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All of these test images are provided as an octal dump of
3-bytes-per-pixel data with red, green and blue bytes in that order,
referred to as RGB24 in SDL's taxonomy. However, the call to
SDL_CreateRGBSurfaceFrom() used masks that would have been appropriate
for RGBA32 data.
On little-endian platforms, the test images loaded as intended anyway,
because SDL does not actually check all four masks before deciding to
use RGB24 (it only looks at the red mask), and the red channel happens to
be in the 0x000000FF position for both RGB24 and RGBA32 on little-endian.
Unfortunately, on big-endian platforms, the required masks are not the
same and the call failed with "Unknown pixel format". As far as I can
tell, this means testautomation_surface has never succeeded on big-endian
platforms, but presumably nobody has tried to run it on such platforms
until now.
In the SDL 3 branch, this was fixed as a side-effect of commit
932f6134
"Remove mask versions of SDL_CreateRGBSurface* #6701 (#6711)",
which I have used as a reference to confirm that RGB24 is correct.
Resolves: https://github.com/libsdl-org/SDL/issues/8817
Signed-off-by: Simon McVittie <smcv@collabora.com>
Simple DirectMedia Layer (SDL) Version 2.0
Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games.
More extensive documentation is available in the docs directory, starting with README.md
Enjoy!
Sam Lantinga (slouken@libsdl.org)
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