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authorDreammaster2013-02-15 08:25:09 -0500
committerDreammaster2013-02-15 08:25:09 -0500
commitbb3285d933419b6bdefadc55a6e320855ff0dd27 (patch)
tree2df613c52f854c33cff660ed1b064e2996ed80bb /backends/graphics
parentd1a19a1d4c3e20b57250e73141d81e8d9b44a2a1 (diff)
parentadc338cd719179a94ff470b28e9584262d7b47e8 (diff)
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Merge branch 'master' into hopkins
Diffstat (limited to 'backends/graphics')
-rw-r--r--backends/graphics/opengl/gltexture.cpp54
-rw-r--r--backends/graphics/openglsdl/openglsdl-graphics.cpp4
-rw-r--r--backends/graphics/surfacesdl/surfacesdl-graphics.cpp2
3 files changed, 49 insertions, 11 deletions
diff --git a/backends/graphics/opengl/gltexture.cpp b/backends/graphics/opengl/gltexture.cpp
index ce69dc4aab..ca674563df 100644
--- a/backends/graphics/opengl/gltexture.cpp
+++ b/backends/graphics/opengl/gltexture.cpp
@@ -108,9 +108,18 @@ void GLTexture::allocBuffer(GLuint w, GLuint h) {
_realWidth = w;
_realHeight = h;
- if (w <= _textureWidth && h <= _textureHeight && !_refresh)
- // Already allocated a sufficiently large buffer
- return;
+ if (!_refresh) {
+ if (npot_supported && _filter == GL_LINEAR) {
+ // Check if we already allocated a correctly-sized buffer
+ // This is so we don't need to duplicate the last row/column
+ if (w == _textureWidth && h == _textureHeight)
+ return;
+ } else {
+ // Check if we already have a large enough buffer
+ if (w <= _textureWidth && h <= _textureHeight)
+ return;
+ }
+ }
if (npot_supported) {
_textureWidth = w;
@@ -151,12 +160,37 @@ void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLu
} else {
// Update the texture row by row
const byte *src = (const byte *)buf;
+ GLuint curY = y;
+ GLuint height = h;
do {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, curY,
w, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
- ++y;
+ curY++;
src += pitch;
- } while (--h);
+ } while (--height);
+ }
+
+ // If we're in linear filter mode, repeat the last row/column if the real dimensions
+ // doesn't match the texture dimensions.
+ if (_filter == GL_LINEAR) {
+ if (_realWidth != _textureWidth && x + w == _realWidth) {
+ const byte *src = (const byte *)buf + (w - 1) * _bytesPerPixel;
+ GLuint curY = y;
+ GLuint height = h;
+
+ do {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x + w,
+ curY, 1, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
+
+ curY++;
+ src += pitch;
+ } while (--height);
+ }
+
+ if (_realHeight != _textureHeight && y + h == _realHeight) {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y + h,
+ w, 1, _glFormat, _glType, (const byte *)buf + pitch * (h - 1)); CHECK_GL_ERROR();
+ }
}
}
@@ -177,10 +211,10 @@ void GLTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) {
// Calculate the screen rect where the texture will be drawn
const GLshort vertices[] = {
- x, y,
- x + w, y,
- x, y + h,
- x + w, y + h,
+ x, y,
+ (GLshort)(x + w), y,
+ x, (GLshort)(y + h),
+ (GLshort)(x + w), (GLshort)(y + h),
};
glVertexPointer(2, GL_SHORT, 0, vertices); CHECK_GL_ERROR();
diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp
index fed02ef22e..c5605cae87 100644
--- a/backends/graphics/openglsdl/openglsdl-graphics.cpp
+++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp
@@ -460,6 +460,10 @@ void OpenGLSdlGraphicsManager::toggleFullScreen(int loop) {
_activeFullscreenMode = -2;
setFullscreenMode(!isFullscreen);
}
+
+ // HACK: We need to force a refresh here, since we change the
+ // fullscreen mode.
+ _transactionDetails.needRefresh = true;
endGFXTransaction();
// Ignore resize events for the next 10 frames
diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
index fb964d6951..02e58ab319 100644
--- a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
+++ b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
@@ -968,7 +968,7 @@ void SurfaceSdlGraphicsManager::internUpdateScreen() {
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos ||
(_mouseNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
- SDL_Rect blackrect = {0, 0, _videoMode.screenWidth * _videoMode.scaleFactor, _newShakePos * _videoMode.scaleFactor};
+ SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_newShakePos * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;