Make sure we use alpha of 0 when clearing a transparent window with no content

This commit is contained in:
Sam Lantinga 2023-12-01 10:51:54 -08:00
parent ecd56bb8f0
commit 058213366b
1 changed files with 3 additions and 2 deletions

View File

@ -1525,9 +1525,10 @@ static int METAL_RenderPresent(SDL_Renderer *renderer)
// If we don't have a command buffer, we can't present, so activate to get one.
if (data.mtlcmdencoder == nil) {
// We haven't even gotten a backbuffer yet? Clear it to black. Otherwise, load the existing data.
// We haven't even gotten a backbuffer yet? Load and clear it. Otherwise, load the existing data.
if (data.mtlbackbuffer == nil) {
MTLClearColor color = MTLClearColorMake(0.0f, 0.0f, 0.0f, 1.0f);
float alpha = (SDL_GetWindowFlags(renderer->window) & SDL_WINDOW_TRANSPARENT) ? 0.0f : 1.0f;
MTLClearColor color = MTLClearColorMake(0.0f, 0.0f, 0.0f, alpha);
ready = METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionClear, &color, nil);
} else {
ready = METAL_ActivateRenderCommandEncoder(renderer, MTLLoadActionLoad, NULL, nil);