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authorPeter Kohaut2019-09-04 17:22:35 +0200
committerPeter Kohaut2019-09-04 17:59:29 +0200
commit4355c42044493249cfc2562e190e66f7226a4829 (patch)
tree5a961a26b2e1da65e4093946e2ab87c02158426d /engines/bladerunner/font.cpp
parenta7e30d0e7f62aad9aceadd674f1b51146f20958d (diff)
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BLADERUNNER: Performance fixes
Pixel format functions and CLIP functions are too slow in debug builds, replacing them with static code makes debug builds faster.
Diffstat (limited to 'engines/bladerunner/font.cpp')
-rw-r--r--engines/bladerunner/font.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/bladerunner/font.cpp b/engines/bladerunner/font.cpp
index 8ab205eea1..62b771fd66 100644
--- a/engines/bladerunner/font.cpp
+++ b/engines/bladerunner/font.cpp
@@ -140,7 +140,7 @@ void Font::drawChar(Graphics::Surface *dst, uint32 chr, int x, int y, uint32 col
int endX = width + x - 1;
while (currentX <= endX && currentX < dst->w) {
uint8 a, r, g, b;
- gameDataPixelFormat().colorToARGB(*srcPtr, a, r, g, b);
+ getGameDataColor(*srcPtr, a, r, g, b);
if (!a) { // Alpha is inversed
uint32 outColor = color;
if (_useFontColor) {