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Fixed screen texture format on Android
I think this also fixes some of the red/blue channel swap bugs reported on iPhone.
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@@ -118,7 +118,8 @@ SDL_RenderDriver GL_ES_RenderDriver = {
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SDL_PIXELFORMAT_ABGR4444,
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SDL_PIXELFORMAT_ABGR1555,
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SDL_PIXELFORMAT_BGR565,
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SDL_PIXELFORMAT_BGR24,
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SDL_PIXELFORMAT_RGB24,
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SDL_PIXELFORMAT_BGR888,
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SDL_PIXELFORMAT_ABGR8888},
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0,
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0}
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@@ -380,11 +381,12 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GLenum result;
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switch (texture->format) {
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case SDL_PIXELFORMAT_BGR24:
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case SDL_PIXELFORMAT_RGB24:
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internalFormat = GL_RGB;
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format = GL_RGB;
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type = GL_UNSIGNED_BYTE;
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break;
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case SDL_PIXELFORMAT_BGR888:
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case SDL_PIXELFORMAT_ABGR8888:
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internalFormat = GL_RGBA;
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format = GL_RGBA;
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@@ -124,7 +124,7 @@ Android_VideoInit(_THIS)
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SDL_DisplayMode mode;
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/* Use a fake 32-bpp desktop mode */
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mode.format = SDL_PIXELFORMAT_RGB888;
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mode.format = SDL_PIXELFORMAT_BGR888;
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mode.w = iScreenWidth;
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mode.h = iScreenHeight;
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mode.refresh_rate = 0;
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