Mercurial > sdl-ios-xcode
changeset 4525:3abf0b9cafad
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.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 14 Jul 2010 07:31:35 -0700 |
parents | a256e1dadf3f |
children | c04dd942610d |
files | src/video/SDL_renderer_gles.c |
diffstat | 1 files changed, 13 insertions(+), 8 deletions(-) [+] |
line wrap: on
line diff
--- a/src/video/SDL_renderer_gles.c Wed Jul 14 07:25:07 2010 -0700 +++ b/src/video/SDL_renderer_gles.c Wed Jul 14 07:31:35 2010 -0700 @@ -822,20 +822,25 @@ 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); }