mirror of https://github.com/encounter/SDL.git
SDL_LockTextureToSurface: robustness of locked region compared to texture size
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@ -1684,7 +1684,7 @@ int
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SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
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SDL_Surface **surface)
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{
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SDL_Rect r;
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SDL_Rect real_rect;
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void *pixels = NULL;
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int pitch, ret;
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@ -1692,24 +1692,21 @@ SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect,
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return -1;
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}
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if (rect == NULL) {
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r.x = 0;
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r.y = 0;
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r.w = texture->w;
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r.h = texture->h;
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} else {
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r.x = rect->x;
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r.y = rect->y;
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r.w = SDL_min(texture->w - rect->x, rect->w);
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r.h = SDL_min(texture->h - rect->y, rect->h);
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real_rect.x = 0;
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real_rect.y = 0;
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real_rect.w = texture->w;
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real_rect.h = texture->h;
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if (rect) {
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SDL_IntersectRect(rect, &real_rect, &real_rect);
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}
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ret = SDL_LockTexture(texture, &r, &pixels, &pitch);
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ret = SDL_LockTexture(texture, &real_rect, &pixels, &pitch);
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if (ret < 0) {
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return ret;
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}
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texture->locked_surface = SDL_CreateRGBSurfaceWithFormatFrom(pixels, r.w, r.h, 0, pitch, texture->format);
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texture->locked_surface = SDL_CreateRGBSurfaceWithFormatFrom(pixels, real_rect.w, real_rect.h, 0, pitch, texture->format);
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if (texture->locked_surface == NULL) {
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SDL_UnlockTexture(texture);
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return -1;
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