Fixed a crash caused by the 1.2 code path getting a YV12 texture. :)
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e74e437b3c
commit
ba0ff6d7c8
2 changed files with 19 additions and 7 deletions
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@ -206,12 +206,22 @@ static Uint32
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GetClosestSupportedFormat(SDL_Renderer * renderer, Uint32 format)
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{
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Uint32 i;
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SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
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/* We just want to match the first format that has the same channels */
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for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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if (SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
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return renderer->info.texture_formats[i];
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if (SDL_ISPIXELFORMAT_FOURCC(format)) {
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/* Look for an exact match */
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for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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if (renderer->info.texture_formats[i] == format) {
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return renderer->info.texture_formats[i];
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}
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}
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} else {
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SDL_bool hasAlpha = SDL_ISPIXELFORMAT_ALPHA(format);
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/* We just want to match the first format that has the same channels */
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for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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if (SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == hasAlpha) {
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return renderer->info.texture_formats[i];
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}
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}
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}
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return renderer->info.texture_formats[0];
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@ -313,7 +323,8 @@ SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
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}
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format = renderer->info.texture_formats[0];
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for (i = 0; i < renderer->info.num_texture_formats; ++i) {
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if (SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
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if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
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SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
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format = renderer->info.texture_formats[i];
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break;
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}
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@ -274,7 +274,8 @@ SDL_CreateWindowTexture(_THIS, SDL_Window * window, Uint32 * format, void ** pix
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/* Find the first format without an alpha channel */
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*format = info.texture_formats[0];
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for (i = 0; i < info.num_texture_formats; ++i) {
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if (!SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) {
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if (!SDL_ISPIXELFORMAT_FOURCC(info.texture_formats[i]) &&
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!SDL_ISPIXELFORMAT_ALPHA(info.texture_formats[i])) {
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*format = info.texture_formats[i];
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break;
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}
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