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Cameron Cawley 2025-06-22 02:24:22 +00:00 committed by GitHub
commit 66233ed3cd
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GPG Key ID: B5690EEEBB952194
1 changed files with 13 additions and 10 deletions

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@ -409,14 +409,14 @@ static bool GL_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode
static bool convert_format(Uint32 pixel_format, GLint *internalFormat, GLenum *format, GLenum *type)
{
switch (pixel_format) {
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_XRGB8888:
case SDL_PIXELFORMAT_BGRA32:
case SDL_PIXELFORMAT_BGRX32:
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times.
break;
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_XBGR8888:
case SDL_PIXELFORMAT_RGBA32:
case SDL_PIXELFORMAT_RGBX32:
*internalFormat = GL_RGBA8;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times.
@ -625,7 +625,7 @@ static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
}
#endif
if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
if (texture->format == SDL_PIXELFORMAT_RGBA32 || texture->format == SDL_PIXELFORMAT_BGRA32) {
data->shader = SHADER_RGBA;
} else {
data->shader = SHADER_RGB;
@ -1500,7 +1500,7 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
{
GL_RenderData *data = (GL_RenderData *)renderer->internal;
SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888;
SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
GLint internalFormat;
GLenum targetFormat, type;
SDL_Surface *surface;
@ -1712,10 +1712,9 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
renderer->window = window;
renderer->name = GL_RenderDriver.name;
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
/* TODO: Check for required extensions on OpenGL 1.1 systems? */
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
@ -1803,6 +1802,10 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
data->shaders = GL_CreateShaderContext();
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
if (data->shaders) {
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
}
#ifdef SDL_HAVE_YUV
// We support YV12 textures using 3 textures and a shader
if (data->shaders && data->num_texture_units >= 3) {