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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
Fixed bug 5037 - Regression 2.0.12 Alpha value of 0 on palette may become opaque
(see also bug 3827)
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36d5845152
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@ -1165,12 +1165,10 @@ SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
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/* If Palette contains alpha values, promotes to alpha format */
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if (fmt->palette) {
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for (i = 0; i < fmt->palette->ncolors; i++) {
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Uint8 alpha_value = fmt->palette->colors[i].a;
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if (alpha_value != 0 && alpha_value != SDL_ALPHA_OPAQUE) {
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needAlpha = SDL_TRUE;
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break;
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}
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SDL_bool is_opaque, has_alpha_channel;
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SDL_DetectPalette(fmt->palette, &is_opaque, &has_alpha_channel);
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if (!is_opaque) {
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needAlpha = SDL_TRUE;
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}
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}
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@ -801,6 +801,54 @@ SDL_FindColor(SDL_Palette * pal, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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return (pixel);
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}
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/* Tell whether palette is opaque, and if it has an alpha_channel */
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void
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SDL_DetectPalette(SDL_Palette *pal, SDL_bool *is_opaque, SDL_bool *has_alpha_channel)
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{
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int i;
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{
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SDL_bool all_opaque = SDL_TRUE;
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for (i = 0; i < pal->ncolors; i++) {
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Uint8 alpha_value = pal->colors[i].a;
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if (alpha_value != SDL_ALPHA_OPAQUE) {
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all_opaque = SDL_FALSE;
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break;
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}
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}
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if (all_opaque) {
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/* Palette is opaque, with an alpha channel */
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*is_opaque = SDL_TRUE;
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*has_alpha_channel = SDL_TRUE;
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return;
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}
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}
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{
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SDL_bool all_transparent = SDL_TRUE;
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for (i = 0; i < pal->ncolors; i++) {
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Uint8 alpha_value = pal->colors[i].a;
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if (alpha_value != SDL_ALPHA_TRANSPARENT) {
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all_transparent = SDL_FALSE;
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break;
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}
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}
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if (all_transparent) {
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/* Palette is opaque, without an alpha channel */
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*is_opaque = SDL_TRUE;
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*has_alpha_channel = SDL_FALSE;
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return;
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}
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}
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/* Palette has alpha values */
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*is_opaque = SDL_FALSE;
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*has_alpha_channel = SDL_TRUE;
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}
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/* Find the opaque pixel value corresponding to an RGB triple */
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Uint32
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SDL_MapRGB(const SDL_PixelFormat * format, Uint8 r, Uint8 g, Uint8 b)
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@ -40,6 +40,7 @@ extern void SDL_FreeBlitMap(SDL_BlitMap * map);
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/* Miscellaneous functions */
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extern void SDL_DitherColors(SDL_Color * colors, int bpp);
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extern Uint8 SDL_FindColor(SDL_Palette * pal, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
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extern void SDL_DetectPalette(SDL_Palette *pal, SDL_bool *is_opaque, SDL_bool *has_alpha_channel);
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#endif /* SDL_pixels_c_h_ */
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@ -1032,22 +1032,16 @@ SDL_ConvertSurface(SDL_Surface * surface, const SDL_PixelFormat * format,
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* -> set alpha channel to be opaque */
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if (surface->format->palette && format->Amask) {
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SDL_bool set_opaque = SDL_FALSE;
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{
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int i;
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for (i = 0; i < surface->format->palette->ncolors; i++) {
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Uint8 alpha_value = surface->format->palette->colors[i].a;
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if (alpha_value != 0 && alpha_value != SDL_ALPHA_OPAQUE) {
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/* Palette has at least one alpha value. Don't do anything */
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set_opaque = SDL_FALSE;
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palette_has_alpha = SDL_TRUE;
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break;
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}
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SDL_bool is_opaque, has_alpha_channel;
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SDL_DetectPalette(surface->format->palette, &is_opaque, &has_alpha_channel);
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if (alpha_value == 0) {
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set_opaque = SDL_TRUE;
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}
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if (is_opaque) {
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if (!has_alpha_channel) {
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set_opaque = SDL_TRUE;
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}
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} else {
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palette_has_alpha = SDL_TRUE;
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}
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/* Set opaque and backup palette alpha values */
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