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-rw-r--r--backends/platform/iphone/iphone_video.h1
-rw-r--r--backends/platform/iphone/iphone_video.mm12
-rw-r--r--backends/platform/iphone/osys_main.cpp6
-rw-r--r--backends/platform/iphone/osys_video.mm45
4 files changed, 41 insertions, 23 deletions
diff --git a/backends/platform/iphone/iphone_video.h b/backends/platform/iphone/iphone_video.h
index 168f9a4244..55a4acb7c7 100644
--- a/backends/platform/iphone/iphone_video.h
+++ b/backends/platform/iphone/iphone_video.h
@@ -75,6 +75,7 @@
- (void)drawRect:(CGRect)frame;
+- (void)createScreenTexture;
- (void)initSurface;
- (void)setViewTransformation;
diff --git a/backends/platform/iphone/iphone_video.mm b/backends/platform/iphone/iphone_video.mm
index 0ddb90bece..04aaf59b21 100644
--- a/backends/platform/iphone/iphone_video.mm
+++ b/backends/platform/iphone/iphone_video.mm
@@ -443,13 +443,17 @@ const char *iPhone_getDocumentsDir() {
}
}
-- (void)initSurface {
- uint screenTexWidth = getSizeNextPOT(_videoContext.screenWidth);
- uint screenTexHeight = getSizeNextPOT(_videoContext.screenHeight);
+- (void)createScreenTexture {
+ const uint screenTexWidth = getSizeNextPOT(_videoContext.screenWidth);
+ const uint screenTexHeight = getSizeNextPOT(_videoContext.screenHeight);
_gameScreenTexCoords[2] = _gameScreenTexCoords[6] = _videoContext.screenWidth / (GLfloat)screenTexWidth;
_gameScreenTexCoords[5] = _gameScreenTexCoords[7] = _videoContext.screenHeight / (GLfloat)screenTexHeight;
+ _videoContext.screenTexture.create(screenTexWidth, screenTexHeight, Graphics::createPixelFormat<565>());
+}
+
+- (void)initSurface {
int screenWidth, screenHeight;
[self setUpOrientation:[[UIDevice currentDevice] orientation] width:&screenWidth height:&screenHeight];
@@ -467,8 +471,6 @@ const char *iPhone_getDocumentsDir() {
glGenTextures(1, &_overlayTexture); printOpenGLError();
[self setFilterModeForTexture:_overlayTexture];
- _videoContext.screenTexture.create(screenTexWidth, screenTexHeight, Graphics::createPixelFormat<565>());
-
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();
[self clearColorBuffer];
diff --git a/backends/platform/iphone/osys_main.cpp b/backends/platform/iphone/osys_main.cpp
index 0f63a13db7..f3e0d97b97 100644
--- a/backends/platform/iphone/osys_main.cpp
+++ b/backends/platform/iphone/osys_main.cpp
@@ -71,7 +71,11 @@ OSystem_IPHONE::~OSystem_IPHONE() {
AudioQueueDispose(s_AudioQueue.queue, true);
delete _mixer;
- _framebuffer.free();
+ // Prevent accidental freeing of the screen texture here. This needs to be
+ // checked since we might use the screen texture as framebuffer in the case
+ // of hi-color games for example.
+ if (_framebuffer.pixels == _videoContext->screenTexture.pixels)
+ _framebuffer.free();
_mouseBuffer.free();
}
diff --git a/backends/platform/iphone/osys_video.mm b/backends/platform/iphone/osys_video.mm
index 258b183bbe..2b5e78bd35 100644
--- a/backends/platform/iphone/osys_video.mm
+++ b/backends/platform/iphone/osys_video.mm
@@ -74,6 +74,16 @@ void OSystem_IPHONE::initSize(uint width, uint height, const Graphics::PixelForm
_videoContext->screenHeight = height;
_videoContext->shakeOffsetY = 0;
+ // In case we use the screen texture as frame buffer we reset the pixels
+ // pointer here to avoid freeing the screen texture.
+ if (_framebuffer.pixels == _videoContext->screenTexture.pixels)
+ _framebuffer.pixels = 0;
+
+ // Create the screen texture right here. We need to do this here, since
+ // when a game requests hi-color mode, we actually set the framebuffer
+ // to the texture buffer to avoid an additional copy step.
+ [g_iPhoneViewInstance performSelectorOnMainThread:@selector(createScreenTexture) withObject:nil waitUntilDone: YES];
+
if (!format || format->bytesPerPixel == 1) {
_framebuffer.create(width, height, Graphics::PixelFormat::createFormatCLUT8());
} else {
@@ -82,8 +92,13 @@ void OSystem_IPHONE::initSize(uint width, uint height, const Graphics::PixelForm
format->rLoss, format->gLoss, format->bLoss, format->aLoss,
format->rShift, format->gShift, format->bShift, format->aShift);
#endif
- assert(Graphics::createPixelFormat<565>() == *format);
- _framebuffer.create(width, height, *format);
+ assert(_videoContext->screenTexture.format == *format);
+ // We directly draw on the screen texture in hi-color mode. Thus
+ // we copy over its settings here and just replace the width and
+ // height to avoid any problems.
+ _framebuffer = _videoContext->screenTexture;
+ _framebuffer.w = width;
+ _framebuffer.h = height;
}
_fullScreenIsDirty = false;
@@ -222,28 +237,24 @@ void OSystem_IPHONE::internUpdateScreen() {
}
void OSystem_IPHONE::drawDirtyRect(const Common::Rect &dirtyRect) {
+ // We only need to do a color look up for CLUT8
+ if (_framebuffer.format.bytesPerPixel != 1)
+ return;
+
int h = dirtyRect.bottom - dirtyRect.top;
int w = dirtyRect.right - dirtyRect.left;
const byte *src = (const byte *)_framebuffer.getBasePtr(dirtyRect.left, dirtyRect.top);
byte *dstRaw = (byte *)_videoContext->screenTexture.getBasePtr(dirtyRect.left, dirtyRect.top);
- if (_framebuffer.format.bytesPerPixel == 1) {
- // When we use CLUT8 do a color look up
- for (int y = h; y > 0; y--) {
- uint16 *dst = (uint16 *)dstRaw;
- for (int x = w; x > 0; x--)
- *dst++ = _gamePalette[*src++];
+ // When we use CLUT8 do a color look up
+ for (int y = h; y > 0; y--) {
+ uint16 *dst = (uint16 *)dstRaw;
+ for (int x = w; x > 0; x--)
+ *dst++ = _gamePalette[*src++];
- dstRaw += _videoContext->screenTexture.pitch;
- src += _framebuffer.pitch - w;
- }
- } else {
- do {
- memcpy(dstRaw, src, w * _framebuffer.format.bytesPerPixel);
- dstRaw += _videoContext->screenTexture.pitch;
- src += _framebuffer.pitch;
- } while (--h);
+ dstRaw += _videoContext->screenTexture.pitch;
+ src += _framebuffer.pitch - w;
}
}