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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: Convinience make target for testingdhewg
2011-03-12ANDROID: Use 16bit pixel formats on CLUT8 texturesdhewg
This reduces the CPU usage on 640x480 games by ~5% on my droid when reuploading the textures to the GPU
2011-03-12ANDROID: Cleanupdhewg
2011-03-12ANDROID: Remove redundant variabledhewg
2011-03-12ANDROID: Add more paletted texture typesdhewg
2011-03-12ANDROID: Cleanup paletted texturesdhewg
2011-03-12ANDROID: Get rid of ugly castsdhewg
2011-03-10ALSA: Fix formatting.Johannes Schickel
2011-03-10ALSA: Work around a firmware bug in USB-MIDI cables.Johannes Schickel
Thanks to waltervn (and wjp) for their investigation on this and Walter's SCI specific workaround which I more or less just copied here so it will apply for all engines.
2011-03-10ALSA: Strip trailing spaces in device name.Johannes Schickel
This might fix odd problems when storing the device name in the config file, when the name ends with a space by chance.
2011-03-09WINCE: Run astyle over WinCE source files.Johannes Schickel
2011-03-09WINCE: Cleanup WinCE event source a bit.Johannes Schickel
2011-03-08WINCE: Silence/fix some warnings.Johannes Schickel
2011-03-08WINCE: Run astyle over WinCE related event and graphics source files.Johannes Schickel
2011-03-08WINCE: Add -fno-inline-functions to compiler arguments.Johannes Schickel
WinCE is using -O3 by default, which includes -finline-functions, which in turn breaks SCI. By disabling that opimization we get SCI working fine again.
2011-03-08WINCE: Make scummvm compile and run again for WinCE platform (patch #3202337)Max Horn
2011-03-07ANDROID: Move misplaced assertdhewg
Leftover from the recently introduced 16bit support
2011-03-07ANDROID: Move the overlay initializationdhewg
There's no point in doing that in initSize() every time
2011-03-07ANDROID: Save the game when the process is pauseddhewg
The OS can kill the activity at will after onPause() or onStop() to free up memory for other application. Provide a parachute when the engine allows it.
2011-03-07ANDROID: Texture cleanupdhewg
2011-03-06OPENGL: Fix compilation for --disable-16bitdhewg
2011-03-05ANDROID: Fix warningdhewg
2011-03-05ANDROID: Fix 16bit cursorsdhewg
I hate this code
2011-03-05ANDROID: Proper fillBuffer() for non CLUT8 colorsdhewg
2011-03-05ANDROID: Rename function for less confusiondhewg
2011-03-05ANDROID: Clear screen on initSize()dhewg
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: Clear game texture on initSize()dhewg
Gets rid of leftovers
2011-03-04ANDROID: Cleanupdhewg
2011-03-04ANDROID: Fix slightly off while loopdhewg
CursorMan allows to push cursors with a width/height of zero. If such a cursor is restored, we don't need to call glTexSubImage2D() 0xffffffff times... This fixes delays of multiple minutes when closing GMM on groovie and sword. Also, I want that last hour of my life back.
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: Implement surface resizesdhewg
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.
2011-03-03ANDROID: Rename member vars according to our styledhewg
2011-03-03ANDROID: Remove an indirection when pausingdhewg
2011-03-03ANDROID: Formatting/whitespacesdhewg
2011-03-02ANDROID: Respect the pause level.dhewg
2011-03-02ANDROID: Properly release texture resourcesdhewg
When calling glDeleteTextures() we need a valid surface.
2011-03-02ANDROID: On pause, put all threads in a comadhewg
Since not every engine respects pauseEngine(), or they're in a state where it simply gets ignored, put all threads in a group coma. Without this, code still kept looping and wasting cpu cycles, while the user might want to do use her/his droid for something else.
2011-03-02ANDROID: Implement pause/resumedhewg
Don't just kill the whole process when the Activity is stopped. Instead, use its events to pause or resume audio and the running engine (if any). Of course not every engines implements that... but at least an incoming call doesn't kill the game now (lol).
2011-03-02ANDROID: Check for a surface in updateScreen()dhewg
2011-03-02ANDROID: Merge FIND_METHODsdhewg
2011-03-02ANDROID: Move swapBuffers to the native sidedhewg
2011-03-02ANDROID: cleanupdhewg
2011-03-02ANDROID: Untangle JNI interweavingdhewg
- 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
2011-03-02ANDROID: Don't use warning() in JNI functionsdhewg
2011-03-02ANDROID: Don't use warning()/error() in a threaddhewg