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-rw-r--r--backends/graphics/surfacesdl/surfacesdl-graphics.cpp11
1 files changed, 10 insertions, 1 deletions
diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
index 9cb14525ee..01afc84b24 100644
--- a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
+++ b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp
@@ -2380,7 +2380,8 @@ void SurfaceSdlGraphicsManager::deinitializeRenderer() {
SDL_Surface *SurfaceSdlGraphicsManager::SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) {
deinitializeRenderer();
- if (!_window->createWindow(width, height, (flags & SDL_FULLSCREEN) ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)) {
+ const bool isFullscreen = (flags & SDL_FULLSCREEN) != 0;
+ if (!_window->createWindow(width, height, isFullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)) {
return nullptr;
}
@@ -2390,6 +2391,14 @@ SDL_Surface *SurfaceSdlGraphicsManager::SDL_SetVideoMode(int width, int height,
return nullptr;
}
+ // We set the logical renderer size to the requested resolution in
+ // fullscreen. This assures that SDL2 adds black bars if needed to prevent
+ // stretching.
+ if (isFullscreen && SDL_RenderSetLogicalSize(_renderer, width, height) < 0) {
+ deinitializeRenderer();
+ return nullptr;
+ }
+
_screenTexture = SDL_CreateTexture(_renderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, width, height);
if (!_screenTexture) {
deinitializeRenderer();