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The default render texture format is SDL_PIXELFORMAT_ARGB8888
We do this for consistency across backends
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3 changed files with 9 additions and 9 deletions
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@ -1763,10 +1763,10 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
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}
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}
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
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