Mercurial > sdl-ios-xcode
diff src/video/SDL_video.c @ 1897:c2a27da60b18
Solved the performance problems by introducing the concept of a single-buffered
display, which is a fast path used for the whole-surface SDL 1.2 API.
Solved the flicker problems by implementing a backbuffer in the GDI renderer.
Unfortunately, now using the GDI renderer with a backbuffer and HBITMAPs is
significantly slower than SDL's surface code. *sigh*
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 12 Jul 2006 06:39:26 +0000 |
parents | c121d94672cb |
children | 36d52b1f0504 |
line wrap: on
line diff
--- a/src/video/SDL_video.c Mon Jul 10 21:23:51 2006 +0000 +++ b/src/video/SDL_video.c Wed Jul 12 06:39:26 2006 +0000 @@ -1769,9 +1769,8 @@ return 0; } } - rect = &real_rect; - return renderer->RenderFill(renderer, rect, color); + return renderer->RenderFill(renderer, &real_rect, color); } int @@ -1793,25 +1792,26 @@ return -1; } - /* FIXME: implement clipping */ window = SDL_GetWindowFromID(renderer->window); - real_srcrect.x = 0; - real_srcrect.y = 0; - real_srcrect.w = texture->w; - real_srcrect.h = texture->h; - real_dstrect.x = 0; - real_dstrect.y = 0; - real_dstrect.w = window->w; - real_dstrect.h = window->h; - if (!srcrect) { - srcrect = &real_srcrect; + if (srcrect) { + real_srcrect = *srcrect; + } else { + real_srcrect.x = 0; + real_srcrect.y = 0; + real_srcrect.w = texture->w; + real_srcrect.h = texture->h; } - if (!dstrect) { - dstrect = &real_dstrect; + if (dstrect) { + real_dstrect = *dstrect; + } else { + real_dstrect.x = 0; + real_dstrect.y = 0; + real_dstrect.w = window->w; + real_dstrect.h = window->h; } - return renderer->RenderCopy(renderer, texture, srcrect, dstrect, - blendMode, scaleMode); + return renderer->RenderCopy(renderer, texture, &real_srcrect, + &real_dstrect, blendMode, scaleMode); } int @@ -1882,6 +1882,9 @@ return; } + if (renderer->SelectRenderTexture) { + renderer->SelectRenderTexture(renderer, NULL); + } renderer->RenderPresent(renderer); }