Use SDL_PixelFormat appropriately

This commit is contained in:
Sam Lantinga
2026-02-02 09:31:48 -08:00
parent a029709f68
commit 4970067c9a

View File

@@ -303,7 +303,7 @@ static UINT D3D12_Align(UINT location, UINT alignment)
} }
static const struct { static const struct {
Uint32 sdl; SDL_PixelFormat sdl;
DXGI_FORMAT unorm; DXGI_FORMAT unorm;
DXGI_FORMAT srgb; DXGI_FORMAT srgb;
} dxgi_format_map[] = { } dxgi_format_map[] = {
@@ -322,13 +322,13 @@ static SDL_PixelFormat D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
for (int i = 0; i < SDL_arraysize(dxgi_format_map); i++) { for (int i = 0; i < SDL_arraysize(dxgi_format_map); i++) {
if (dxgi_format_map[i].unorm == dxgiFormat || if (dxgi_format_map[i].unorm == dxgiFormat ||
dxgi_format_map[i].srgb == dxgiFormat) { dxgi_format_map[i].srgb == dxgiFormat) {
return (SDL_PixelFormat) dxgi_format_map[i].sdl; return dxgi_format_map[i].sdl;
} }
} }
return SDL_PIXELFORMAT_UNKNOWN; return SDL_PIXELFORMAT_UNKNOWN;
} }
static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 output_colorspace) static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(SDL_PixelFormat format, Uint32 output_colorspace)
{ {
switch (format) { switch (format) {
case SDL_PIXELFORMAT_INDEX8: case SDL_PIXELFORMAT_INDEX8:
@@ -354,7 +354,7 @@ static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 outpu
} }
} }
static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uint32 colorspace) static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(SDL_PixelFormat format, Uint32 colorspace)
{ {
switch (format) { switch (format) {
case SDL_PIXELFORMAT_INDEX8: case SDL_PIXELFORMAT_INDEX8:
@@ -3547,7 +3547,7 @@ bool D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Proper
if ((unorm.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE2D) && if ((unorm.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE2D) &&
(srgb.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE2D)) { (srgb.Support1 & D3D12_FORMAT_SUPPORT1_TEXTURE2D)) {
SDL_AddSupportedTextureFormat(renderer, (SDL_PixelFormat) dxgi_format_map[i].sdl); SDL_AddSupportedTextureFormat(renderer, dxgi_format_map[i].sdl);
} }
} }
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8); SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);