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