diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c index 64164a6d8bc36..6136b57261ff1 100644 --- a/src/render/opengl/SDL_render_gl.c +++ b/src/render/opengl/SDL_render_gl.c @@ -406,14 +406,14 @@ static bool GL_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode static bool convert_format(Uint32 pixel_format, GLint *internalFormat, GLenum *format, GLenum *type) { switch (pixel_format) { - case SDL_PIXELFORMAT_ARGB8888: - case SDL_PIXELFORMAT_XRGB8888: + case SDL_PIXELFORMAT_BGRA32: + case SDL_PIXELFORMAT_BGRX32: *internalFormat = GL_RGBA8; *format = GL_BGRA; *type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times. break; - case SDL_PIXELFORMAT_ABGR8888: - case SDL_PIXELFORMAT_XBGR8888: + case SDL_PIXELFORMAT_RGBA32: + case SDL_PIXELFORMAT_RGBX32: *internalFormat = GL_RGBA8; *format = GL_RGBA; *type = GL_UNSIGNED_BYTE; // previously GL_UNSIGNED_INT_8_8_8_8_REV, seeing if this is better in modern times. @@ -558,7 +558,8 @@ static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_CACHED_APPLE); } - if (texture->access == SDL_TEXTUREACCESS_STREAMING && texture->format == SDL_PIXELFORMAT_ARGB8888 && (texture->w % 8) == 0) { + if (!SDL_ISPIXELFORMAT_FOURCC(texture->format) && SDL_PIXELLAYOUT(texture->format) == SDL_PACKEDLAYOUT_8888 && + texture->access == SDL_TEXTUREACCESS_STREAMING && (texture->w % 8) == 0) { renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, @@ -635,7 +636,7 @@ static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P } #endif - if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) { + if (texture->format == SDL_PIXELFORMAT_RGBA32 || texture->format == SDL_PIXELFORMAT_BGRA32) { data->shader = SHADER_RGBA; } else { data->shader = SHADER_RGB; @@ -1462,7 +1463,7 @@ static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, v static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) { GL_RenderData *data = (GL_RenderData *)renderer->internal; - SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888; + SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32; GLint internalFormat; GLenum targetFormat, type; SDL_Surface *surface; @@ -1675,10 +1676,11 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr renderer->window = window; renderer->name = GL_RenderDriver.name; - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32); + /* TODO: Check for required extensions? */ + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32); + SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32); data->context = SDL_GL_CreateContext(window); if (!data->context) {