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.
This commit is contained in:
Cameron Cawley
2026-05-13 14:33:16 +01:00
committed by Sam Lantinga
parent 716c767b7e
commit b1f390255a

View File

@@ -424,7 +424,7 @@ 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;
}