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authorColin Snover2016-02-17 18:47:28 -0600
committerColin Snover2016-02-18 13:18:03 -0600
commit2f17ba2b0ab77ef939c21efa04f7aaafccbd0c37 (patch)
tree0ed66bb208dca3a30c64f5b4278695b188063f5d /engines/sci/resource.h
parentbb8235063087f5e760b900c32aece5fec614598f (diff)
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SCI: Increase LRU resource cache for SCI32 games
A single picture in SCI32 is often larger than the 256KiB limit, meaning that the cache is useless for these games -- which is bad, because the renderer works directly off raw resource data so it must be decompressed and in-cache for rendering performance to be acceptable.
Diffstat (limited to 'engines/sci/resource.h')
-rw-r--r--engines/sci/resource.h4
1 files changed, 1 insertions, 3 deletions
diff --git a/engines/sci/resource.h b/engines/sci/resource.h
index eb5b508254..46ac2bb944 100644
--- a/engines/sci/resource.h
+++ b/engines/sci/resource.h
@@ -426,9 +426,7 @@ protected:
// Note: maxMemory will not be interpreted as a hard limit, only as a restriction
// for resources which are not explicitly locked. However, a warning will be
// issued whenever this limit is exceeded.
- enum {
- MAX_MEMORY = 256 * 1024 // 256KB
- };
+ int _maxMemoryLRU;
ViewType _viewType; // Used to determine if the game has EGA or VGA graphics
Common::List<ResourceSource *> _sources;