In special stages, using the HQ scaling would result in mess of pixels when the framebuffer width wasn't a multiple of 16.
This commit simplifies and optimizes the scaling, while also taking into account the potential padding that SDL would do to a texture on certain platforms.
In special stages, using the HQ scaling would result in mess of pixels when the framebuffer width wasn't a multiple of 16.
This commit simplifies and optimizes the scaling, while also taking into account the potential padding that SDL would do to a texture on certain platforms.
Fixes #212