diff --git a/src/gl/system/gl_swframebuffer.cpp b/src/gl/system/gl_swframebuffer.cpp index affcb86f9c..5eba62d1ea 100644 --- a/src/gl/system/gl_swframebuffer.cpp +++ b/src/gl/system/gl_swframebuffer.cpp @@ -2224,9 +2224,9 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update() { glGenBuffers(2, (GLuint*)Tex->Buffers); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, Tex->Buffers[0]); - glBufferData(GL_PIXEL_UNPACK_BUFFER, Remap->NumEntries * 4, nullptr, GL_STREAM_DRAW); + glBufferData(GL_PIXEL_UNPACK_BUFFER, RoundedPaletteSize * 4, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, Tex->Buffers[1]); - glBufferData(GL_PIXEL_UNPACK_BUFFER, Remap->NumEntries * 4, nullptr, GL_STREAM_DRAW); + glBufferData(GL_PIXEL_UNPACK_BUFFER, RoundedPaletteSize * 4, nullptr, GL_STREAM_DRAW); } else { @@ -2234,7 +2234,9 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update() Tex->CurrentBuffer = (Tex->CurrentBuffer + 1) & 1; } - buff = (uint32_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, Remap->NumEntries * 4); + int numEntries = MIN(Remap->NumEntries, RoundedPaletteSize); + + buff = (uint32_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, numEntries * 4); if (buff == nullptr) { return false; @@ -2242,13 +2244,13 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update() pal = Remap->Palette; // See explanation in UploadPalette() for skipat rationale. - skipat = MIN(Remap->NumEntries, DoColorSkip ? 256 - 8 : 256); + skipat = MIN(numEntries, DoColorSkip ? 256 - 8 : 256); for (i = 0; i < skipat; ++i) { buff[i] = ColorARGB(pal[i].a, pal[i].r, pal[i].g, pal[i].b); } - for (++i; i < Remap->NumEntries; ++i) + for (++i; i < numEntries; ++i) { buff[i] = ColorARGB(pal[i].a, pal[i - 1].r, pal[i - 1].g, pal[i - 1].b); } @@ -2258,7 +2260,7 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update() GLint oldBinding = 0; glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding); glBindTexture(GL_TEXTURE_2D, Tex->Texture); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Remap->NumEntries, 1, GL_BGRA, GL_UNSIGNED_BYTE, 0); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, numEntries, 1, GL_BGRA, GL_UNSIGNED_BYTE, 0); glBindTexture(GL_TEXTURE_2D, oldBinding); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);