Support more pixel formats with the opengl renderer

This commit is contained in:
Cameron Cawley 2024-05-27 23:44:02 +01:00
parent 6d8c450bf5
commit 40f31e5980

View file

@ -412,18 +412,46 @@ convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint *internalFormat, GLenum *format, GLenum *type)
{
switch (pixel_format) {
case SDL_PIXELFORMAT_RGBA32:
case SDL_PIXELFORMAT_RGBX32:
*internalFormat = GL_RGBA;
*format = GL_RGBA;
*type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_RGB24:
*internalFormat = GL_RGB;
*format = GL_RGB;
*type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_RGB888:
case SDL_PIXELFORMAT_XRGB8888:
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_BGR888:
case SDL_PIXELFORMAT_XBGR8888:
*internalFormat = GL_RGBA8;
*format = GL_RGBA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
#endif
case SDL_PIXELFORMAT_RGB565:
*internalFormat = GL_RGB;
*format = GL_RGB;
*type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SDL_PIXELFORMAT_RGBA5551:
*internalFormat = GL_RGBA;
*format = GL_RGBA;
*type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case SDL_PIXELFORMAT_RGBA4444:
*internalFormat = GL_RGBA;
*format = GL_RGBA;
*type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_NV12:
@ -564,6 +592,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
renderdata->glTexParameteri(textype, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
}
/* TODO: Should this handle other 32-bit pixel formats? */
if (texture->access == SDL_TEXTUREACCESS_STREAMING && texture->format == SDL_PIXELFORMAT_ARGB8888 && (texture->w % 8) == 0) {
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@ -635,10 +664,10 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
#endif
if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
data->shader = SHADER_RGBA;
} else {
if (texture->format == SDL_PIXELFORMAT_XBGR8888 || texture->format == SDL_PIXELFORMAT_XRGB8888 || texture->format == SDL_PIXELFORMAT_RGBX32) {
data->shader = SHADER_RGB;
} else {
data->shader = SHADER_RGBA;
}
#if SDL_HAVE_YUV
@ -1417,7 +1446,7 @@ static int GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
Uint32 pixel_format, void *pixels, int pitch)
{
GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ARGB8888;
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32;
void *temp_pixels;
int temp_pitch;
GLint internalFormat;
@ -1903,6 +1932,10 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags)
#ifdef __MACOSX__
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_UYVY;
#endif
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_ABGR8888,
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_XBGR8888,
#endif
renderer->rect_index_order[0] = 0;
renderer->rect_index_order[1] = 1;
@ -1961,11 +1994,15 @@ SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{ "opengl",
(SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
4,
{ SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_RGB888,
SDL_PIXELFORMAT_BGR888 },
8,
{ SDL_PIXELFORMAT_RGBA32,
SDL_PIXELFORMAT_RGBX32,
SDL_PIXELFORMAT_RGB24,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_XRGB8888,
SDL_PIXELFORMAT_RGB565,
SDL_PIXELFORMAT_RGBA5551,
SDL_PIXELFORMAT_RGBA4444 },
0,
0 }
};