diff options
Diffstat (limited to 'backends')
-rw-r--r-- | backends/graphics/opengl/gltexture.h | 5 | ||||
-rw-r--r-- | backends/graphics/opengl/opengl-graphics.cpp | 12 |
2 files changed, 10 insertions, 7 deletions
diff --git a/backends/graphics/opengl/gltexture.h b/backends/graphics/opengl/gltexture.h index 71f1eeb78f..d8c42eeb2d 100644 --- a/backends/graphics/opengl/gltexture.h +++ b/backends/graphics/opengl/gltexture.h @@ -103,6 +103,11 @@ public: GLuint getHeight() const { return _realHeight; } /** + * Get the bytes per pixel. + */ + uint getBytesPerPixel() const { return _bytesPerPixel; } + + /** * Set the texture filter. * @filter the filter type, GL_NEAREST or GL_LINEAR */ diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp index 8e01e76f16..5b1f7b4b28 100644 --- a/backends/graphics/opengl/opengl-graphics.cpp +++ b/backends/graphics/opengl/opengl-graphics.cpp @@ -1115,8 +1115,6 @@ void OpenGLGraphicsManager::loadTextures() { } #endif - uint gameScreenBPP = 0; - if (!_gameTexture) { byte bpp; GLenum intformat; @@ -1127,7 +1125,6 @@ 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(); @@ -1186,10 +1183,11 @@ void OpenGLGraphicsManager::loadTextures() { // 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)); + // It is noteworthy this assumes the OSD uses the same BPP as the overlay + // and that the cursor works with any alignment setting. + int newAlignment = Common::gcd(_gameTexture->getBytesPerPixel(), _overlayTexture->getBytesPerPixel()); + assert(newAlignment == 1 || newAlignment == 2 || newAlignment == 4); + glPixelStorei(GL_UNPACK_ALIGNMENT, newAlignment); // We use a "pack" alignment (when reading from textures) to 4 here, // since the only place where we really use it is the BMP screenshot |