Christoph Mallon
23a0f5318c
JANITORIAL: Remove trailing empty lines.
2011-08-07 13:53:33 +02:00
Max Horn
ce32745d9c
BACKENDS: Replace OSystem::disableCursorPalette by setFeatureState calls
2011-06-04 11:55:56 +02:00
Matthew Hoops
9539017ee3
ALL: initialise -> initialize
2011-05-25 11:17:11 -04:00
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
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
4f09018b00
ANDROID: Allow linear texture filtering on the cursor
2011-04-06 21:15:15 +02:00
dhewg
0adfe72966
ANDROID: Remove commented workarounds for Nexus 1
...
Reports suggest that its working and not required
2011-04-05 15:16:07 +02:00
Alyssa Milburn
449e9cf339
ANDROID: Fix non-fullscreen corruption on HTC devices.
...
HTC's drivers don't preserve the color buffer between frames (as allowed
by the spec, apparently), so we have to force-clear it every frame when
we're not rendering a texture over the whole screen.
2011-04-04 12:23:12 +02:00
dhewg
ea4223d941
ANDROID: Always use the surface size for the overlay
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When coming back from standby, there might be an indermediate surface
change
2011-04-03 20:34:24 +02:00
dhewg
bceab2656b
ANDROID: Attempt at working around some HTC fail
2011-04-02 13:32:03 +02:00
dhewg
e6080087c8
ANDROID: Fix cursor's keycolor
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Don't wipe the RGB bits, fixes wrong colors on BASS cursors
2011-03-24 18:56:59 +01:00
dhewg
397fd31a17
ANDROID: Cleanup
2011-03-24 18:56:54 +01:00
dhewg
70e2c4266b
ANDROID: Get rid of more gfx glitches
2011-03-17 19:35:58 +01:00
dhewg
f4fd9e8b50
ANDROID: Fix cursor visibility
2011-03-17 19:35:58 +01:00
dhewg
2ea6380040
ANDROID: Plug RGB cursor memleak
2011-03-17 19:35:57 +01:00
dhewg
093b74e405
ANDROID: Disable game/overlay blending
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Doesn't work on some drivers, need to do it differently
2011-03-16 23:57:00 +01:00
dhewg
adef4c3f42
ANDROID: Input system overhaul
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Rewritten input system with many new feature.
Fixed related bugs and shortcomings on the way.
2011-03-16 20:54:49 +01:00
dhewg
7b850c18c7
ANDROID: Cleanup
2011-03-15 00:05:59 +01:00
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()
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Not required. Why did i add that again?
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
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
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
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
...
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
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
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
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
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
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
dhewg
1b0d4724f4
ANDROID: Fix slightly off while loop
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CursorMan allows to push cursors with a width/height of zero. If such a
cursor is restored, we don't need to call glTexSubImage2D() 0xffffffff
times... This fixes delays of multiple minutes when closing GMM
on groovie and sword.
Also, I want that last hour of my life back.
2011-03-04 21:35:30 +01:00
dhewg
7157454e9b
ANDROID: Implement surface resizes
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Split surface code into helper functions to avoid code duplication, and
distinguish between screen resizes and surface recreation. The former
happens when toggling the softkeyb, where we just have to reset the
viewport. Fixes garbled textures in those cases.
2011-03-03 21:29:15 +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
ccfe427eb5
ANDROID: Check for a surface in updateScreen()
2011-03-02 23:18:35 +01:00
dhewg
82a9beff2b
ANDROID: Move swapBuffers to the native side
2011-03-02 23:18:34 +01:00
dhewg
bd7e3e9bb2
ANDROID: cleanup
2011-03-02 23:18:34 +01:00