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author | dhewg | 2011-03-13 15:51:37 +0100 |
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committer | dhewg | 2011-03-13 16:50:47 +0100 |
commit | 2721e287e5bcd1f4d524f869c26156e27f5ba187 (patch) | |
tree | 30e1147d3127acc93eeb02488fbd149bc59fe301 /backends/platform/android/android.h | |
parent | a93229cae53bd35b320e72bd5fe794e8dd79c318 (diff) | |
download | scummvm-rg350-2721e287e5bcd1f4d524f869c26156e27f5ba187.tar.gz scummvm-rg350-2721e287e5bcd1f4d524f869c26156e27f5ba187.tar.bz2 scummvm-rg350-2721e287e5bcd1f4d524f869c26156e27f5ba187.zip |
ANDROID: Buffer 16bit texture contents
Same issue as in the last commit: glTexSubImage2D is slow, so cache
all copyRect*() calls in a buffer, and update the dirty rect once
when drawing. Reduces CPU usage on 16bit games significantly.
Also, lockScreen() returns now pixel data for non-CLUT8 games instead
of asserting.
Diffstat (limited to 'backends/platform/android/android.h')
-rw-r--r-- | backends/platform/android/android.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/backends/platform/android/android.h b/backends/platform/android/android.h index f73131b317..11a24a5f57 100644 --- a/backends/platform/android/android.h +++ b/backends/platform/android/android.h @@ -103,7 +103,7 @@ private: bool _force_redraw; // Game layer - GLESTexture *_game_texture; + GLESBaseTexture *_game_texture; int _shake_offset; Common::Rect _focus_rect; @@ -112,7 +112,7 @@ private: bool _show_overlay; // Mouse layer - GLESTexture *_mouse_texture; + GLESBaseTexture *_mouse_texture; GLESPaletteTexture *_mouse_texture_palette; GLES5551Texture *_mouse_texture_rgb; Common::Point _mouse_hotspot; @@ -151,7 +151,7 @@ private: #ifdef USE_RGB_COLOR Common::String getPixelFormatName(const Graphics::PixelFormat &format) const; - void initTexture(GLESTexture **texture, uint width, uint height, + void initTexture(GLESBaseTexture **texture, uint width, uint height, const Graphics::PixelFormat *format); #endif |