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-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp8
-rw-r--r--backends/graphics/opengl/opengl-graphics.h5
-rw-r--r--backends/graphics/openglsdl/openglsdl-graphics.cpp19
3 files changed, 18 insertions, 14 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 57c2378649..40ef17e477 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -1245,12 +1245,16 @@ void OpenGLGraphicsManager::toggleAntialiasing() {
_transactionDetails.filterChanged = true;
}
-uint OpenGLGraphicsManager::getAspectRatio() {
+uint OpenGLGraphicsManager::getAspectRatio() const {
// In case we enable aspect ratio correction we force a 4/3 ratio.
+ // But just for 320x200 and 640x400 games, since other games do not need
+ // this.
// TODO: This makes OpenGL Normal behave like OpenGL Conserve, when aspect
// ratio correction is enabled, but it's better than the previous 4/3 mode
// mess at least...
- if (_videoMode.aspectRatioCorrection)
+ if (_videoMode.aspectRatioCorrection
+ && ((_videoMode.screenWidth == 320 && _videoMode.screenHeight == 200)
+ || (_videoMode.screenWidth == 640 && _videoMode.screenHeight == 400)))
return 13333;
else if (_videoMode.mode == OpenGL::GFX_NORMAL)
return _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight;
diff --git a/backends/graphics/opengl/opengl-graphics.h b/backends/graphics/opengl/opengl-graphics.h
index 8a110b2d5f..42cfbacc85 100644
--- a/backends/graphics/opengl/opengl-graphics.h
+++ b/backends/graphics/opengl/opengl-graphics.h
@@ -214,10 +214,7 @@ protected:
virtual void calculateDisplaySize(int &width, int &height);
virtual void refreshDisplaySize();
- /**
- * Returns the current target aspect ratio x 10000
- */
- virtual uint getAspectRatio();
+ uint getAspectRatio() const;
bool _formatBGR;
diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp
index d2810818e7..84515732fe 100644
--- a/backends/graphics/openglsdl/openglsdl-graphics.cpp
+++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp
@@ -313,14 +313,17 @@ bool OpenGLSdlGraphicsManager::loadGFXMode() {
_videoMode.overlayWidth = _videoMode.hardwareWidth = _videoMode.screenWidth * scaleFactor;
_videoMode.overlayHeight = _videoMode.hardwareHeight = _videoMode.screenHeight * scaleFactor;
- int screenAspectRatio = _videoMode.screenWidth * 10000 / _videoMode.screenHeight;
- int desiredAspectRatio = getAspectRatio();
-
- // Do not downscale dimensions, only enlarge them if needed
- if (screenAspectRatio > desiredAspectRatio)
- _videoMode.hardwareHeight = (_videoMode.overlayWidth * 10000 + 5000) / desiredAspectRatio;
- else if (screenAspectRatio < desiredAspectRatio)
- _videoMode.hardwareWidth = (_videoMode.overlayHeight * desiredAspectRatio + 5000) / 10000;
+ // The only modes where we need to adapt the aspect ratio are 320x200
+ // and 640x400. That is since our aspect ratio correction in fact is
+ // only used to ensure that the original pixel size aspect for these
+ // modes is used.
+ // (Non-square pixels on old monitors vs square pixel on new ones).
+ if (_videoMode.aspectRatioCorrection
+ && ((_videoMode.screenWidth == 320 && _videoMode.screenHeight == 200)
+ || (_videoMode.screenWidth == 640 && _videoMode.screenHeight == 400)))
+ _videoMode.overlayHeight = _videoMode.hardwareHeight = 240 * scaleFactor;
+ else
+ _videoMode.overlayHeight = _videoMode.hardwareHeight = _videoMode.screenHeight * scaleFactor;
}
_screenResized = false;