diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt index 40156a6ef9..9a985971a9 100644 --- a/test/CMakeLists.txt +++ b/test/CMakeLists.txt @@ -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) diff --git a/test/testsoftwaretransparent.c b/test/testsoftwaretransparent.c index bd22d09f5a..cc039e4e1d 100644 --- a/test/testsoftwaretransparent.c +++ b/test/testsoftwaretransparent.c @@ -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());