Use the surface palette directly for the texture in SDL_CreateTextureFromSurface()

This is a better fix for https://github.com/libsdl-org/SDL/issues/16227. It also allows you to create a whole set of indexed textures from surfaces that share a single palette and then modify that palette to change all textures.
This commit is contained in:
Sam Lantinga
2026-09-10 11:17:51 -07:00
parent 0f5a7cbd2c
commit e05eb27f2c

View File

@@ -1700,21 +1700,6 @@ SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, S
static bool SDL_UpdateTextureFromSurface(SDL_Texture *texture, SDL_Rect *rect, SDL_Surface *surface)
{
if (SDL_ISPIXELFORMAT_INDEXED(texture->format) && surface->palette) {
// Copy the palette to the new texture
SDL_Palette *existing = surface->palette;
SDL_Palette *palette = SDL_CreatePalette(existing->ncolors);
if (palette &&
SDL_SetPaletteColors(palette, existing->colors, 0, existing->ncolors) &&
SDL_SetTexturePalette(texture, palette)) {
// The texture has a reference to the palette now
SDL_DestroyPalette(palette);
} else {
SDL_DestroyPalette(palette);
return false;
}
}
bool direct_update;
if (surface->format == texture->format &&
SDL_GetSurfaceColorspace(surface) == texture->colorspace) {
@@ -1884,6 +1869,7 @@ SDL_Texture *SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *s
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, surface->w);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, surface->h);
SDL_SetPointerProperty(props, SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER, surface->palette);
texture = SDL_CreateTextureWithProperties(renderer, props);
SDL_DestroyProperties(props);