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.
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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
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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
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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
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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
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Removed not required checks since we now buffer texture contents
2011-03-14 20:10:41 +01:00
dhewg
6389e70e45
ANDROID: Remove clearBuffer()
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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
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
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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
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
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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
f639466ab2
ANDROID: Cleanup
2011-03-04 21:36:48 +01:00
dhewg
ce9796baa3
ANDROID: Don't wipe paletted textures on reinit
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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
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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
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And get rid of unnecessary JNI calls to get a pointer to g_system
2011-02-24 23:18:31 +01:00