Clean up endianness mess.

This commit is contained in:
Glenn Maynard
2003-06-28 01:45:44 +00:00
parent 31c0f631d3
commit 06207a0171
2 changed files with 19 additions and 46 deletions
+1 -30
View File
@@ -32,12 +32,6 @@ Uint32 mySDL_Swap24(Uint32 x)
return SDL_Swap32(x) >> 8; // xx223344 -> 443322xx -> 00443322
}
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define mySDL_SwapLE24(x) mySDL_Swap24(x)
#else
#define mySDL_SwapLE24(x) (x)
#endif
/* These conditionals in the inner loop are slow. Templates? */
inline Uint32 decodepixel(const Uint8 *p, int bpp)
{
@@ -257,36 +251,13 @@ void ConvertSDLSurface(SDL_Surface *&image,
image = ret_image;
}
/* With d3d, textures are stored little endian (local endian for x86).
*
* I'm not sure if we should store textures in big endian, little endian
* or local endian with OpenGL. It doesn't really impact anything except
* the actual code that loads the texture itself, and OpenGL does have
* byte order toggles, so maybe we can get rid of this. */
SDL_Surface *SDL_CreateRGBSurfaceSane
(Uint32 flags, int width, int height, int depth,
Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)
{
/* This is untested on big-endian machines. */
if(depth == 16) {
Rmask = SDL_SwapLE16((Uint16)Rmask);
Gmask = SDL_SwapLE16((Uint16)Gmask);
Bmask = SDL_SwapLE16((Uint16)Bmask);
Amask = SDL_SwapLE16((Uint16)Amask);
} else if(depth == 24) { // completely untested
Rmask = mySDL_SwapLE24(Rmask);
Gmask = mySDL_SwapLE24(Gmask);
Bmask = mySDL_SwapLE24(Bmask);
Amask = mySDL_SwapLE24(Amask);
} else if(depth == 32) {
Rmask = SDL_SwapLE32(Rmask);
Gmask = SDL_SwapLE32(Gmask);
Bmask = SDL_SwapLE32(Bmask);
Amask = SDL_SwapLE32(Amask);
}
SDL_Surface *ret = SDL_CreateRGBSurface(flags, width, height, depth,
Rmask, Gmask, Bmask, Amask);
if(ret == NULL)
RageException::Throw("SDL_CreateRGBSurface(%i, %i, %i, %i, %8x, %8x, %8x, %8x) failed: %s",
flags, width, height, depth, Rmask, Gmask, Bmask, Amask, SDL_GetError());