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author | Johannes Schickel | 2011-02-24 05:11:00 +0100 |
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committer | Johannes Schickel | 2011-02-24 05:11:00 +0100 |
commit | f5e10f33f59dd21c82768dd12dd13cc9e021c760 (patch) | |
tree | 43262275d6c07e48aa0cce4ba0c1547bcf1423c2 | |
parent | e04d983f683871d455394fcbf50e2f964aaad365 (diff) | |
download | scummvm-rg350-f5e10f33f59dd21c82768dd12dd13cc9e021c760.tar.gz scummvm-rg350-f5e10f33f59dd21c82768dd12dd13cc9e021c760.tar.bz2 scummvm-rg350-f5e10f33f59dd21c82768dd12dd13cc9e021c760.zip |
OPENGL: Properly setup pixel data alignment.
If we do not do this, we might end up with a default alignment of 4, which will
fail (as in the graphics will be messed up) in case the screen resolution is
not divisible by 4.
Thanks to digitall for noticing this problem and finding out about
GL_UNPACK_ALIGNMENT.
-rw-r--r-- | backends/graphics/opengl/opengl-graphics.cpp | 15 |
1 files changed, 13 insertions, 2 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp index beac2f6d3e..d1804e77eb 100644 --- a/backends/graphics/opengl/opengl-graphics.cpp +++ b/backends/graphics/opengl/opengl-graphics.cpp @@ -341,9 +341,9 @@ void OpenGLGraphicsManager::copyRectToScreen(const byte *buf, int pitch, int x, // Copy buffer data to game screen internal buffer const byte *src = buf; - byte *dst = (byte *)_screenData.pixels + y * _screenData.pitch; + byte *dst = (byte *)_screenData.pixels + y * _screenData.pitch + x * _screenData.bytesPerPixel; for (int i = 0; i < h; i++) { - memcpy(dst + x * _screenData.bytesPerPixel, src, w * _screenData.bytesPerPixel); + memcpy(dst, src, w * _screenData.bytesPerPixel); src += pitch; dst += _screenData.pitch; } @@ -1063,6 +1063,8 @@ void OpenGLGraphicsManager::loadTextures() { delete _gameTexture; #endif + uint gameScreenBPP = 0; + if (!_gameTexture) { byte bpp; GLenum intformat; @@ -1073,6 +1075,7 @@ void OpenGLGraphicsManager::loadTextures() { #else getGLPixelFormat(Graphics::PixelFormat::createFormatCLUT8(), bpp, intformat, format, type); #endif + gameScreenBPP = bpp; _gameTexture = new GLTexture(bpp, intformat, format, type); } else _gameTexture->refresh(); @@ -1119,6 +1122,14 @@ void OpenGLGraphicsManager::loadTextures() { _overlayNeedsRedraw = true; _cursorNeedsRedraw = true; + // We need to setup a proper unpack alignment value here, else we will + // get problems with the texture updates, in case the surface data is + // not properly aligned. + // For now we use the gcd of the game screen format and 2, since 2 is + // the BPP value for the overlay and the OSD. + if (gameScreenBPP) + glPixelStorei(GL_UNPACK_ALIGNMENT, Common::gcd<uint>(gameScreenBPP, 2)); + #ifdef USE_OSD if (!_osdTexture) _osdTexture = new GLTexture(2, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1); |