mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: [OSX] Align backing buffer pitch for a tiny bit performance.
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commit
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@ -109,6 +109,7 @@ VideoDriver_Cocoa::VideoDriver_Cocoa()
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{
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this->window_width = 0;
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this->window_height = 0;
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this->window_pitch = 0;
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this->buffer_depth = 0;
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this->window_buffer = nullptr;
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this->pixel_buffer = nullptr;
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@ -315,9 +316,9 @@ bool VideoDriver_Cocoa::IsFullscreen()
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void VideoDriver_Cocoa::GameSizeChanged()
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{
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/* Tell the game that the resolution has changed */
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_screen.width = this->window_width;
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_screen.height = this->window_height;
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_screen.pitch = this->window_width;
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_screen.width = this->window_width;
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_screen.height = this->window_height;
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_screen.pitch = this->buffer_depth == 8 ? this->window_width : this->window_pitch;
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_screen.dst_ptr = this->buffer_depth == 8 ? this->pixel_buffer : this->window_buffer;
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/* Store old window size if we entered fullscreen mode. */
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@ -448,7 +449,7 @@ void VideoDriver_Cocoa::BlitIndexedToView32(int left, int top, int right, int bo
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const uint8 *src = (uint8*)this->pixel_buffer;
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uint32 *dst = (uint32*)this->window_buffer;
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uint width = this->window_width;
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uint pitch = this->window_width;
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uint pitch = this->window_pitch;
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for (int y = top; y < bottom; y++) {
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for (int x = left; x < right; x++) {
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@ -538,13 +539,14 @@ void VideoDriver_Cocoa::AllocateBackingStore()
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this->window_width = (int)newframe.size.width;
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this->window_height = (int)newframe.size.height;
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this->window_pitch = Align(this->window_width, 16 / sizeof(uint32)); // Quartz likes lines that are multiple of 16-byte.
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this->buffer_depth = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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/* Create Core Graphics Context */
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free(this->window_buffer);
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this->window_buffer = malloc(this->window_width * this->window_height * sizeof(uint32));
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this->window_buffer = malloc(this->window_pitch * this->window_height * sizeof(uint32));
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/* Initialize with opaque black. */
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ClearWindowBuffer((uint32 *)this->window_buffer, this->window_width, this->window_height);
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ClearWindowBuffer((uint32 *)this->window_buffer, this->window_pitch, this->window_height);
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CGContextRelease(this->cgcontext);
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this->cgcontext = CGBitmapContextCreate(
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@ -552,7 +554,7 @@ void VideoDriver_Cocoa::AllocateBackingStore()
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this->window_width, // width
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this->window_height, // height
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8, // bits per component
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this->window_width * 4, // bytes per row
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this->window_pitch * 4, // bytes per row
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this->color_space, // color space
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kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Host
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);
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@ -566,6 +568,9 @@ void VideoDriver_Cocoa::AllocateBackingStore()
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free(this->pixel_buffer);
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this->pixel_buffer = malloc(this->window_width * this->window_height);
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if (this->pixel_buffer == nullptr) usererror("Out of memory allocating pixel buffer");
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} else {
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free(this->pixel_buffer);
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this->pixel_buffer = nullptr;
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}
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/* Redraw screen */
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