Allow formats with alpha channels for window textures

Because the blend mode is explicitly set to SDL_BLENDMODE_NONE, it doesn't matter if there's a transparency channel in the texture format or not for opaque windows. This ensures that a 32-bit format is used with Metal instead of SDL_PIXELFORMAT_RGB565.

(cherry picked from commit b1f390255a)
This commit is contained in:
Cameron Cawley
2026-05-13 14:33:16 +01:00
committed by Sam Lantinga
parent a7482a1acb
commit 17cf746550

View File

@@ -422,7 +422,7 @@ static bool SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window,
!SDL_ISPIXELFORMAT_10BIT(texture_format) &&
!SDL_ISPIXELFORMAT_FLOAT(texture_format) &&
!SDL_ISPIXELFORMAT_INDEXED(texture_format) &&
transparent == SDL_ISPIXELFORMAT_ALPHA(texture_format)) {
(!transparent || SDL_ISPIXELFORMAT_ALPHA(texture_format))) {
*format = texture_format;
break;
}