|
|
@@ -1926,20 +1926,20 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
|
|
|
}
|
|
|
|
|
|
// RGBA32 is always supported with OpenGL
|
|
|
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
|
|
|
if (bgra_supported) {
|
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
|
|
|
}
|
|
|
+ SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
|
|
|
|
|
|
// Check for shader support
|
|
|
data->shaders = GL_CreateShaderContext();
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
|
|
|
data->shaders ? "ENABLED" : "DISABLED");
|
|
|
if (GL_SupportsShader(data->shaders, SHADER_RGB)) {
|
|
|
- SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
|
|
|
if (bgra_supported) {
|
|
|
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
|
|
|
}
|
|
|
+ SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
|
|
|
} else {
|
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL RGB shaders not supported");
|
|
|
}
|