Reputation: 63
I am struggling to convert a simple pong game from SDL to SDL2 because I could not find a valid value for the pixel format argument (second parameter 'Uint32
format') when calling SDL_CreateTexture()
. Finally I found success by using SDL_PIXELFORMAT_ARGB8888
, and I also found that SDL_PIXELFORMAT_UNKNOWN
works too. However, after reading a few articles on system endianness and determining byte-order, I'm still unsure how a valid pixel format can be found for a given system without guessing, using unknown, or running some separate shell scripts.
Is it safe to just rely on SDL_PIXELFORMAT_UNKNOWN
? Could anyone provide some information (or a link) to help me better understand these concepts and implementing them? I'd like to understand the related concepts better for future graphics programming.
Here's what the code originally looked like:
screen = SDL_CreateRGBSurfaceWithFormat(0, width, height, 32,
SDL_PIXELTYPE_RGBA32);
screen_texture = SDL_CreateTextureFromSurface(renderer, screen);
And what I used to make it work:
screen = SDL_CreateRGBSurface(0, 640, 480, 32,
0x00FF0000,
0x0000FF00,
0x000000FF,
0xFF000000);
screen_texture = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_TARGET,
640, 480); // SDL_PIXELFORMAT_UNKNOWN also works
Upvotes: 6
Views: 2266
Reputation: 52090
A given SDL_Renderer
is going to support at least one SDL_PixelFormatEnum
; Other formats will work but may incur a conversion penalty at creation and/or use.
Use SDL_GetRendererInfo()
to populate a SDL_RendererInfo
& use one of the formats in SDL_RendererInfo::texture_formats
(from here):
SDL_RendererInfo info;
SDL_GetRendererInfo( renderer, &info );
cout << "Renderer name: " << info.name << endl;
cout << "Texture formats: " << endl;
for( Uint32 i = 0; i < info.num_texture_formats; i++ )
{
cout << SDL_GetPixelFormatName( info.texture_formats[i] ) << endl;
}
Back when I ran that both the DirectX & OpenGL backends supported SDL_PIXELFORMAT_ARGB8888
.
Double-checking the SDL code via git grep -A 25 SDL_RenderDriver
I think the first texture_formats
is the "preferred" format:
SDL_render_d3d.c:SDL_RenderDriver D3D_RenderDriver = {
SDL_render_d3d.c- D3D_CreateRenderer,
SDL_render_d3d.c- {
SDL_render_d3d.c- "direct3d",
SDL_render_d3d.c- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
SDL_render_d3d.c- 1,
SDL_render_d3d.c- {SDL_PIXELFORMAT_ARGB8888},
SDL_render_d3d.c- 0,
SDL_render_d3d.c- 0}
--
SDL_render_d3d11.c:SDL_RenderDriver D3D11_RenderDriver = {
SDL_render_d3d11.c- D3D11_CreateRenderer,
SDL_render_d3d11.c- {
SDL_render_d3d11.c- "direct3d11",
SDL_render_d3d11.c- (
SDL_render_d3d11.c- SDL_RENDERER_ACCELERATED |
SDL_render_d3d11.c- SDL_RENDERER_PRESENTVSYNC |
SDL_render_d3d11.c- SDL_RENDERER_TARGETTEXTURE
SDL_render_d3d11.c- ), /* flags. see SDL_RendererFlags */
SDL_render_d3d11.c- 6, /* num_texture_formats */
SDL_render_d3d11.c- { /* texture_formats */
SDL_render_d3d11.c- SDL_PIXELFORMAT_ARGB8888,
SDL_render_d3d11.c- SDL_PIXELFORMAT_RGB888,
SDL_render_d3d11.c- SDL_PIXELFORMAT_YV12,
SDL_render_d3d11.c- SDL_PIXELFORMAT_IYUV,
SDL_render_d3d11.c- SDL_PIXELFORMAT_NV12,
SDL_render_d3d11.c- SDL_PIXELFORMAT_NV21
SDL_render_d3d11.c- },
SDL_render_d3d11.c- 0, /* max_texture_width: will be filled in later */
SDL_render_d3d11.c- 0 /* max_texture_height: will be filled in later */
SDL_render_d3d11.c- }
SDL_render_d3d11.c-};
--
SDL_render_metal.m:SDL_RenderDriver METAL_RenderDriver = {
SDL_render_metal.m- METAL_CreateRenderer,
SDL_render_metal.m- {
SDL_render_metal.m- "metal",
SDL_render_metal.m- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
SDL_render_metal.m- 6,
SDL_render_metal.m- {
SDL_render_metal.m- SDL_PIXELFORMAT_ARGB8888,
SDL_render_metal.m- SDL_PIXELFORMAT_ABGR8888,
SDL_render_metal.m- SDL_PIXELFORMAT_YV12,
SDL_render_metal.m- SDL_PIXELFORMAT_IYUV,
SDL_render_metal.m- SDL_PIXELFORMAT_NV12,
SDL_render_metal.m- SDL_PIXELFORMAT_NV21
SDL_render_metal.m- },
SDL_render_metal.m- 0, 0,
SDL_render_metal.m- }
SDL_render_metal.m-};
--
SDL_render_gl.c:SDL_RenderDriver GL_RenderDriver = {
SDL_render_gl.c- GL_CreateRenderer,
SDL_render_gl.c- {
SDL_render_gl.c- "opengl",
SDL_render_gl.c- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
SDL_render_gl.c- 1,
SDL_render_gl.c- {SDL_PIXELFORMAT_ARGB8888},
SDL_render_gl.c- 0,
SDL_render_gl.c- 0}
SDL_render_gl.c-};
--
SDL_render_gles.c:SDL_RenderDriver GLES_RenderDriver = {
SDL_render_gles.c- GLES_CreateRenderer,
SDL_render_gles.c- {
SDL_render_gles.c- "opengles",
SDL_render_gles.c- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
SDL_render_gles.c- 1,
SDL_render_gles.c- {SDL_PIXELFORMAT_ABGR8888},
SDL_render_gles.c- 0,
SDL_render_gles.c- 0
SDL_render_gles.c- }
SDL_render_gles.c-};
--
SDL_render_gles2.c:SDL_RenderDriver GLES2_RenderDriver = {
SDL_render_gles2.c- GLES2_CreateRenderer,
SDL_render_gles2.c- {
SDL_render_gles2.c- "opengles2",
SDL_render_gles2.c- (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE),
SDL_render_gles2.c- 4,
SDL_render_gles2.c- {
SDL_render_gles2.c- SDL_PIXELFORMAT_ARGB8888,
SDL_render_gles2.c- SDL_PIXELFORMAT_ABGR8888,
SDL_render_gles2.c- SDL_PIXELFORMAT_RGB888,
SDL_render_gles2.c- SDL_PIXELFORMAT_BGR888
SDL_render_gles2.c- },
SDL_render_gles2.c- 0,
SDL_render_gles2.c- 0
SDL_render_gles2.c- }
SDL_render_gles2.c-};
--
SDL_render_psp.c:SDL_RenderDriver PSP_RenderDriver = {
SDL_render_psp.c- .CreateRenderer = PSP_CreateRenderer,
SDL_render_psp.c- .info = {
SDL_render_psp.c- .name = "PSP",
SDL_render_psp.c- .flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE,
SDL_render_psp.c- .num_texture_formats = 4,
SDL_render_psp.c- .texture_formats = { [0] = SDL_PIXELFORMAT_BGR565,
SDL_render_psp.c- [1] = SDL_PIXELFORMAT_ABGR1555,
SDL_render_psp.c- [2] = SDL_PIXELFORMAT_ABGR4444,
SDL_render_psp.c- [3] = SDL_PIXELFORMAT_ABGR8888,
SDL_render_psp.c- },
SDL_render_psp.c- .max_texture_width = 512,
SDL_render_psp.c- .max_texture_height = 512,
SDL_render_psp.c- }
SDL_render_psp.c-};
--
SDL_render_sw.c:SDL_RenderDriver SW_RenderDriver = {
SDL_render_sw.c- SW_CreateRenderer,
SDL_render_sw.c- {
SDL_render_sw.c- "software",
SDL_render_sw.c- SDL_RENDERER_SOFTWARE | SDL_RENDERER_TARGETTEXTURE,
SDL_render_sw.c- 8,
SDL_render_sw.c- {
SDL_render_sw.c- SDL_PIXELFORMAT_ARGB8888,
SDL_render_sw.c- SDL_PIXELFORMAT_ABGR8888,
SDL_render_sw.c- SDL_PIXELFORMAT_RGBA8888,
SDL_render_sw.c- SDL_PIXELFORMAT_BGRA8888,
SDL_render_sw.c- SDL_PIXELFORMAT_RGB888,
SDL_render_sw.c- SDL_PIXELFORMAT_BGR888,
SDL_render_sw.c- SDL_PIXELFORMAT_RGB565,
SDL_render_sw.c- SDL_PIXELFORMAT_RGB555
SDL_render_sw.c- },
SDL_render_sw.c- 0,
SDL_render_sw.c- 0}
SDL_render_sw.c-};
--
SDL_DirectFB_render.c:SDL_RenderDriver DirectFB_RenderDriver = {
SDL_DirectFB_render.c- DirectFB_CreateRenderer,
SDL_DirectFB_render.c- {
SDL_DirectFB_render.c- "directfb",
SDL_DirectFB_render.c- (SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
SDL_DirectFB_render.c- /* (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR |
SDL_DirectFB_render.c- SDL_TEXTUREMODULATE_ALPHA),
SDL_DirectFB_render.c- (SDL_BLENDMODE_NONE | SDL_BLENDMODE_MASK | SDL_BLENDMODE_BLEND |
SDL_DirectFB_render.c- SDL_BLENDMODE_ADD | SDL_BLENDMODE_MOD),
SDL_DirectFB_render.c- (SDL_SCALEMODE_NONE | SDL_SCALEMODE_FAST |
SDL_DirectFB_render.c- SDL_SCALEMODE_SLOW | SDL_SCALEMODE_BEST), */
SDL_DirectFB_render.c- 0,
SDL_DirectFB_render.c- {
SDL_DirectFB_render.c- /* formats filled in later */
SDL_DirectFB_render.c- },
SDL_DirectFB_render.c- 0,
SDL_DirectFB_render.c- 0}
SDL_DirectFB_render.c-};
Upvotes: 2