dhewg
d060b597c3
ANDROID: Fade out the game screen when the overlay is visible
2011-03-14 19:35:36 +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
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Gets rid of funky gfx artifacts on the overlay
2011-03-14 19:35:36 +01:00
dhewg
f587b6ee04
ANDROID: Implement grabOverlay()
2011-03-14 19:35:36 +01:00
dhewg
e1575e57f8
ANDROID: Extend clearScreen to take care of all cases
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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.
2011-03-14 19:35:35 +01:00
dhewg
57635fe75c
ANDROID: Update screen rects on surface changes
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Fixes regression introduced with 4267011e
2011-03-14 19:35:35 +01:00
dhewg
4b6e5e7b06
ANDROID: Clip mouse coordinates
2011-03-13 23:45:52 +01:00
dhewg
f82121d2a2
ANDROID: Don't merge mouse move events
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Breaks more than it solves
2011-03-13 23:31:07 +01:00
dhewg
ecd265b539
ANDROID: Center mouse on overlay visibility changes
2011-03-13 23:31:04 +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
2dd669d808
ANDROID: Remove leftover TODO
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Resolved with a93229c and 2721e28
2011-03-13 23:30:17 +01:00
dhewg
79d991081d
ANDROID: Add support for video feature flags
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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.
2011-03-13 23:30:16 +01:00
dhewg
4267011e3a
ANDROID: Some texture convinience functions
2011-03-13 23:30:15 +01:00
dhewg
787b27a4b1
ANDROID: Add missing updateScreen() calls
2011-03-13 16:50:48 +01:00
dhewg
fa51d82639
ANDROID: Prevent unnecessary reallocs
2011-03-13 16:50:48 +01:00
dhewg
2721e287e5
ANDROID: Buffer 16bit texture contents
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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.
2011-03-13 16:50:47 +01:00
dhewg
a93229cae5
ANDROID: Don't use compressed textures for the game screen
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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
429b091ed1
ANDROID: Convinience make target for testing
2011-03-12 09:36:23 +01:00
dhewg
0cdaff65c1
ANDROID: Use 16bit pixel formats on CLUT8 textures
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This reduces the CPU usage on 640x480 games by ~5% on my droid when
reuploading the textures to the GPU
2011-03-12 09:36:23 +01:00
dhewg
caf21a357b
ANDROID: Cleanup
2011-03-12 09:36:22 +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
4afa2c62b9
ANDROID: Get rid of ugly casts
2011-03-12 09:36:22 +01:00
Johannes Schickel
ff9653ddea
ALSA: Fix formatting.
2011-03-10 04:45:06 +01:00
Johannes Schickel
601a09e417
ALSA: Work around a firmware bug in USB-MIDI cables.
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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.
2011-03-10 04:40:30 +01:00
Johannes Schickel
40e9374679
ALSA: Strip trailing spaces in device name.
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This might fix odd problems when storing the device name in the config file,
when the name ends with a space by chance.
2011-03-10 02:54:32 +01:00
Johannes Schickel
bd82ebd080
WINCE: Run astyle over WinCE source files.
2011-03-09 03:02:46 +01:00
Johannes Schickel
438f2b2e1b
WINCE: Cleanup WinCE event source a bit.
2011-03-09 02:49:22 +01:00
Johannes Schickel
b0cd614fd5
WINCE: Silence/fix some warnings.
2011-03-08 20:23:31 +01:00
Johannes Schickel
aebd9c6ea0
WINCE: Run astyle over WinCE related event and graphics source files.
2011-03-08 19:49:10 +01:00
Johannes Schickel
fe89ffe80a
WINCE: Add -fno-inline-functions to compiler arguments.
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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.
2011-03-08 18:16:36 +01:00
Max Horn
aa452d3aeb
WINCE: Make scummvm compile and run again for WinCE platform (patch #3202337 )
2011-03-08 12:53:41 +01:00
dhewg
905d5e76b4
ANDROID: Move misplaced assert
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Leftover from the recently introduced 16bit support
2011-03-07 23:42:20 +01:00
dhewg
e71fb5b0eb
ANDROID: Move the overlay initialization
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There's no point in doing that in initSize() every time
2011-03-07 23:42:20 +01:00
dhewg
1f90d232e3
ANDROID: Save the game when the process is paused
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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.
2011-03-07 19:56:29 +01:00
dhewg
42c6a785c7
ANDROID: Texture cleanup
2011-03-07 19:56:29 +01:00
dhewg
0b24fc3acc
OPENGL: Fix compilation for --disable-16bit
2011-03-06 16:59:20 +01:00
dhewg
433429dcf4
ANDROID: Fix warning
2011-03-05 23:56:25 +01:00
dhewg
12fb817751
ANDROID: Fix 16bit cursors
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I hate this code
2011-03-05 23:08:42 +01:00
dhewg
53ee7c5513
ANDROID: Proper fillBuffer() for non CLUT8 colors
2011-03-05 23:08:41 +01:00
dhewg
a2c02367f7
ANDROID: Rename function for less confusion
2011-03-05 23:08:41 +01:00
dhewg
d2dd614996
ANDROID: Clear screen on initSize()
2011-03-05 18:47:05 +01:00
dhewg
94db3403a3
ANDROID: Add initial 16bit gfx support
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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
a913d360f2
ANDROID: Clear game texture on initSize()
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Gets rid of leftovers
2011-03-04 21:41:55 +01:00
dhewg
f639466ab2
ANDROID: Cleanup
2011-03-04 21:36:48 +01:00