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GRAPHICS: When compiling for 3DS, use RGBA8 ColorMask instead of ARGB8 #1985

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BallM4788 commented Dec 22, 2019

Because the 3DS hardware supports RGBA8 textures but not ARGB8 textures, adjust colormasks.h accordingly at compile time.

Source: libctru documentation.

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bgK commented Dec 23, 2019

What does this change achieves?

Having ColorMasks behave differently for different platforms is dangerous. Say you save a game screenshot thumbnail to a file using a ColorMask on your 3DS and then try to load the save on your PC. The colors will be incorrect if the ColorMasks don't match.

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bluegr commented Dec 24, 2019

To be fair, there are similar changes in this file for other platforms.

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bgK commented Dec 25, 2019

To be fair, there are similar changes in this file for other platforms.

I wish platform specific code in shared files was seen as an invitation for clean-ups rather than an invitation to add more :)

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sev- commented Dec 30, 2019

@BallM4788 any insight on the reason and effect on the saves?

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bgK commented Feb 8, 2020

I'm closing this as the benefit is unclear.

@bgK bgK closed this Feb 8, 2020
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