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sdlrenderer2: Use endian-dependent RGBA32 texture format, to match SDL_Color. #8327

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SDL2's renderer takes in colors in SDL_Color format. Here's the relevant documentation:

The bits of this structure can be directly reinterpreted as an integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems).

This change is needed to render the alpha channel correctly on the Wii U, which is big endian.

…L_Color.

--HG--
branch : sdlrenderer2-font-atlas-fix-hg
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