- 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.
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bb9283a9af
commit
c06ad5c59c
14 changed files with 43 additions and 51 deletions
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@ -605,8 +605,12 @@ DSimpleCanvas::~DSimpleCanvas ()
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//==========================================================================
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DFrameBuffer::DFrameBuffer (int width, int height, bool bgra)
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: DCanvas (ViewportScaledWidth(width, height), ViewportScaledHeight(width, height), bgra)
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//: DCanvas
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{
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Width = ViewportScaledWidth(width, height);
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Height = ViewportScaledHeight(width, height);
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Bgra = bgra;
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LastMS = LastSec = FrameCount = LastCount = LastTic = 0;
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Accel2D = false;
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@ -796,32 +800,6 @@ void FPaletteTester::MakeTexture()
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CurTranslation = t;
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}
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//==========================================================================
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//
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// DFrameBuffer :: CopyFromBuff
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//
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// Copies pixels from main memory to video memory. This is only used by
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// DDrawFB.
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//
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//==========================================================================
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void DFrameBuffer::CopyFromBuff (uint8_t *src, int srcPitch, int width, int height, uint8_t *dest)
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{
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if (Pitch == width && Pitch == Width && srcPitch == width)
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{
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memcpy (dest, src, Width * Height);
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}
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else
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{
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for (int y = 0; y < height; y++)
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{
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memcpy (dest, src, width);
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dest += Pitch;
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src += srcPitch;
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}
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}
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}
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//==========================================================================
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//
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// DFrameBuffer :: SetVSync
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