Commit 5fca3f78 authored by Sam Lantinga's avatar Sam Lantinga

Advertise the most efficient format for the screen. Of course SDL code needs

to be fixed to handle framebuffers with alpha...

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402599
parent 438f7083
...@@ -457,15 +457,9 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) ...@@ -457,15 +457,9 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
type = GL_UNSIGNED_BYTE; type = GL_UNSIGNED_BYTE;
break; break;
case SDL_PIXELFORMAT_RGB888: case SDL_PIXELFORMAT_RGB888:
#ifdef __MACOSX__
internalFormat = GL_RGBA;
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
#else
internalFormat = GL_RGB8; internalFormat = GL_RGB8;
format = GL_BGRA; format = GL_BGRA;
type = GL_UNSIGNED_BYTE; type = GL_UNSIGNED_BYTE;
#endif
break; break;
case SDL_PIXELFORMAT_BGR24: case SDL_PIXELFORMAT_BGR24:
internalFormat = GL_RGB8; internalFormat = GL_RGB8;
...@@ -574,13 +568,14 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) ...@@ -574,13 +568,14 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE, renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE); GL_STORAGE_CACHED_APPLE);
} }
if (data->pixels && internalFormat == GL_RGBA && format == GL_BGRA if (texture->access == SDL_TEXTUREACCESS_STREAMING && texture->format == SDL_PIXELFORMAT_ARGB8888 ) {
&& type == GL_UNSIGNED_INT_8_8_8_8_REV && data->pixels) { /*
if (renderdata->glTextureRangeAPPLE) { if (renderdata->glTextureRangeAPPLE) {
renderdata->glTextureRangeAPPLE(data->type, renderdata->glTextureRangeAPPLE(data->type,
texture->h * data->pitch, texture->h * data->pitch,
data->pixels); data->pixels);
} }
*/
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w, renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels); texture_h, 0, format, type, data->pixels);
...@@ -806,19 +801,6 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, ...@@ -806,19 +801,6 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
int bpp = SDL_BYTESPERPIXEL(texture->format); int bpp = SDL_BYTESPERPIXEL(texture->format);
int pitch = texturedata->pitch; int pitch = texturedata->pitch;
#ifdef __MACOSX__
if (texture->format == SDL_PIXELFORMAT_RGB888) {
int i;
Uint8 *p = (Uint8 *) texturedata->pixels;
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
p += 3;
#endif
for (i = texture->h * pitch / 4; i--;) {
*p = 0xff;
p += 4;
}
}
#endif
SetupTextureUpdate(data, texture, pitch); SetupTextureUpdate(data, texture, pitch);
data->glBindTexture(texturedata->type, texturedata->texture); data->glBindTexture(texturedata->type, texturedata->texture);
for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) { for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
......
...@@ -118,10 +118,10 @@ GetDisplayMode(CFDictionaryRef moderef, SDL_DisplayMode *mode) ...@@ -118,10 +118,10 @@ GetDisplayMode(CFDictionaryRef moderef, SDL_DisplayMode *mode)
mode->format = SDL_PIXELFORMAT_INDEX8; mode->format = SDL_PIXELFORMAT_INDEX8;
break; break;
case 16: case 16:
mode->format = SDL_PIXELFORMAT_RGB555; mode->format = SDL_PIXELFORMAT_ARGB1555;
break; break;
case 32: case 32:
mode->format = SDL_PIXELFORMAT_RGB888; mode->format = SDL_PIXELFORMAT_ARGB8888;
break; break;
} }
mode->w = width; mode->w = width;
......
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