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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:
committed by
Sam Lantinga
parent
a7482a1acb
commit
17cf746550
@@ -422,7 +422,7 @@ static bool SDL_CreateWindowTexture(SDL_VideoDevice *_this, SDL_Window *window,
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!SDL_ISPIXELFORMAT_10BIT(texture_format) &&
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!SDL_ISPIXELFORMAT_FLOAT(texture_format) &&
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!SDL_ISPIXELFORMAT_INDEXED(texture_format) &&
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transparent == SDL_ISPIXELFORMAT_ALPHA(texture_format)) {
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(!transparent || SDL_ISPIXELFORMAT_ALPHA(texture_format))) {
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*format = texture_format;
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break;
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}
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