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On 4K displays, taking a screenshot and processing the pixels on the CPU was taking a noticeable amount of time. Now the screenshot is copied directly to a texture without going through the CPU.
59 lines
1.7 KiB
C++
59 lines
1.7 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GFX_OPENGL_TEXTURE_H
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#define GFX_OPENGL_TEXTURE_H
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#include "graphics/surface.h"
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#include "graphics/opengl/system_headers.h"
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#include "common/textconsole.h"
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#include "engines/myst3/gfx.h"
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namespace Myst3 {
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class OpenGLTexture : public Texture {
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public:
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OpenGLTexture(const Graphics::Surface *surface);
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OpenGLTexture();
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virtual ~OpenGLTexture();
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void update(const Graphics::Surface *surface) override;
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void updatePartial(const Graphics::Surface *surface, const Common::Rect &rect) override;
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void copyFromFramebuffer(const Common::Rect &screen);
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GLuint id;
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GLuint internalFormat;
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GLuint sourceFormat;
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uint32 internalWidth;
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uint32 internalHeight;
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bool upsideDown;
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private:
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void updateTexture(const Graphics::Surface *surface, const Common::Rect &rect);
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};
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} // End of namespace Myst3
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#endif
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