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| author | dhewg | 2011-03-13 15:51:37 +0100 |
|---|---|---|
| committer | dhewg | 2011-03-13 16:50:47 +0100 |
| commit | 2721e287e5bcd1f4d524f869c26156e27f5ba187 (patch) | |
| tree | 30e1147d3127acc93eeb02488fbd149bc59fe301 /backends/platform/android/gfx.cpp | |
| 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/gfx.cpp')
| -rw-r--r-- | backends/platform/android/gfx.cpp | 3 |
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); |
