sdl从sdl_renderer读出数据,然后构造一个sdl_surface

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  //Uint32 rmask, gmask, bmask, amask;
  //char pixels[1920 * 4 * 720];
  //int pitch;
  //int bpp;
  //SDL_Rect real_rect;
  //Uint32 format;


  //real_rect.x = 0;
  //real_rect.y = 0;
  //SDL_GetWindowSize(g_ptrMainWnd->m_sdlwindow_output, &real_rect.w, &real_rect.h);


  //format = SDL_GetWindowPixelFormat(g_ptrMainWnd->m_sdlwindow_output);
  //SDL_PixelFormatEnumToMasks(format, &bpp, &rmask, &gmask, &bmask, &amask);

  //pitch = SDL_BYTESPERPIXEL(format)*(real_rect.w); //5120*720 for 1280*720

  //             //pixels = (char*)malloc(pitch*(real_rect.h) * sizeof(char));


  //DWORD t1 = GetTickCount();
  //for (int m = 0; m<1000; m++)
  // ret = SDL_RenderReadPixels(g_ptrMainWnd->m_sdlrenderer_output, &real_rect, format, (void*)pixels, pitch);
  //assert(ret == 0);
  //DWORD t2 = GetTickCount() - t1;
  //g_ptrMainWnd->trace("cost:%d\n", t2);


  //SDL_Surface* p1 = SDL_CreateRGBSurfaceFrom((void*)pixels, real_rect.w, real_rect.h, bpp, pitch, rmask, gmask, bmask, amask);
  //assert(p1 > 0);

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