pelya 2010-07-12 03:53:48 PDT

In function GLES_RenderCopy() in SDL_renderer_gles.c:819 there is one memcpy()
that can be avoided if we're updating whole texture.
Because of that the SDL 1.3 in compatibility mode is working even slower than
software rendering in SDL 1.2.
This commit is contained in:
Sam Lantinga
2010-07-14 07:31:35 -07:00
parent 2d63dc10b4
commit abe03eb793

View File

@@ -822,20 +822,25 @@ GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
maybe it'd be a good idea to keep a temp buffer around
for this purpose rather than allocating it each time
*/
temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
temp_ptr = temp_buffer;
for (i = 0; i < rect->h; i++) {
SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
temp_ptr += rect->w * bpp;
pixels += pitch;
if( rect->x == 0 && rect->w * bpp == pitch ) {
temp_buffer = pixels; /* Updating whole texture, no need to reformat */
} else {
temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
temp_ptr = temp_buffer;
for (i = 0; i < rect->h; i++) {
SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
temp_ptr += rect->w * bpp;
pixels += pitch;
}
}
data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
rect->w, rect->h, texturedata->format,
texturedata->formattype, temp_buffer);
SDL_free(temp_buffer);
if( temp_buffer != pixels ) {
SDL_free(temp_buffer);
}
}
SDL_ClearDirtyRects(&texturedata->dirty);
}