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My app uses SDL_UpdateYUVTexture extensively for uploading video frames to an SDL_Texture. With the opengl backend, everything displays fine and as expected. However, with the opengles2 backend, the red and blue channels are inexplicably flipped.
✅ Correct result using opengl
❌ Incorrect result using opengles2:
This is particularly problematic on Android (and other embedded/low power systems) where opengles2 is the default/only option.
I'm using SDL 2.32.0 self-compiled as part of my CMake build system. The issue is tracked on our end at vanilla-wiiu/vanilla#133.
I tried investigating but my only guess was some kind of conflict between RGBA and BGRA textures. I couldn't find anything that seemed to definitively solve it. Any help with this issue would be great.
The text was updated successfully, but these errors were encountered:
It might be a regression from this commit: 9f7ccbe
SDL_PIXELFORMAT_ABGR32 isn't handled elsewhere in the file, while SDL_PIXELFORMAT_BGRA32 is handled by using a shader to swap the R and B components. SDL_PIXELFORMAT_RGBA32 is the pixel format that corresponds to the standard layout, but it's unclear why it was removed.
My app uses
SDL_UpdateYUVTexture
extensively for uploading video frames to anSDL_Texture
. With theopengl
backend, everything displays fine and as expected. However, with theopengles2
backend, the red and blue channels are inexplicably flipped.✅ Correct result using

opengl
❌ Incorrect result using

opengles2
:This is particularly problematic on Android (and other embedded/low power systems) where
opengles2
is the default/only option.I'm using SDL 2.32.0 self-compiled as part of my CMake build system. The issue is tracked on our end at vanilla-wiiu/vanilla#133.
I tried investigating but my only guess was some kind of conflict between RGBA and BGRA textures. I couldn't find anything that seemed to definitively solve it. Any help with this issue would be great.
The text was updated successfully, but these errors were encountered: