Commit Graph
42 Commits
Author SHA1 Message Date
Johannes Schickel 5c2dac59be ANDROID: Make GPL headers consistent in themselves. 2014-02-18 02:39:32 +01:00
Alyssa Milburn 6927e570bb ANDROID: Add 32bpp support.
We still prefer 16bpp for performance reasons.
2014-01-23 23:00:00 +01:00
Johannes Schickel d9b90d67d3 ANDROID: Do not access Surface::pixels directly. 2013-08-06 03:51:12 +02:00
Alyssa Milburn 9c561c0287 ANDROID: Remove unused GL_OES_draw_texture code. 2012-08-15 10:00:51 +02:00
Tarek Soliman edc5249772 JANITORIAL: Fix template definition whitespace 2012-02-10 21:17:27 -06:00
Johannes Schickel 61795739f8 COMMON: Rename Common::set_to to Common::fill.
This makes the name match with the name of the STL function with the same
behavior.
2011-11-16 18:06:30 +01:00
Christoph MallonandJohannes Schickel 23a0f5318c JANITORIAL: Remove trailing empty lines. 2011-08-07 13:53:33 +02:00
strangerke 69b1485a22 GIT: Clean up: Suppress SVN tags, now useless 2011-05-12 01:16:22 +02:00
Max Horn a50c36d138 ANDROID: Fix various forbidden symbol clashes 2011-05-03 14:29:01 +02:00
Johannes Schickel da734a4af0 ALL/GRAPHICS: Remove Surface::bytesPerPixel. 2011-04-17 21:27:34 +02:00
Johannes Schickel 877004dbdd BACKENDS: Adapt various backends code to set up Surface::format correctly.
Note that this change is not tested at all (not even compile wise!).
2011-04-17 21:14:19 +02:00
dhewg 4440aa4310 ANDROID: Remove code for paletted textures
Unused now, because the performance isn't good enough on weak GLES
drivers.
2011-04-05 15:09:46 +02:00
dhewg ea253ff26d ANDROID: Use a faked paletted texture for CLUT cursors
Same change as for the game screen, reduces CPU usage a little
2011-04-05 15:07:07 +02:00
dhewg b4a6c89662 ANDROID: Always set the surface properties
Didn't happen on the shortcut, which led to wrong properties and
surface functions scribbling over memory
2011-03-25 00:41:01 +01:00
dhewg 19c407ca69 ANDROID: Fix texture double release 2011-03-24 22:04:03 +01:00
dhewg 397fd31a17 ANDROID: Cleanup 2011-03-24 18:56:54 +01:00
dhewg f706b1568d ANDROID: Cleanup
Removed not required checks since we now buffer texture contents
2011-03-14 20:10:41 +01:00
dhewg 6389e70e45 ANDROID: Remove clearBuffer()
Not required. Why did i add that again?
2011-03-14 19:35:36 +01:00
dhewg 5b94159f40 ANDROID: Clear fake palette after allocating
Gets rid of funky gfx artifacts on the overlay
2011-03-14 19:35:36 +01:00
dhewg df9167c6b3 ANDROID: Add graphics mode for linear filtering 2011-03-13 23:30:17 +01:00
dhewg c63c2a9e59 ANDROID: Fix texture clear color 2011-03-13 23:30:17 +01:00
dhewg 4267011e3a ANDROID: Some texture convinience functions 2011-03-13 23:30:15 +01:00
dhewg fa51d82639 ANDROID: Prevent unnecessary reallocs 2011-03-13 16:50:48 +01:00
dhewg 2721e287e5 ANDROID: Buffer 16bit texture contents
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 16:50:47 +01:00
dhewg a93229cae5 ANDROID: Don't use compressed textures for the game screen
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.
2011-03-13 16:50:43 +01:00
dhewg 2259f922f8 ANDROID: Remove redundant variable 2011-03-12 09:36:22 +01:00
dhewg 7fe487f9cc ANDROID: Add more paletted texture types 2011-03-12 09:36:22 +01:00
dhewg 99c0d82541 ANDROID: Cleanup paletted textures 2011-03-12 09:36:22 +01:00
dhewg 42c6a785c7 ANDROID: Texture cleanup 2011-03-07 19:56:29 +01:00
dhewg 433429dcf4 ANDROID: Fix warning 2011-03-05 23:56:25 +01:00
dhewg 53ee7c5513 ANDROID: Proper fillBuffer() for non CLUT8 colors 2011-03-05 23:08:41 +01:00
dhewg 94db3403a3 ANDROID: Add initial 16bit gfx support
Supported pixel formats: 565, 5551, 4444
Missing: 555 (doesn't exist on GLES)
2011-03-05 18:47:05 +01:00
dhewg 83b00526d0 ANDROID: Reduce mem usage of fillBuffer() 2011-03-05 11:00:36 +01:00
dhewg 4ee0a9f43a ANDROID: Merge updateTexture() 2011-03-05 11:00:36 +01:00
dhewg 68378150be ANDROID: Remove some vtable overhead on textures 2011-03-05 11:00:36 +01:00
dhewg f639466ab2 ANDROID: Cleanup 2011-03-04 21:36:48 +01:00
dhewg ce9796baa3 ANDROID: Don't wipe paletted textures on reinit
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
2011-03-03 21:29:47 +01:00
dhewg 1e3c96b3ef ANDROID: Formatting/whitespaces 2011-03-03 20:46:49 +01:00
dhewg 2d4a64d184 ANDROID: Properly release texture resources
When calling glDeleteTextures() we need a valid surface.
2011-03-02 23:18:36 +01:00
dhewg bd7e3e9bb2 ANDROID: cleanup 2011-03-02 23:18:34 +01:00
dhewg 867fa2696d ANDROID: Let's not do that on the stack 2011-02-24 23:18:33 +01:00
dhewg 257913676d ANDROID: Split code into multiple files
And get rid of unnecessary JNI calls to get a pointer to g_system
2011-02-24 23:18:31 +01:00