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@@ -414,14 +414,14 @@ static bool GL_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode
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static bool convert_format(Uint32 pixel_format, GLint *internalFormat, GLenum *format, GLenum *type)
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{
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switch (pixel_format) {
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- case SDL_PIXELFORMAT_ARGB8888:
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- case SDL_PIXELFORMAT_XRGB8888:
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+ case SDL_PIXELFORMAT_BGRA32:
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+ case SDL_PIXELFORMAT_BGRX32:
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*internalFormat = GL_RGBA8;
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*format = GL_BGRA;
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*type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times.
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break;
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- case SDL_PIXELFORMAT_ABGR8888:
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- case SDL_PIXELFORMAT_XBGR8888:
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+ case SDL_PIXELFORMAT_RGBA32:
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+ case SDL_PIXELFORMAT_RGBX32:
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*internalFormat = GL_RGBA8;
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*format = GL_RGBA;
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*type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times.
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@@ -737,7 +737,7 @@ static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
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if (texture->format == SDL_PIXELFORMAT_INDEX8) {
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data->shader = SHADER_PALETTE_NEAREST;
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- } else if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
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+ } else if (texture->format == SDL_PIXELFORMAT_RGBA32 || texture->format == SDL_PIXELFORMAT_BGRA32) {
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data->shader = SHADER_RGBA;
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} else {
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data->shader = SHADER_RGB;
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@@ -1607,7 +1607,7 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v
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static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect)
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{
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GL_RenderData *data = (GL_RenderData *)renderer->internal;
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- SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888;
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+ SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
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GLint internalFormat;
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GLenum targetFormat, type;
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SDL_Surface *surface;
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@@ -1822,10 +1822,9 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
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renderer->window = window;
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renderer->name = GL_RenderDriver.name;
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- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
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- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888);
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+ SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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+ /* TODO: Check for required extensions on OpenGL 1.1 systems? */
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+ SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
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data->context = SDL_GL_CreateContext(window);
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if (!data->context) {
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@@ -1916,6 +1915,10 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
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data->shaders = GL_CreateShaderContext();
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SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
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data->shaders ? "ENABLED" : "DISABLED");
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+ if (data->shaders) {
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+ SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
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+ SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
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+ }
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// We support INDEX8 textures using 2 textures and a shader
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if (data->shaders && data->num_texture_units >= 2) {
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
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