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@@ -1754,9 +1754,11 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
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GLint value;
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SDL_WindowFlags window_flags;
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int profile_mask = 0, major = 0, minor = 0;
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+ int real_major = 0, real_minor = 0;
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bool changed_window = false;
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- const char *hint;
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+ const char *hint, *verstr;
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bool non_power_of_two_supported = false;
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+ bool bgra_supported = false;
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
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@@ -1822,9 +1824,6 @@ 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_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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@@ -1862,23 +1861,22 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
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data->glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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}
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+ verstr = (const char *)data->glGetString(GL_VERSION);
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+ if (verstr) {
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+ char verbuf[16];
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+ char *ptr;
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+ SDL_strlcpy(verbuf, verstr, sizeof(verbuf));
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+ ptr = SDL_strchr(verbuf, '.');
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+ if (ptr) {
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+ real_minor = SDL_atoi(ptr + 1);
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+ *ptr = '\0';
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+ real_major = SDL_atoi(verbuf);
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+ }
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+ }
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+
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hint = SDL_GetHint("GL_ARB_texture_non_power_of_two");
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if (!hint || *hint != '0') {
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- bool isGL2 = false;
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- const char *verstr = (const char *)data->glGetString(GL_VERSION);
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- if (verstr) {
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- char verbuf[16];
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- char *ptr;
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- SDL_strlcpy(verbuf, verstr, sizeof(verbuf));
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- ptr = SDL_strchr(verbuf, '.');
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- if (ptr) {
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- *ptr = '\0';
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- if (SDL_atoi(verbuf) >= 2) {
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- isGL2 = true;
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- }
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- }
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- }
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- if (isGL2 || SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
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+ if (real_major >= 2 || SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two")) {
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non_power_of_two_supported = true;
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}
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}
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@@ -1911,13 +1909,30 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
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}
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}
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+ // Check for texture format support
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+ hint = SDL_GetHint("GL_EXT_bgra");
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+ if (!hint || *hint != '0') {
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+ if (real_major > 1 || (real_major == 1 && real_minor >= 2) ||
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+ SDL_GL_ExtensionSupported("GL_EXT_bgra")) {
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+ bgra_supported = true;
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+ }
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+ }
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+
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+ // RGBA32 is always supported with OpenGL
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+ SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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+ if (bgra_supported) {
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+ SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
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+ }
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+
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// Check for shader support
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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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+ if (bgra_supported) {
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+ SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
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+ }
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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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