aboutsummaryrefslogtreecommitdiff
path: root/backends/platform/android/texture.cpp
AgeCommit message (Collapse)Author
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-05-03ANDROID: Fix various forbidden symbol clashesMax Horn
2011-04-17ALL/GRAPHICS: Remove Surface::bytesPerPixel.Johannes Schickel
2011-04-17BACKENDS: Adapt various backends code to set up Surface::format correctly.Johannes Schickel
Note that this change is not tested at all (not even compile wise!).
2011-04-05ANDROID: Remove code for paletted texturesdhewg
Unused now, because the performance isn't good enough on weak GLES drivers.
2011-04-05ANDROID: Use a faked paletted texture for CLUT cursorsdhewg
Same change as for the game screen, reduces CPU usage a little
2011-03-25ANDROID: Always set the surface propertiesdhewg
Didn't happen on the shortcut, which led to wrong properties and surface functions scribbling over memory
2011-03-24ANDROID: Fix texture double releasedhewg
2011-03-24ANDROID: Cleanupdhewg
2011-03-14ANDROID: Cleanupdhewg
Removed not required checks since we now buffer texture contents
2011-03-14ANDROID: Remove clearBuffer()dhewg
Not required. Why did i add that again?
2011-03-14ANDROID: Clear fake palette after allocatingdhewg
Gets rid of funky gfx artifacts on the overlay
2011-03-13ANDROID: Add graphics mode for linear filteringdhewg
2011-03-13ANDROID: Fix texture clear colordhewg
2011-03-13ANDROID: Some texture convinience functionsdhewg
2011-03-13ANDROID: Prevent unnecessary reallocsdhewg
2011-03-13ANDROID: Buffer 16bit texture contentsdhewg
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.
2011-03-13ANDROID: Don't use compressed textures for the game screendhewg
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.
2011-03-12ANDROID: Remove redundant variabledhewg
2011-03-12ANDROID: Add more paletted texture typesdhewg
2011-03-12ANDROID: Cleanup paletted texturesdhewg
2011-03-07ANDROID: Texture cleanupdhewg
2011-03-05ANDROID: Fix warningdhewg
2011-03-05ANDROID: Proper fillBuffer() for non CLUT8 colorsdhewg
2011-03-05ANDROID: Add initial 16bit gfx supportdhewg
Supported pixel formats: 565, 5551, 4444 Missing: 555 (doesn't exist on GLES)
2011-03-05ANDROID: Reduce mem usage of fillBuffer()dhewg
2011-03-05ANDROID: Merge updateTexture()dhewg
2011-03-05ANDROID: Remove some vtable overhead on texturesdhewg
2011-03-04ANDROID: Cleanupdhewg
2011-03-03ANDROID: Don't wipe paletted textures on reinitdhewg
The content of a paletted texture is in _surface.pixels. When recreating the surface, don't wipe its data unnecessarily. This fixes gfx garbage on CLUT8 games/cursors when leaving and going back to ScummVM
2011-03-03ANDROID: Formatting/whitespacesdhewg
2011-03-02ANDROID: Properly release texture resourcesdhewg
When calling glDeleteTextures() we need a valid surface.
2011-03-02ANDROID: cleanupdhewg
2011-02-24ANDROID: Let's not do that on the stackdhewg
2011-02-24ANDROID: Split code into multiple filesdhewg
And get rid of unnecessary JNI calls to get a pointer to g_system