From b1f390255a239940050f87cfb52dacb796e76728 Mon Sep 17 00:00:00 2001 From: Cameron Cawley Date: Wed, 13 May 2026 14:33:16 +0100 Subject: [PATCH] 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. --- src/video/SDL_video.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/video/SDL_video.c b/src/video/SDL_video.c index d20d5eefea..6e3eeeeba8 100644 --- a/src/video/SDL_video.c +++ b/src/video/SDL_video.c @@ -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; }