode for a texture, used by SDL_RenderTexture().
+ *
+ * If the blend mode is not supported, the closest supported mode is chosen
+ * and this function returns false.
+ *
+ * \param texture the texture to update.
+ * \param blendMode the SDL_BlendMode to use for texture blending.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureBlendMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
+
+/**
+ * Get the blend mode used for texture copy operations.
+ *
+ * \param texture the texture to query.
+ * \param blendMode a pointer filled in with the current SDL_BlendMode.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetTextureBlendMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode);
+
+/**
+ * Set the scale mode used for texture scale operations.
+ *
+ * The default texture scale mode is SDL_SCALEMODE_LINEAR.
+ *
+ * If the scale mode is not supported, the closest supported mode is chosen.
+ *
+ * \param texture the texture to update.
+ * \param scaleMode the SDL_ScaleMode to use for texture scaling.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetTextureScaleMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode);
+
+/**
+ * Get the scale mode used for texture scale operations.
+ *
+ * \param texture the texture to query.
+ * \param scaleMode a pointer filled in with the current scale mode.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetTextureScaleMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode);
+
+/**
+ * Update the given texture rectangle with new pixel data.
+ *
+ * The pixel data must be in the pixel format of the texture, which can be
+ * queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property.
+ *
+ * This is a fairly slow function, intended for use with static textures that
+ * do not change often.
+ *
+ * If the texture is intended to be updated often, it is preferred to create
+ * the texture as streaming and use the locking functions referenced below.
+ * While this function will work with streaming textures, for optimization
+ * reasons you may not get the pixels back if you lock the texture afterward.
+ *
+ * \param texture the texture to update.
+ * \param rect an SDL_Rect structure representing the area to update, or NULL
+ *             to update the entire texture.
+ * \param pixels the raw pixel data in the format of the texture.
+ * \param pitch the number of bytes in a row of pixel data, including padding
+ *              between lines.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_LockTexture
+ * \sa SDL_UnlockTexture
+ * \sa SDL_UpdateNVTexture
+ * \sa SDL_UpdateYUVTexture
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch);
+
+/**
+ * Update a rectangle within a planar YV12 or IYUV texture with new pixel
+ * data.
+ *
+ * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
+ * block of Y and U/V planes in the proper order, but this function is
+ * available if your pixel data is not contiguous.
+ *
+ * \param texture the texture to update.
+ * \param rect a pointer to the rectangle of pixels to update, or NULL to
+ *             update the entire texture.
+ * \param Yplane the raw pixel data for the Y plane.
+ * \param Ypitch the number of bytes between rows of pixel data for the Y
+ *               plane.
+ * \param Uplane the raw pixel data for the U plane.
+ * \param Upitch the number of bytes between rows of pixel data for the U
+ *               plane.
+ * \param Vplane the raw pixel data for the V plane.
+ * \param Vpitch the number of bytes between rows of pixel data for the V
+ *               plane.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_UpdateNVTexture
+ * \sa SDL_UpdateTexture
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture,
+                                                 const SDL_Rect *rect,
+                                                 const Uint8 *Yplane, int Ypitch,
+                                                 const Uint8 *Uplane, int Upitch,
+                                                 const Uint8 *Vplane, int Vpitch);
+
+/**
+ * Update a rectangle within a planar NV12 or NV21 texture with new pixels.
+ *
+ * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous
+ * block of NV12/21 planes in the proper order, but this function is available
+ * if your pixel data is not contiguous.
+ *
+ * \param texture the texture to update.
+ * \param rect a pointer to the rectangle of pixels to update, or NULL to
+ *             update the entire texture.
+ * \param Yplane the raw pixel data for the Y plane.
+ * \param Ypitch the number of bytes between rows of pixel data for the Y
+ *               plane.
+ * \param UVplane the raw pixel data for the UV plane.
+ * \param UVpitch the number of bytes between rows of pixel data for the UV
+ *                plane.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_UpdateTexture
+ * \sa SDL_UpdateYUVTexture
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture,
+                                                 const SDL_Rect *rect,
+                                                 const Uint8 *Yplane, int Ypitch,
+                                                 const Uint8 *UVplane, int UVpitch);
+
+/**
+ * Lock a portion of the texture for **write-only** pixel access.
+ *
+ * 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.
+ *
+ * \param texture the texture to lock for access, which was created with
+ *                `SDL_TEXTUREACCESS_STREAMING`.
+ * \param rect an SDL_Rect structure representing the area to lock for access;
+ *             NULL to lock the entire texture.
+ * \param pixels this is filled in with a pointer to the locked pixels,
+ *               appropriately offset by the locked area.
+ * \param pitch this is filled in with the pitch of the locked pixels; the
+ *              pitch is the length of one row in bytes.
+ * \returns true on success or false if the texture is not valid or was not
+ *          created with `SDL_TEXTUREACCESS_STREAMING`; call SDL_GetError()
+ *          for more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_LockTextureToSurface
+ * \sa SDL_UnlockTexture
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_LockTexture(SDL_Texture *texture,
+                                            const SDL_Rect *rect,
+                                            void **pixels, int *pitch);
+
+/**
+ * Lock a portion of the texture for **write-only** pixel access, and expose
+ * it as a SDL surface.
+ *
+ * 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.
+ *
+ * \param texture the texture to lock for access, which must be created with
+ *                `SDL_TEXTUREACCESS_STREAMING`.
+ * \param rect a pointer to the rectangle to lock for access. If the rect is
+ *             NULL, the entire texture will be locked.
+ * \param surface a pointer to an SDL surface of size **rect**. Don't assume
+ *                any specific pixel content.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_LockTexture
+ * \sa SDL_UnlockTexture
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface);
+
+/**
+ * Unlock a texture, uploading the changes to video memory, if needed.
+ *
+ * **Warning**: Please note that SDL_LockTexture() is intended to be
+ * write-only; it will not guarantee the previous contents of the texture will
+ * be provided. You must fully initialize any area of a texture that you lock
+ * before unlocking it, as the pixels might otherwise be uninitialized memory.
+ *
+ * Which is to say: locking and immediately unlocking a texture can result in
+ * corrupted textures, depending on the renderer in use.
+ *
+ * \param texture a texture locked by SDL_LockTexture().
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_LockTexture
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
+
+/**
+ * Set a texture as the current rendering target.
+ *
+ * The default render target is the window for which the renderer was created.
+ * To stop rendering to a texture and render to the window again, call this
+ * function with a NULL `texture`.
+ *
+ * Viewport, cliprect, scale, and logical presentation are unique to each
+ * render target. Get and set functions for these states apply to the current
+ * render target set by this function, and those states persist on each target
+ * when the current render target changes.
+ *
+ * \param renderer the rendering context.
+ * \param texture the targeted texture, which must be created with the
+ *                `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the
+ *                window instead of a texture.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderTarget
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture);
+
+/**
+ * Get the current render target.
+ *
+ * The default render target is the window for which the renderer was created,
+ * and is reported a NULL here.
+ *
+ * \param renderer the rendering context.
+ * \returns the current render target or NULL for the default render target.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderTarget
+ */
+extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer);
+
+/**
+ * Set a device-independent resolution and presentation mode for rendering.
+ *
+ * This function sets the width and height of the logical rendering output.
+ * The renderer will act as if the current render target is always the
+ * requested dimensions, scaling to the actual resolution as necessary.
+ *
+ * This can be useful for games that expect a fixed size, but would like to
+ * scale the output to whatever is available, regardless of how a user resizes
+ * a window, or if the display is high DPI.
+ *
+ * Logical presentation can be used with both render target textures and the
+ * renderer's window; the state is unique to each render target, and this
+ * function sets the state for the current render target. It might be useful
+ * to draw to a texture that matches the window dimensions with logical
+ * presentation enabled, and then draw that texture across the entire window
+ * with logical presentation disabled. Be careful not to render both with
+ * logical presentation enabled, however, as this could produce
+ * double-letterboxing, etc.
+ *
+ * You can disable logical coordinates by setting the mode to
+ * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel
+ * resolution of the render target; it is safe to toggle logical presentation
+ * during the rendering of a frame: perhaps most of the rendering is done to
+ * specific dimensions but to make fonts look sharp, the app turns off logical
+ * presentation while drawing text, for example.
+ *
+ * You can convert coordinates in an event into rendering coordinates using
+ * SDL_ConvertEventToRenderCoordinates().
+ *
+ * \param renderer the rendering context.
+ * \param w the width of the logical resolution.
+ * \param h the height of the logical resolution.
+ * \param mode the presentation mode used.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_ConvertEventToRenderCoordinates
+ * \sa SDL_GetRenderLogicalPresentation
+ * \sa SDL_GetRenderLogicalPresentationRect
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode);
+
+/**
+ * Get device independent resolution and presentation mode for rendering.
+ *
+ * This function gets the width and height of the logical rendering output, or
+ * 0 if a logical resolution is not enabled.
+ *
+ * Each render target has its own logical presentation state. This function
+ * gets the state for the current render target.
+ *
+ * \param renderer the rendering context.
+ * \param w an int filled with the logical presentation width.
+ * \param h an int filled with the logical presentation height.
+ * \param mode a variable filled with the logical presentation mode being
+ *             used.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderLogicalPresentation
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode);
+
+/**
+ * Get the final presentation rectangle for rendering.
+ *
+ * This function returns the calculated rectangle used for logical
+ * presentation, based on the presentation mode and output size. If logical
+ * presentation is disabled, it will fill the rectangle with the output size,
+ * in pixels.
+ *
+ * Each render target has its own logical presentation state. This function
+ * gets the rectangle for the current render target.
+ *
+ * \param renderer the rendering context.
+ * \param rect a pointer filled in with the final presentation rectangle, may
+ *             be NULL.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderLogicalPresentation
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect);
+
+/**
+ * Get a point in render coordinates when given a point in window coordinates.
+ *
+ * This takes into account several states:
+ *
+ * - The window dimensions.
+ * - The logical presentation settings (SDL_SetRenderLogicalPresentation)
+ * - The scale (SDL_SetRenderScale)
+ * - The viewport (SDL_SetRenderViewport)
+ *
+ * \param renderer the rendering context.
+ * \param window_x the x coordinate in window coordinates.
+ * \param window_y the y coordinate in window coordinates.
+ * \param x a pointer filled with the x coordinate in render coordinates.
+ * \param y a pointer filled with the y coordinate in render coordinates.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderLogicalPresentation
+ * \sa SDL_SetRenderScale
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y);
+
+/**
+ * Get a point in window coordinates when given a point in render coordinates.
+ *
+ * This takes into account several states:
+ *
+ * - The window dimensions.
+ * - The logical presentation settings (SDL_SetRenderLogicalPresentation)
+ * - The scale (SDL_SetRenderScale)
+ * - The viewport (SDL_SetRenderViewport)
+ *
+ * \param renderer the rendering context.
+ * \param x the x coordinate in render coordinates.
+ * \param y the y coordinate in render coordinates.
+ * \param window_x a pointer filled with the x coordinate in window
+ *                 coordinates.
+ * \param window_y a pointer filled with the y coordinate in window
+ *                 coordinates.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderLogicalPresentation
+ * \sa SDL_SetRenderScale
+ * \sa SDL_SetRenderViewport
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y);
+
+/**
+ * Convert the coordinates in an event to render coordinates.
+ *
+ * This takes into account several states:
+ *
+ * - The window dimensions.
+ * - The logical presentation settings (SDL_SetRenderLogicalPresentation)
+ * - The scale (SDL_SetRenderScale)
+ * - The viewport (SDL_SetRenderViewport)
+ *
+ * Various event types are converted with this function: mouse, touch, pen,
+ * etc.
+ *
+ * Touch coordinates are converted from normalized coordinates in the window
+ * to non-normalized rendering coordinates.
+ *
+ * Relative mouse coordinates (xrel and yrel event fields) are _also_
+ * converted. Applications that do not want these fields converted should use
+ * SDL_RenderCoordinatesFromWindow() on the specific event fields instead of
+ * converting the entire event structure.
+ *
+ * Once converted, coordinates may be outside the rendering area.
+ *
+ * \param renderer the rendering context.
+ * \param event the event to modify.
+ * \returns true if the event is converted or doesn't need conversion, or
+ *          false on failure; call SDL_GetError() for more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderCoordinatesFromWindow
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event);
+
+/**
+ * Set the drawing area for rendering on the current target.
+ *
+ * Drawing will clip to this area (separately from any clipping done with
+ * SDL_SetRenderClipRect), and the top left of the area will become coordinate
+ * (0, 0) for future drawing commands.
+ *
+ * The area's width and height must be >= 0.
+ *
+ * Each render target has its own viewport. This function sets the viewport
+ * for the current render target.
+ *
+ * \param renderer the rendering context.
+ * \param rect the SDL_Rect structure representing the drawing area, or NULL
+ *             to set the viewport to the entire target.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderViewport
+ * \sa SDL_RenderViewportSet
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect);
+
+/**
+ * Get the drawing area for the current target.
+ *
+ * Each render target has its own viewport. This function gets the viewport
+ * for the current render target.
+ *
+ * \param renderer the rendering context.
+ * \param rect an SDL_Rect structure filled in with the current drawing area.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderViewportSet
+ * \sa SDL_SetRenderViewport
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect);
+
+/**
+ * Return whether an explicit rectangle was set as the viewport.
+ *
+ * This is useful if you're saving and restoring the viewport and want to know
+ * whether you should restore a specific rectangle or NULL.
+ *
+ * Each render target has its own viewport. This function checks the viewport
+ * for the current render target.
+ *
+ * \param renderer the rendering context.
+ * \returns true if the viewport was set to a specific rectangle, or false if
+ *          it was set to NULL (the entire target).
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderViewport
+ * \sa SDL_SetRenderViewport
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer);
+
+/**
+ * Get the safe area for rendering within the current viewport.
+ *
+ * Some devices have portions of the screen which are partially obscured or
+ * not interactive, possibly due to on-screen controls, curved edges, camera
+ * notches, TV overscan, etc. This function provides the area of the current
+ * viewport which is safe to have interactible content. You should continue
+ * rendering into the rest of the render target, but it should not contain
+ * visually important or interactible content.
+ *
+ * \param renderer the rendering context.
+ * \param rect a pointer filled in with the area that is safe for interactive
+ *             content.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect);
+
+/**
+ * Set the clip rectangle for rendering on the specified target.
+ *
+ * Each render target has its own clip rectangle. This function sets the
+ * cliprect for the current render target.
+ *
+ * \param renderer the rendering context.
+ * \param rect an SDL_Rect structure representing the clip area, relative to
+ *             the viewport, or NULL to disable clipping.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderClipRect
+ * \sa SDL_RenderClipEnabled
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect);
+
+/**
+ * Get the clip rectangle for the current target.
+ *
+ * Each render target has its own clip rectangle. This function gets the
+ * cliprect for the current render target.
+ *
+ * \param renderer the rendering context.
+ * \param rect an SDL_Rect structure filled in with the current clipping area
+ *             or an empty rectangle if clipping is disabled.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderClipEnabled
+ * \sa SDL_SetRenderClipRect
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect);
+
+/**
+ * Get whether clipping is enabled on the given render target.
+ *
+ * Each render target has its own clip rectangle. This function checks the
+ * cliprect for the current render target.
+ *
+ * \param renderer the rendering context.
+ * \returns true if clipping is enabled or false if not; call SDL_GetError()
+ *          for more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderClipRect
+ * \sa SDL_SetRenderClipRect
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer);
+
+/**
+ * Set the drawing scale for rendering on the current target.
+ *
+ * The drawing coordinates are scaled by the x/y scaling factors before they
+ * are used by the renderer. This allows resolution independent drawing with a
+ * single coordinate system.
+ *
+ * If this results in scaling or subpixel drawing by the rendering backend, it
+ * will be handled using the appropriate quality hints. For best results use
+ * integer scaling factors.
+ *
+ * Each render target has its own scale. This function sets the scale for the
+ * current render target.
+ *
+ * \param renderer the rendering context.
+ * \param scaleX the horizontal scaling factor.
+ * \param scaleY the vertical scaling factor.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderScale
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY);
+
+/**
+ * Get the drawing scale for the current target.
+ *
+ * Each render target has its own scale. This function gets the scale for the
+ * current render target.
+ *
+ * \param renderer the rendering context.
+ * \param scaleX a pointer filled in with the horizontal scaling factor.
+ * \param scaleY a pointer filled in with the vertical scaling factor.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderScale
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY);
+
+/**
+ * Set the color used for drawing operations.
+ *
+ * Set the color for drawing or filling rectangles, lines, and points, and for
+ * SDL_RenderClear().
+ *
+ * \param renderer the rendering context.
+ * \param r the red value used to draw on the rendering target.
+ * \param g the green value used to draw on the rendering target.
+ * \param b the blue value used to draw on the rendering target.
+ * \param a the alpha value used to draw on the rendering target; usually
+ *          `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to
+ *          specify how the alpha channel is used.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderDrawColor
+ * \sa SDL_SetRenderDrawColorFloat
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
+
+/**
+ * Set the color used for drawing operations (Rect, Line and Clear).
+ *
+ * Set the color for drawing or filling rectangles, lines, and points, and for
+ * SDL_RenderClear().
+ *
+ * \param renderer the rendering context.
+ * \param r the red value used to draw on the rendering target.
+ * \param g the green value used to draw on the rendering target.
+ * \param b the blue value used to draw on the rendering target.
+ * \param a the alpha value used to draw on the rendering target. Use
+ *          SDL_SetRenderDrawBlendMode to specify how the alpha channel is
+ *          used.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderDrawColorFloat
+ * \sa SDL_SetRenderDrawColor
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a);
+
+/**
+ * Get the color used for drawing operations (Rect, Line and Clear).
+ *
+ * \param renderer the rendering context.
+ * \param r a pointer filled in with the red value used to draw on the
+ *          rendering target.
+ * \param g a pointer filled in with the green value used to draw on the
+ *          rendering target.
+ * \param b a pointer filled in with the blue value used to draw on the
+ *          rendering target.
+ * \param a a pointer filled in with the alpha value used to draw on the
+ *          rendering target; usually `SDL_ALPHA_OPAQUE` (255).
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderDrawColorFloat
+ * \sa SDL_SetRenderDrawColor
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
+
+/**
+ * Get the color used for drawing operations (Rect, Line and Clear).
+ *
+ * \param renderer the rendering context.
+ * \param r a pointer filled in with the red value used to draw on the
+ *          rendering target.
+ * \param g a pointer filled in with the green value used to draw on the
+ *          rendering target.
+ * \param b a pointer filled in with the blue value used to draw on the
+ *          rendering target.
+ * \param a a pointer filled in with the alpha value used to draw on the
+ *          rendering target.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderDrawColorFloat
+ * \sa SDL_GetRenderDrawColor
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a);
+
+/**
+ * Set the color scale used for render operations.
+ *
+ * The color scale is an additional scale multiplied into the pixel color
+ * value while rendering. This can be used to adjust the brightness of colors
+ * during HDR rendering, or changing HDR video brightness when playing on an
+ * SDR display.
+ *
+ * The color scale does not affect the alpha channel, only the color
+ * brightness.
+ *
+ * \param renderer the rendering context.
+ * \param scale the color scale value.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderColorScale
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale);
+
+/**
+ * Get the color scale used for render operations.
+ *
+ * \param renderer the rendering context.
+ * \param scale a pointer filled in with the current color scale value.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderColorScale
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale);
+
+/**
+ * Set the blend mode used for drawing operations (Fill and Line).
+ *
+ * If the blend mode is not supported, the closest supported mode is chosen.
+ *
+ * \param renderer the rendering context.
+ * \param blendMode the SDL_BlendMode to use for blending.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderDrawBlendMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode);
+
+/**
+ * Get the blend mode used for drawing operations.
+ *
+ * \param renderer the rendering context.
+ * \param blendMode a pointer filled in with the current SDL_BlendMode.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderDrawBlendMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode);
+
+/**
+ * Clear the current rendering target with the drawing color.
+ *
+ * This function clears the entire rendering target, ignoring the viewport and
+ * the clip rectangle. Note, that clearing will also set/fill all pixels of
+ * the rendering target to current renderer draw color, so make sure to invoke
+ * SDL_SetRenderDrawColor() when needed.
+ *
+ * \param renderer the rendering context.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderDrawColor
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderClear(SDL_Renderer *renderer);
+
+/**
+ * Draw a point on the current rendering target at subpixel precision.
+ *
+ * \param renderer the renderer which should draw a point.
+ * \param x the x coordinate of the point.
+ * \param y the y coordinate of the point.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderPoints
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y);
+
+/**
+ * Draw multiple points on the current rendering target at subpixel precision.
+ *
+ * \param renderer the renderer which should draw multiple points.
+ * \param points the points to draw.
+ * \param count the number of points to draw.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderPoint
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
+
+/**
+ * Draw a line on the current rendering target at subpixel precision.
+ *
+ * \param renderer the renderer which should draw a line.
+ * \param x1 the x coordinate of the start point.
+ * \param y1 the y coordinate of the start point.
+ * \param x2 the x coordinate of the end point.
+ * \param y2 the y coordinate of the end point.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderLines
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2);
+
+/**
+ * Draw a series of connected lines on the current rendering target at
+ * subpixel precision.
+ *
+ * \param renderer the renderer which should draw multiple lines.
+ * \param points the points along the lines.
+ * \param count the number of points, drawing count-1 lines.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderLine
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count);
+
+/**
+ * Draw a rectangle on the current rendering target at subpixel precision.
+ *
+ * \param renderer the renderer which should draw a rectangle.
+ * \param rect a pointer to the destination rectangle, or NULL to outline the
+ *             entire rendering target.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderRects
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect);
+
+/**
+ * Draw some number of rectangles on the current rendering target at subpixel
+ * precision.
+ *
+ * \param renderer the renderer which should draw multiple rectangles.
+ * \param rects a pointer to an array of destination rectangles.
+ * \param count the number of rectangles.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderRect
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
+
+/**
+ * Fill a rectangle on the current rendering target with the drawing color at
+ * subpixel precision.
+ *
+ * \param renderer the renderer which should fill a rectangle.
+ * \param rect a pointer to the destination rectangle, or NULL for the entire
+ *             rendering target.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderFillRects
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect);
+
+/**
+ * Fill some number of rectangles on the current rendering target with the
+ * drawing color at subpixel precision.
+ *
+ * \param renderer the renderer which should fill multiple rectangles.
+ * \param rects a pointer to an array of destination rectangles.
+ * \param count the number of rectangles.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderFillRect
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count);
+
+/**
+ * Copy a portion of the texture to the current rendering target at subpixel
+ * precision.
+ *
+ * \param renderer the renderer which should copy parts of a texture.
+ * \param texture the source texture.
+ * \param srcrect a pointer to the source rectangle, or NULL for the entire
+ *                texture.
+ * \param dstrect a pointer to the destination rectangle, or NULL for the
+ *                entire rendering target.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderTextureRotated
+ * \sa SDL_RenderTextureTiled
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect);
+
+/**
+ * Copy a portion of the source texture to the current rendering target, with
+ * rotation and flipping, at subpixel precision.
+ *
+ * \param renderer the renderer which should copy parts of a texture.
+ * \param texture the source texture.
+ * \param srcrect a pointer to the source rectangle, or NULL for the entire
+ *                texture.
+ * \param dstrect a pointer to the destination rectangle, or NULL for the
+ *                entire rendering target.
+ * \param angle an angle in degrees that indicates the rotation that will be
+ *              applied to dstrect, rotating it in a clockwise direction.
+ * \param center a pointer to a point indicating the point around which
+ *               dstrect will be rotated (if NULL, rotation will be done
+ *               around dstrect.w/2, dstrect.h/2).
+ * \param flip an SDL_FlipMode value stating which flipping actions should be
+ *             performed on the texture.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderTexture
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
+                                                     const SDL_FRect *srcrect, const SDL_FRect *dstrect,
+                                                     double angle, const SDL_FPoint *center,
+                                                     SDL_FlipMode flip);
+
+/**
+ * Copy a portion of the source texture to the current rendering target, with
+ * affine transform, at subpixel precision.
+ *
+ * \param renderer the renderer which should copy parts of a texture.
+ * \param texture the source texture.
+ * \param srcrect a pointer to the source rectangle, or NULL for the entire
+ *                texture.
+ * \param origin a pointer to a point indicating where the top-left corner of
+ *               srcrect should be mapped to, or NULL for the rendering
+ *               target's origin.
+ * \param right a pointer to a point indicating where the top-right corner of
+ *              srcrect should be mapped to, or NULL for the rendering
+ *              target's top-right corner.
+ * \param down a pointer to a point indicating where the bottom-left corner of
+ *             srcrect should be mapped to, or NULL for the rendering target's
+ *             bottom-left corner.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety You may only call this function from the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderTexture
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture,
+                                                     const SDL_FRect *srcrect, const SDL_FPoint *origin,
+                                                     const SDL_FPoint *right, const SDL_FPoint *down);
+
+/**
+ * Tile a portion of the texture to the current rendering target at subpixel
+ * precision.
+ *
+ * The pixels in `srcrect` will be repeated as many times as needed to
+ * completely fill `dstrect`.
+ *
+ * \param renderer the renderer which should copy parts of a texture.
+ * \param texture the source texture.
+ * \param srcrect a pointer to the source rectangle, or NULL for the entire
+ *                texture.
+ * \param scale the scale used to transform srcrect into the destination
+ *              rectangle, e.g. a 32x32 texture with a scale of 2 would fill
+ *              64x64 tiles.
+ * \param dstrect a pointer to the destination rectangle, or NULL for the
+ *                entire rendering target.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderTexture
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect);
+
+/**
+ * Perform a scaled copy using the 9-grid algorithm to the current rendering
+ * target at subpixel precision.
+ *
+ * The pixels in the texture are split into a 3x3 grid, using the different
+ * corner sizes for each corner, and the sides and center making up the
+ * remaining pixels. The corners are then scaled using `scale` and fit into
+ * the corners of the destination rectangle. The sides and center are then
+ * stretched into place to cover the remaining destination rectangle.
+ *
+ * \param renderer the renderer which should copy parts of a texture.
+ * \param texture the source texture.
+ * \param srcrect the SDL_Rect structure representing the rectangle to be used
+ *                for the 9-grid, or NULL to use the entire texture.
+ * \param left_width the width, in pixels, of the left corners in `srcrect`.
+ * \param right_width the width, in pixels, of the right corners in `srcrect`.
+ * \param top_height the height, in pixels, of the top corners in `srcrect`.
+ * \param bottom_height the height, in pixels, of the bottom corners in
+ *                      `srcrect`.
+ * \param scale the scale used to transform the corner of `srcrect` into the
+ *              corner of `dstrect`, or 0.0f for an unscaled copy.
+ * \param dstrect a pointer to the destination rectangle, or NULL for the
+ *                entire rendering target.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderTexture
+ * \sa SDL_RenderTexture9GridTiled
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect);
+
+/**
+ * Perform a scaled copy using the 9-grid algorithm to the current rendering
+ * target at subpixel precision.
+ *
+ * The pixels in the texture are split into a 3x3 grid, using the different
+ * corner sizes for each corner, and the sides and center making up the
+ * remaining pixels. The corners are then scaled using `scale` and fit into
+ * the corners of the destination rectangle. The sides and center are then
+ * tiled into place to cover the remaining destination rectangle.
+ *
+ * \param renderer the renderer which should copy parts of a texture.
+ * \param texture the source texture.
+ * \param srcrect the SDL_Rect structure representing the rectangle to be used
+ *                for the 9-grid, or NULL to use the entire texture.
+ * \param left_width the width, in pixels, of the left corners in `srcrect`.
+ * \param right_width the width, in pixels, of the right corners in `srcrect`.
+ * \param top_height the height, in pixels, of the top corners in `srcrect`.
+ * \param bottom_height the height, in pixels, of the bottom corners in
+ *                      `srcrect`.
+ * \param scale the scale used to transform the corner of `srcrect` into the
+ *              corner of `dstrect`, or 0.0f for an unscaled copy.
+ * \param dstrect a pointer to the destination rectangle, or NULL for the
+ *                entire rendering target.
+ * \param tileScale the scale used to transform the borders and center of
+ *                  `srcrect` into the borders and middle of `dstrect`, or
+ *                  1.0f for an unscaled copy.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_RenderTexture
+ * \sa SDL_RenderTexture9Grid
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9GridTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect, float tileScale);
+
+/**
+ * Render a list of triangles, optionally using a texture and indices into the
+ * vertex array Color and alpha modulation is done per vertex
+ * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
+ *
+ * \param renderer the rendering context.
+ * \param texture (optional) The SDL texture to use.
+ * \param vertices vertices.
+ * \param num_vertices number of vertices.
+ * \param indices (optional) An array of integer indices into the 'vertices'
+ *                array, if NULL all vertices will be rendered in sequential
+ *                order.
+ * \param num_indices number of indices.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderGeometryRaw
+ * \sa SDL_SetRenderTextureAddressMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
+                                               SDL_Texture *texture,
+                                               const SDL_Vertex *vertices, int num_vertices,
+                                               const int *indices, int num_indices);
+
+/**
+ * Render a list of triangles, optionally using a texture and indices into the
+ * vertex arrays Color and alpha modulation is done per vertex
+ * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
+ *
+ * \param renderer the rendering context.
+ * \param texture (optional) The SDL texture to use.
+ * \param xy vertex positions.
+ * \param xy_stride byte size to move from one element to the next element.
+ * \param color vertex colors (as SDL_FColor).
+ * \param color_stride byte size to move from one element to the next element.
+ * \param uv vertex normalized texture coordinates.
+ * \param uv_stride byte size to move from one element to the next element.
+ * \param num_vertices number of vertices.
+ * \param indices (optional) An array of indices into the 'vertices' arrays,
+ *                if NULL all vertices will be rendered in sequential order.
+ * \param num_indices number of indices.
+ * \param size_indices index size: 1 (byte), 2 (short), 4 (int).
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderGeometry
+ * \sa SDL_SetRenderTextureAddressMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
+                                               SDL_Texture *texture,
+                                               const float *xy, int xy_stride,
+                                               const SDL_FColor *color, int color_stride,
+                                               const float *uv, int uv_stride,
+                                               int num_vertices,
+                                               const void *indices, int num_indices, int size_indices);
+
+/**
+ * Set the texture addressing mode used in SDL_RenderGeometry().
+ *
+ * \param renderer the rendering context.
+ * \param u_mode the SDL_TextureAddressMode to use for horizontal texture
+ *               coordinates in SDL_RenderGeometry().
+ * \param v_mode the SDL_TextureAddressMode to use for vertical texture
+ *               coordinates in SDL_RenderGeometry().
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_RenderGeometry
+ * \sa SDL_RenderGeometryRaw
+ * \sa SDL_GetRenderTextureAddressMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTextureAddressMode(SDL_Renderer *renderer, SDL_TextureAddressMode u_mode, SDL_TextureAddressMode v_mode);
+
+/**
+ * Get the texture addressing mode used in SDL_RenderGeometry().
+ *
+ * \param renderer the rendering context.
+ * \param u_mode a pointer filled in with the SDL_TextureAddressMode to use
+ *               for horizontal texture coordinates in SDL_RenderGeometry(),
+ *               may be NULL.
+ * \param v_mode a pointer filled in with the SDL_TextureAddressMode to use
+ *               for vertical texture coordinates in SDL_RenderGeometry(), may
+ *               be NULL.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_SetRenderTextureAddressMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderTextureAddressMode(SDL_Renderer *renderer, SDL_TextureAddressMode *u_mode, SDL_TextureAddressMode *v_mode);
+
+/**
+ * Read pixels from the current rendering target.
+ *
+ * The returned surface contains pixels inside the desired area clipped to the
+ * current viewport, and should be freed with SDL_DestroySurface().
+ *
+ * Note that this returns the actual pixels on the screen, so if you are using
+ * logical presentation you should use SDL_GetRenderLogicalPresentationRect()
+ * to get the area containing your content.
+ *
+ * **WARNING**: This is a very slow operation, and should not be used
+ * frequently. If you're using this on the main rendering target, it should be
+ * called after rendering and before SDL_RenderPresent().
+ *
+ * \param renderer the rendering context.
+ * \param rect an SDL_Rect structure representing the area to read, which will
+ *             be clipped to the current viewport, or NULL for the entire
+ *             viewport.
+ * \returns a new SDL_Surface on success or NULL on failure; call
+ *          SDL_GetError() for more information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect);
+
+/**
+ * Update the screen with any rendering performed since the previous call.
+ *
+ * SDL's rendering functions operate on a backbuffer; that is, calling a
+ * rendering function such as SDL_RenderLine() does not directly put a line on
+ * the screen, but rather updates the backbuffer. As such, you compose your
+ * entire scene and *present* the composed backbuffer to the screen as a
+ * complete picture.
+ *
+ * Therefore, when using SDL's rendering API, one does all drawing intended
+ * for the frame, and then calls this function once per frame to present the
+ * final drawing to the user.
+ *
+ * The backbuffer should be considered invalidated after each present; do not
+ * assume that previous contents will exist between frames. You are strongly
+ * encouraged to call SDL_RenderClear() to initialize the backbuffer before
+ * starting each new frame's drawing, even if you plan to overwrite every
+ * pixel.
+ *
+ * Please note, that in case of rendering to a texture - there is **no need**
+ * to call `SDL_RenderPresent` after drawing needed objects to a texture, and
+ * should not be done; you are only required to change back the rendering
+ * target to default via `SDL_SetRenderTarget(renderer, NULL)` afterwards, as
+ * textures by themselves do not have a concept of backbuffers. Calling
+ * SDL_RenderPresent while rendering to a texture will fail.
+ *
+ * \param renderer the rendering context.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateRenderer
+ * \sa SDL_RenderClear
+ * \sa SDL_RenderFillRect
+ * \sa SDL_RenderFillRects
+ * \sa SDL_RenderLine
+ * \sa SDL_RenderLines
+ * \sa SDL_RenderPoint
+ * \sa SDL_RenderPoints
+ * \sa SDL_RenderRect
+ * \sa SDL_RenderRects
+ * \sa SDL_SetRenderDrawBlendMode
+ * \sa SDL_SetRenderDrawColor
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
+
+/**
+ * Destroy the specified texture.
+ *
+ * Passing NULL or an otherwise invalid texture will set the SDL error message
+ * to "Invalid texture".
+ *
+ * \param texture the texture to destroy.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateTexture
+ * \sa SDL_CreateTextureFromSurface
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
+
+/**
+ * Destroy the rendering context for a window and free all associated
+ * textures.
+ *
+ * This should be called before destroying the associated window.
+ *
+ * \param renderer the rendering context.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_CreateRenderer
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
+
+/**
+ * Force the rendering context to flush any pending commands and state.
+ *
+ * You do not need to (and in fact, shouldn't) call this function unless you
+ * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in
+ * addition to using an SDL_Renderer.
+ *
+ * This is for a very-specific case: if you are using SDL's render API, and
+ * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
+ * calls. If this applies, you should call this function between calls to
+ * SDL's render API and the low-level API you're using in cooperation.
+ *
+ * In all other cases, you can ignore this function.
+ *
+ * This call makes SDL flush any pending rendering work it was queueing up to
+ * do later in a single batch, and marks any internal cached state as invalid,
+ * so it'll prepare all its state again later, from scratch.
+ *
+ * This means you do not need to save state in your rendering code to protect
+ * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
+ * OpenGL state that can confuse things; you should use your best judgment and
+ * be prepared to make changes if specific state needs to be protected.
+ *
+ * \param renderer the rendering context.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer);
+
+/**
+ * Get the CAMetalLayer associated with the given Metal renderer.
+ *
+ * This function returns `void *`, so SDL doesn't have to include Metal's
+ * headers, but it can be safely cast to a `CAMetalLayer *`.
+ *
+ * \param renderer the renderer to query.
+ * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a
+ *          Metal renderer.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderMetalCommandEncoder
+ */
+extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
+
+/**
+ * Get the Metal command encoder for the current frame.
+ *
+ * This function returns `void *`, so SDL doesn't have to include Metal's
+ * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
+ *
+ * This will return NULL if Metal refuses to give SDL a drawable to render to,
+ * which might happen if the window is hidden/minimized/offscreen. This
+ * doesn't apply to command encoders for render targets, just the window's
+ * backbuffer. Check your return values!
+ *
+ * \param renderer the renderer to query.
+ * \returns an `id<MTLRenderCommandEncoder>` on success, or NULL if the
+ *          renderer isn't a Metal renderer or there was an error.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderMetalLayer
+ */
+extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer);
+
+
+/**
+ * Add a set of synchronization semaphores for the current frame.
+ *
+ * The Vulkan renderer will wait for `wait_semaphore` before submitting
+ * rendering commands and signal `signal_semaphore` after rendering commands
+ * are complete for this frame.
+ *
+ * This should be called each frame that you want semaphore synchronization.
+ * The Vulkan renderer may have multiple frames in flight on the GPU, so you
+ * should have multiple semaphores that are used for synchronization. Querying
+ * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the
+ * maximum number of semaphores you'll need.
+ *
+ * \param renderer the rendering context.
+ * \param wait_stage_mask the VkPipelineStageFlags for the wait.
+ * \param wait_semaphore a VkSempahore to wait on before rendering the current
+ *                       frame, or 0 if not needed.
+ * \param signal_semaphore a VkSempahore that SDL will signal when rendering
+ *                         for the current frame is complete, or 0 if not
+ *                         needed.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety It is **NOT** safe to call this function from two threads at
+ *               once.
+ *
+ * \since This function is available since SDL 3.2.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore);
+
+/**
+ * Toggle VSync of the given renderer.
+ *
+ * When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED.
+ *
+ * The `vsync` parameter can be 1 to synchronize present with every vertical
+ * refresh, 2 to synchronize present with every second vertical refresh, etc.,
+ * SDL_RENDERER_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), or
+ * SDL_RENDERER_VSYNC_DISABLED to disable. Not every value is supported by
+ * every driver, so you should check the return value to see whether the
+ * requested setting is supported.
+ *
+ * \param renderer the renderer to toggle.
+ * \param vsync the vertical refresh sync interval.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_GetRenderVSync
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync);
+
+#define SDL_RENDERER_VSYNC_DISABLED 0
+#define SDL_RENDERER_VSYNC_ADAPTIVE (-1)
+
+/**
+ * Get VSync of the given renderer.
+ *
+ * \param renderer the renderer to toggle.
+ * \param vsync an int filled with the current vertical refresh sync interval.
+ *              See SDL_SetRenderVSync() for the meaning of the value.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_SetRenderVSync
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync);
+
+/**
+ * The size, in pixels, of a single SDL_RenderDebugText() character.
+ *
+ * The font is monospaced and square, so this applies to all characters.
+ *
+ * \since This macro is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderDebugText
+ */
+#define SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE 8
+
+/**
+ * Draw debug text to an SDL_Renderer.
+ *
+ * This function will render a string of text to an SDL_Renderer. Note that
+ * this is a convenience function for debugging, with severe limitations, and
+ * not intended to be used for production apps and games.
+ *
+ * Among these limitations:
+ *
+ * - It accepts UTF-8 strings, but will only renders ASCII characters.
+ * - It has a single, tiny size (8x8 pixels). You can use logical presentation
+ *   or SDL_SetRenderScale() to adjust it.
+ * - It uses a simple, hardcoded bitmap font. It does not allow different font
+ *   selections and it does not support truetype, for proper scaling.
+ * - It does no word-wrapping and does not treat newline characters as a line
+ *   break. If the text goes out of the window, it's gone.
+ *
+ * For serious text rendering, there are several good options, such as
+ * SDL_ttf, stb_truetype, or other external libraries.
+ *
+ * On first use, this will create an internal texture for rendering glyphs.
+ * This texture will live until the renderer is destroyed.
+ *
+ * The text is drawn in the color specified by SDL_SetRenderDrawColor().
+ *
+ * \param renderer the renderer which should draw a line of text.
+ * \param x the x coordinate where the top-left corner of the text will draw.
+ * \param y the y coordinate where the top-left corner of the text will draw.
+ * \param str the string to render.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderDebugTextFormat
+ * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str);
+
+/**
+ * Draw debug text to an SDL_Renderer.
+ *
+ * This function will render a printf()-style format string to a renderer.
+ * Note that this is a convenience function for debugging, with severe
+ * limitations, and is not intended to be used for production apps and games.
+ *
+ * For the full list of limitations and other useful information, see
+ * SDL_RenderDebugText.
+ *
+ * \param renderer the renderer which should draw the text.
+ * \param x the x coordinate where the top-left corner of the text will draw.
+ * \param y the y coordinate where the top-left corner of the text will draw.
+ * \param fmt the format string to draw.
+ * \param ... additional parameters matching % tokens in the `fmt` string, if
+ *            any.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.2.0.
+ *
+ * \sa SDL_RenderDebugText
+ * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4);
+
+/**
+ * Set default scale mode for new textures for given renderer.
+ *
+ * When a renderer is created, scale_mode defaults to SDL_SCALEMODE_LINEAR.
+ *
+ * \param renderer the renderer to update.
+ * \param scale_mode the scale mode to change to for new textures.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_GetDefaultTextureScaleMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode scale_mode);
+
+/**
+ * Get default texture scale mode of the given renderer.
+ *
+ * \param renderer the renderer to get data from.
+ * \param scale_mode a SDL_ScaleMode filled with current default scale mode.
+ *                   See SDL_SetDefaultTextureScaleMode() for the meaning of
+ *                   the value.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should only be called on the main thread.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_SetDefaultTextureScaleMode
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_GetDefaultTextureScaleMode(SDL_Renderer *renderer, SDL_ScaleMode *scale_mode);
+
+/**
+ * A structure specifying the parameters of a GPU render state.
+ *
+ * \since This struct is available since SDL 3.4.0.
+ *
+ * \sa SDL_CreateGPURenderState
+ */
+typedef struct SDL_GPURenderStateCreateInfo
+{
+    SDL_GPUShader *fragment_shader; /**< The fragment shader to use when this render state is active */
+
+    Sint32 num_sampler_bindings;    /**< The number of additional fragment samplers to bind when this render state is active */
+    const SDL_GPUTextureSamplerBinding *sampler_bindings;   /**< Additional fragment samplers to bind when this render state is active */
+
+    Sint32 num_storage_textures;    /**< The number of storage textures to bind when this render state is active */
+    SDL_GPUTexture *const *storage_textures;    /**< Storage textures to bind when this render state is active */
+
+    Sint32 num_storage_buffers;     /**< The number of storage buffers to bind when this render state is active */
+    SDL_GPUBuffer *const *storage_buffers;      /**< Storage buffers to bind when this render state is active */
+
+    SDL_PropertiesID props;         /**< A properties ID for extensions. Should be 0 if no extensions are needed. */
+} SDL_GPURenderStateCreateInfo;
+
+/**
+ * A custom GPU render state.
+ *
+ * \since This struct is available since SDL 3.4.0.
+ *
+ * \sa SDL_CreateGPURenderState
+ * \sa SDL_SetGPURenderStateFragmentUniforms
+ * \sa SDL_SetGPURenderState
+ * \sa SDL_DestroyGPURenderState
+ */
+typedef struct SDL_GPURenderState SDL_GPURenderState;
+
+/**
+ * Create custom GPU render state.
+ *
+ * \param renderer the renderer to use.
+ * \param createinfo a struct describing the GPU render state to create.
+ * \returns a custom GPU render state or NULL on failure; call SDL_GetError()
+ *          for more information.
+ *
+ * \threadsafety This function should be called on the thread that created the
+ *               renderer.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_SetGPURenderStateFragmentUniforms
+ * \sa SDL_SetGPURenderState
+ * \sa SDL_DestroyGPURenderState
+ */
+extern SDL_DECLSPEC SDL_GPURenderState * SDLCALL SDL_CreateGPURenderState(SDL_Renderer *renderer, SDL_GPURenderStateCreateInfo *createinfo);
+
+/**
+ * Set fragment shader uniform variables in a custom GPU render state.
+ *
+ * The data is copied and will be pushed using
+ * SDL_PushGPUFragmentUniformData() during draw call execution.
+ *
+ * \param state the state to modify.
+ * \param slot_index the fragment uniform slot to push data to.
+ * \param data client data to write.
+ * \param length the length of the data to write.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should be called on the thread that created the
+ *               renderer.
+ *
+ * \since This function is available since SDL 3.4.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderStateFragmentUniforms(SDL_GPURenderState *state, Uint32 slot_index, const void *data, Uint32 length);
+
+/**
+ * Set custom GPU render state.
+ *
+ * This function sets custom GPU render state for subsequent draw calls. This
+ * allows using custom shaders with the GPU renderer.
+ *
+ * \param renderer the renderer to use.
+ * \param state the state to to use, or NULL to clear custom GPU render state.
+ * \returns true on success or false on failure; call SDL_GetError() for more
+ *          information.
+ *
+ * \threadsafety This function should be called on the thread that created the
+ *               renderer.
+ *
+ * \since This function is available since SDL 3.4.0.
+ */
+extern SDL_DECLSPEC bool SDLCALL SDL_SetGPURenderState(SDL_Renderer *renderer, SDL_GPURenderState *state);
+
+/**
+ * Destroy custom GPU render state.
+ *
+ * \param state the state to destroy.
+ *
+ * \threadsafety This function should be called on the thread that created the
+ *               renderer.
+ *
+ * \since This function is available since SDL 3.4.0.
+ *
+ * \sa SDL_CreateGPURenderState
+ */
+extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *state);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include <SDL3/SDL_close_code.h>
+
+#endif /* SDL_render_h_ */