Added testsoftwaretransparent to the CMake build system

This commit is contained in:
Sam Lantinga
2025-09-04 09:25:05 -07:00
parent 9e3d5969e6
commit f48c20f481
2 changed files with 5 additions and 5 deletions

View File

@@ -394,6 +394,7 @@ if(EMSCRIPTEN)
target_link_options(testshader PRIVATE "-sLEGACY_GL_EMULATION")
endif()
add_sdl_test_executable(testshape NEEDS_RESOURCES SOURCES testshape.c ${glass_bmp_header} DEPENDS generate-glass_bmp_header)
add_sdl_test_executable(testsoftwaretransparent SOURCES testsoftwaretransparent.c)
add_sdl_test_executable(testsprite MAIN_CALLBACKS NEEDS_RESOURCES TESTUTILS SOURCES testsprite.c)
add_sdl_test_executable(testspriteminimal SOURCES testspriteminimal.c ${icon_bmp_header} DEPENDS generate-icon_bmp_header)
add_sdl_test_executable(testspritesurface SOURCES testspritesurface.c ${icon_bmp_header} DEPENDS generate-icon_bmp_header)

View File

@@ -17,7 +17,6 @@
int main(int argc, char *argv[])
{
const char *image_file = NULL;
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
SDL_Texture *texture = NULL;
@@ -63,7 +62,7 @@ int main(int argc, char *argv[])
/* Create the window hidden */
flags = (SDL_WINDOW_HIDDEN | SDL_WINDOW_TRANSPARENT);
//flags |= SDL_WINDOW_BORDERLESS;
/*flags |= SDL_WINDOW_BORDERLESS;*/
window = SDL_CreateWindow("SDL Software Renderer Transparent Test", windowWidth, windowHeight, flags);
if (!window) {
@@ -84,9 +83,9 @@ int main(int argc, char *argv[])
}
/* Create texture and set the blend mode */
// texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight);
//texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight);
// texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGRA32, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight);
/* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight); */
/* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight); */
/* texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGRA32, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight); */
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_BGRA8888, SDL_TEXTUREACCESS_TARGET, windowWidth, windowHeight);
if (texture == NULL) {
SDL_Log("Couldn't create texture: %s\n", SDL_GetError());