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authordhewg2011-03-13 15:51:37 +0100
committerdhewg2011-03-13 16:50:47 +0100
commit2721e287e5bcd1f4d524f869c26156e27f5ba187 (patch)
tree30e1147d3127acc93eeb02488fbd149bc59fe301 /backends/platform/android/gfx.cpp
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/gfx.cpp')
-rw-r--r--backends/platform/android/gfx.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/backends/platform/android/gfx.cpp b/backends/platform/android/gfx.cpp
index 62dbe644bf..34981dddb8 100644
--- a/backends/platform/android/gfx.cpp
+++ b/backends/platform/android/gfx.cpp
@@ -97,7 +97,7 @@ Common::String OSystem_Android::getPixelFormatName(const Graphics::PixelFormat &
8 - format.aLoss);
}
-void OSystem_Android::initTexture(GLESTexture **texture,
+void OSystem_Android::initTexture(GLESBaseTexture **texture,
uint width, uint height,
const Graphics::PixelFormat *format) {
assert(texture);
@@ -438,7 +438,6 @@ Graphics::Surface *OSystem_Android::lockScreen() {
GLTHREADCHECK;
- // TODO this doesn't return any pixel data for non CLUT8
Graphics::Surface *surface = _game_texture->surface();
assert(surface->pixels);