Age | Commit message (Collapse) | Author |
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This reverts commit 1c8fc0538815b1418bb7824e4eefda65eb2719d9.
Commit d50e7af7 confirmed as fix, so it wasn't a GL issue at all
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Same change as for the game screen, reduces CPU usage a little
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There's a black screen issue on Samsung devices running 2.2.1 which I
can not reproduce. Hopefully this helps hunting it down.
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Prevents initial cursor jumps
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Rewritten input system with many new feature.
Fixed related bugs and shortcomings on the way.
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Hopefully that'll help me to not forget about the double buffering.
This fixes some gfx leftovers when not running games in fullscreen
mode.
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kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported
now. The former prevents scaling to the full display - it scales one
axis and keeps the game AR.
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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.
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This reduces the CPU usage on 640x480 games by ~5% on my droid when
reuploading the textures to the GPU
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There's no point in doing that in initSize() every time
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I hate this code
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Supported pixel formats: 565, 5551, 4444
Missing: 555 (doesn't exist on GLES)
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Split surface code into helper functions to avoid code duplication, and
distinguish between screen resizes and surface recreation. The former
happens when toggling the softkeyb, where we just have to reset the
viewport. Fixes garbled textures in those cases.
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- make the startup sequence more linear
- use SurfaceHolder events
- get rid of the surface lock
- remove unnecessary JNI calls
- make the ScummVM class implement Runnable
- cleanup
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Move the audio thread to the bright side
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And get rid of unnecessary JNI calls to get a pointer to g_system
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- added a few macros for convinience
- use them
- replaced CHECK_GL_ERROR with GLCALL
- spam GLCALL
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