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Use the correct pixel formats for OpenGL on big endian

Cameron Cawley 9 months ago
parent
commit
12cee1cf46
1 changed files with 13 additions and 10 deletions
  1. 13 10
      src/render/opengl/SDL_render_gl.c

+ 13 - 10
src/render/opengl/SDL_render_gl.c

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