diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index 91ab6b198f..5f5bfca45c 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -500,7 +500,7 @@ extern DECLSPEC int SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *rendere * \sa SDL_QueryTexture * \sa SDL_UpdateTexture */ -extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h); +extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormatEnum format, int access, int w, int h); /** * Create a texture from an existing surface. diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h index a10a1e7063..5218b1cba8 100644 --- a/src/dynapi/SDL_dynapi_procs.h +++ b/src/dynapi/SDL_dynapi_procs.h @@ -147,7 +147,7 @@ SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurface,(int a, int b, SDL_PixelFormatEnu SDL_DYNAPI_PROC(SDL_Surface*,SDL_CreateSurfaceFrom,(void *a, int b, int c, int d, SDL_PixelFormatEnum e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(SDL_Cursor*,SDL_CreateSystemCursor,(SDL_SystemCursor a),(a),return) SDL_DYNAPI_PROC(SDL_TLSID,SDL_CreateTLS,(void),(),return) -SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTexture,(SDL_Renderer *a, Uint32 b, int c, int d, int e),(a,b,c,d,e),return) +SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTexture,(SDL_Renderer *a, SDL_PixelFormatEnum b, int c, int d, int e),(a,b,c,d,e),return) SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureFromSurface,(SDL_Renderer *a, SDL_Surface *b),(a,b),return) SDL_DYNAPI_PROC(SDL_Texture*,SDL_CreateTextureWithProperties,(SDL_Renderer *a, SDL_PropertiesID b),(a,b),return) SDL_DYNAPI_PROC(SDL_Window*,SDL_CreateWindow,(const char *a, int b, int c, Uint32 d),(a,b,c,d),return) diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c index 5c1bba0b90..923d361d8d 100644 --- a/src/render/SDL_render.c +++ b/src/render/SDL_render.c @@ -1380,7 +1380,7 @@ SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_Propert return texture; } -SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, Uint32 format, int access, int w, int h) +SDL_Texture *SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormatEnum format, int access, int w, int h) { SDL_Texture *texture; SDL_PropertiesID props = SDL_CreateProperties();