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authordhewg2011-03-13 14:16:39 +0100
committerdhewg2011-03-13 16:50:43 +0100
commita93229cae53bd35b320e72bd5fe794e8dd79c318 (patch)
tree7bb530e9ffb82895b6bf98f53e32b6203d46d88f /common/system.h
parent5b820cee64f54a0c28772fb40256334a7206ea53 (diff)
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ANDROID: Don't use compressed textures for the game screen
Some GLES drivers suck so much that uploading data to the GPU takes ages. CLUT8 games now use a faked paletted texture, which internally uses a RGB565 hardware texture (Android's native pixel format). This seems to be the only way to efficiently implement constant changing textures with GLES1 - at the cost of extra buffers. Then again, we can now use glTexSubImage2D to only update the dirty rects, which wasn't possible before because glCompressedTexSubImage2D is only usable on GLES2. This commit does exactly that. Overall, the CPU usage is massively reduced for CLUT8 games.
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