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authordhewg2011-03-13 15:51:37 +0100
committerdhewg2011-03-13 16:50:47 +0100
commit2721e287e5bcd1f4d524f869c26156e27f5ba187 (patch)
tree30e1147d3127acc93eeb02488fbd149bc59fe301 /backends/platform/android/android.h
parenta93229cae53bd35b320e72bd5fe794e8dd79c318 (diff)
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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.h6
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