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https://github.com/libsdl-org/SDL.git
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The default render texture format is SDL_PIXELFORMAT_ARGB8888
We do this for consistency across backends
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@@ -1763,10 +1763,10 @@ static bool GPU_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_P
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}
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}
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888);
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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_INDEX8);
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@@ -2417,10 +2417,10 @@ 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->window_framebuffer = (GLuint)window_framebuffer;
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
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#ifdef SDL_HAVE_YUV
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
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@@ -234,8 +234,8 @@ static bool VITA_GXM_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window,
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renderer->name = VITA_GXM_RenderDriver.name;
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renderer->npot_texture_wrap_unsupported = true;
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGB565);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGR565);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
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