diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp index 45b078b6f91..4e8c22479da 100644 --- a/engines/scumm/gfx.cpp +++ b/engines/scumm/gfx.cpp @@ -22,7 +22,6 @@ * */ - #include "common/system.h" #include "scumm/scumm.h" #include "scumm/actor.h" @@ -577,15 +576,12 @@ void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, i const byte *src = vs->getPixels(x, top); int m = _textSurfaceMultiplier; - byte *dst; int vsPitch; int pitch = vs->pitch; if (_useCJKMode && _textSurfaceMultiplier == 2) { - dst = _fmtownsBuf; - - scale2x(dst, _screenWidth * m, src, vs->pitch, width, height); - src = dst; + scale2x(_fmtownsBuf, _screenWidth * m, src, vs->pitch, width, height); + src = _fmtownsBuf; vsPitch = _screenWidth * m - width * m; @@ -593,7 +589,6 @@ void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, i vsPitch = vs->pitch - width; } - dst = _compositeBuf; if (_game.version < 7) { // For The Dig, FT and COMI, we just blit everything to the screen at once. @@ -613,12 +608,12 @@ void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, i // Compose the text over the game graphics #ifdef USE_ARM_GFX_ASM - asmDrawStripToScreen(height, width, text, src, dst, vs->pitch, width, _textSurface.pitch); + asmDrawStripToScreen(height, width, text, src, _compositeBuf, vs->pitch, width, _textSurface.pitch); #else // We blit four pixels at a time, for improved performance. const uint32 *src32 = (const uint32 *)src; const uint32 *text32 = (const uint32 *)text; - uint32 *dst32 = (uint32 *)dst; + uint32 *dst32 = (uint32 *)_compositeBuf; vsPitch >>= 2; const int textPitch = (_textSurface.pitch - width * m) >> 2;