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The default render texture format is SDL_PIXELFORMAT_ARGB8888

We do this for consistency across backends
Sam Lantinga 1 月之前
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e24eeefbd1

+ 4 - 4
src/render/gpu/SDL_render_gpu.c

@@ -1763,10 +1763,10 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
         }
     }
 
-    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
-    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
-    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
-    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
+    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_ABGR2101010);
     SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT);
     SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);

+ 4 - 4
src/render/opengles2/SDL_render_gles2.c

@@ -2417,10 +2417,10 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
     data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
     data->window_framebuffer = (GLuint)window_framebuffer;
 
-    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
-    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
-    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
-    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
+    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_INDEX8);
 #ifdef SDL_HAVE_YUV
     SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);

+ 1 - 1
src/render/vitagxm/SDL_render_vita_gxm.c

@@ -234,8 +234,8 @@ static bool VITA_GXM_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window,
 
     renderer->name = VITA_GXM_RenderDriver.name;
     renderer->npot_texture_wrap_unsupported = true;
-    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
     SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
+    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
     SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGB565);
     SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGR565);
     SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);