Fixed supported pixel formats on big endian systems (thanks @ccawley2011!)
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@@ -1787,10 +1787,10 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32); // SDL_PIXELFORMAT_ARGB8888 on little endian systems
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010);
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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_RGBA64_FLOAT);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
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@@ -1933,7 +1933,7 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
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// RGBA32 is always supported with OpenGL
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// RGBA32 is always supported with OpenGL
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if (bgra_supported) {
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if (bgra_supported) {
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32); // SDL_PIXELFORMAT_ARGB8888 on little endian systems
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}
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}
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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@@ -2430,10 +2430,10 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
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data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
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data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
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data->window_framebuffer = (GLuint)window_framebuffer;
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data->window_framebuffer = (GLuint)window_framebuffer;
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32); // SDL_PIXELFORMAT_ARGB8888 on little endian systems
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
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#ifdef SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
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