The metal renderer doesn't actually support RGB texture formats

Fixes https://github.com/libsdl-org/SDL/issues/11576
This commit is contained in:
Sam Lantinga
2024-12-06 09:46:56 -08:00
parent 1a5b0796b4
commit ffb9b30e84

View File

@@ -650,7 +650,6 @@ static bool METAL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
switch (texture->format) {
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_XBGR8888:
if (renderer->output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
pixfmt = MTLPixelFormatRGBA8Unorm_sRGB;
} else {
@@ -658,14 +657,13 @@ static bool METAL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
}
break;
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_XRGB8888:
if (renderer->output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
pixfmt = MTLPixelFormatBGRA8Unorm_sRGB;
} else {
pixfmt = MTLPixelFormatBGRA8Unorm;
}
break;
case SDL_PIXELFORMAT_XBGR2101010:
case SDL_PIXELFORMAT_ABGR2101010:
pixfmt = MTLPixelFormatRGB10A2Unorm;
break;
case SDL_PIXELFORMAT_IYUV:
@@ -1737,7 +1735,7 @@ static SDL_Surface *METAL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rec
format = SDL_PIXELFORMAT_ABGR8888;
break;
case MTLPixelFormatRGB10A2Unorm:
format = SDL_PIXELFORMAT_XBGR2101010;
format = SDL_PIXELFORMAT_ABGR2101010;
break;
case MTLPixelFormatRGBA16Float:
format = SDL_PIXELFORMAT_RGBA64_FLOAT;
@@ -2179,9 +2177,7 @@ static bool METAL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
renderer->name = METAL_RenderDriver.name;
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR8888);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR2101010);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR2101010);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA128_FLOAT);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);