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Use the surface palette directly for the texture in SDL_CreateTextureFromSurface()

This is a better fix for https://github.com/libsdl-org/SDL/issues/16227. It also allows you to create a whole set of indexed textures from surfaces that share a single palette and then modify that palette to change all textures.
Sam Lantinga hace 1 semana
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commit
e05eb27f2c
Se han modificado 1 ficheros con 1 adiciones y 15 borrados
  1. 1 15
      src/render/SDL_render.c

+ 1 - 15
src/render/SDL_render.c

@@ -1700,21 +1700,6 @@ SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, S
 
 static bool SDL_UpdateTextureFromSurface(SDL_Texture *texture, SDL_Rect *rect, SDL_Surface *surface)
 {
-    if (SDL_ISPIXELFORMAT_INDEXED(texture->format) && surface->palette) {
-        // Copy the palette to the new texture
-        SDL_Palette *existing = surface->palette;
-        SDL_Palette *palette = SDL_CreatePalette(existing->ncolors);
-        if (palette &&
-            SDL_SetPaletteColors(palette, existing->colors, 0, existing->ncolors) &&
-            SDL_SetTexturePalette(texture, palette)) {
-            // The texture has a reference to the palette now
-            SDL_DestroyPalette(palette);
-        } else {
-            SDL_DestroyPalette(palette);
-            return false;
-        }
-    }
-
     bool direct_update;
     if (surface->format == texture->format &&
         SDL_GetSurfaceColorspace(surface) == texture->colorspace) {
@@ -1884,6 +1869,7 @@ SDL_Texture *SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *s
     SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
     SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, surface->w);
     SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, surface->h);
+    SDL_SetPointerProperty(props, SDL_PROP_TEXTURE_CREATE_PALETTE_POINTER, surface->palette);
 
     texture = SDL_CreateTextureWithProperties(renderer, props);
     SDL_DestroyProperties(props);