Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-02-18 | ANDROID: Make GPL headers consistent in themselves. | Johannes Schickel | |
2014-01-23 | ANDROID: Add 32bpp support. | Alyssa Milburn | |
We still prefer 16bpp for performance reasons. | |||
2011-08-07 | JANITORIAL: Remove trailing empty lines. | Christoph Mallon | |
2011-05-12 | GIT: Clean up: Suppress SVN tags, now useless | strangerke | |
2011-04-05 | ANDROID: Remove code for paletted textures | dhewg | |
Unused now, because the performance isn't good enough on weak GLES drivers. | |||
2011-04-05 | ANDROID: Use a faked paletted texture for CLUT cursors | dhewg | |
Same change as for the game screen, reduces CPU usage a little | |||
2011-03-17 | ANDROID: Fix cursor visibility | dhewg | |
2011-03-16 | ANDROID: Constify getDrawRect() | dhewg | |
2011-03-14 | ANDROID: Remove clearBuffer() | dhewg | |
Not required. Why did i add that again? | |||
2011-03-13 | ANDROID: Add graphics mode for linear filtering | dhewg | |
2011-03-13 | ANDROID: Fix texture clear color | dhewg | |
2011-03-13 | ANDROID: Some texture convinience functions | dhewg | |
2011-03-13 | ANDROID: Buffer 16bit texture contents | dhewg | |
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. | |||
2011-03-13 | ANDROID: Don't use compressed textures for the game screen | dhewg | |
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. | |||
2011-03-12 | ANDROID: Remove redundant variable | dhewg | |
2011-03-12 | ANDROID: Add more paletted texture types | dhewg | |
2011-03-12 | ANDROID: Cleanup paletted textures | dhewg | |
2011-03-12 | ANDROID: Get rid of ugly casts | dhewg | |
2011-03-07 | ANDROID: Texture cleanup | dhewg | |
2011-03-05 | ANDROID: Fix warning | dhewg | |
2011-03-05 | ANDROID: Fix 16bit cursors | dhewg | |
I hate this code | |||
2011-03-05 | ANDROID: Proper fillBuffer() for non CLUT8 colors | dhewg | |
2011-03-05 | ANDROID: Add initial 16bit gfx support | dhewg | |
Supported pixel formats: 565, 5551, 4444 Missing: 555 (doesn't exist on GLES) | |||
2011-03-05 | ANDROID: Merge updateTexture() | dhewg | |
2011-03-05 | ANDROID: Remove some vtable overhead on textures | dhewg | |
2011-03-03 | ANDROID: Don't wipe paletted textures on reinit | dhewg | |
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 | |||
2011-03-02 | ANDROID: Properly release texture resources | dhewg | |
When calling glDeleteTextures() we need a valid surface. | |||
2011-03-02 | ANDROID: cleanup | dhewg | |
2011-02-24 | ANDROID: Split code into multiple files | dhewg | |
And get rid of unnecessary JNI calls to get a pointer to g_system |