- separated DFrameBuffer from DCanvas.

This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.

Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
This commit is contained in:
Christoph Oelckers 2018-03-27 14:14:46 +02:00
commit c06ad5c59c
14 changed files with 43 additions and 51 deletions

View file

@ -771,7 +771,6 @@ static int f_y;
// size of window on screen
static int f_w;
static int f_h;
static int f_p; // [RH] # of bytes from start of a line to start of next
static int amclock;
@ -3222,7 +3221,6 @@ void AM_Drawer (int bottom)
f_x = f_y = 0;
f_w = screen->GetWidth ();
f_h = bottom;
f_p = screen->GetPitch ();
AM_clearFB(AMColors[AMColors.Background]);
}
@ -3232,7 +3230,6 @@ void AM_Drawer (int bottom)
f_y = viewwindowy;
f_w = viewwidth;
f_h = viewheight;
f_p = screen->GetPitch ();
}
AM_activateNewScale();