Advertise the most efficient format for the screen. Of course SDL code needs
to be fixed to handle framebuffers with alpha... --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402599
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438f7083d8
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5fca3f7890
2 changed files with 5 additions and 23 deletions
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@ -457,15 +457,9 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PIXELFORMAT_RGB888:
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#ifdef __MACOSX__
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internalFormat = GL_RGBA;
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_8_8_8_8_REV;
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#else
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internalFormat = GL_RGB8;
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format = GL_BGRA;
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type = GL_UNSIGNED_BYTE;
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#endif
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break;
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case SDL_PIXELFORMAT_BGR24:
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internalFormat = GL_RGB8;
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@ -574,13 +568,14 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
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GL_STORAGE_CACHED_APPLE);
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}
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if (data->pixels && internalFormat == GL_RGBA && format == GL_BGRA
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&& type == GL_UNSIGNED_INT_8_8_8_8_REV && data->pixels) {
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if (texture->access == SDL_TEXTUREACCESS_STREAMING && texture->format == SDL_PIXELFORMAT_ARGB8888 ) {
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/*
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if (renderdata->glTextureRangeAPPLE) {
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renderdata->glTextureRangeAPPLE(data->type,
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texture->h * data->pitch,
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data->pixels);
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}
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*/
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renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
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texture_h, 0, format, type, data->pixels);
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@ -806,19 +801,6 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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int bpp = SDL_BYTESPERPIXEL(texture->format);
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int pitch = texturedata->pitch;
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#ifdef __MACOSX__
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if (texture->format == SDL_PIXELFORMAT_RGB888) {
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int i;
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Uint8 *p = (Uint8 *) texturedata->pixels;
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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p += 3;
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#endif
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for (i = texture->h * pitch / 4; i--;) {
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*p = 0xff;
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p += 4;
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}
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}
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#endif
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SetupTextureUpdate(data, texture, pitch);
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data->glBindTexture(texturedata->type, texturedata->texture);
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for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
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