Age | Commit message (Collapse) | Author |
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This affected all screenshot types that render to an off-screen
buffer and don't copy the actual screen contents.
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to speed up palette animation.
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palette values of the screen in addition to the colour buffer.
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usable.
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active blitter when loading a sprite.
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CMake works on all our supported platforms, like MSVC, Mingw, GCC,
Clang, and many more. It allows for a single way of doing things,
so no longer we need shell scripts and vbs scripts to work on all
our supported platforms.
Additionally, CMake allows to generate project files for like MSVC,
KDevelop, etc.
This heavily reduces the lines of code we need to support multiple
platforms from a project perspective.
Addtiionally, this heavily improves our detection of libraries, etc.
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This is a C++11 feature that allows the compiler to check that a virtual
member declaration overrides a base-class member with the same signature.
Also src/blitter/32bpp_anim_sse4.hpp +38 is no longer erroneously marked
as virtual despite being a template.
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off-screen work
This clips the line segment to be within the screen area prior to pixel iteration.
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This is remove per-pixel overheads due to use of the SetPixel virtual
method.
These overheads included:
* expensive virtual method call which prevents inlining
* palette lookup for every pixel
* branch on whether palette animation is enabled on every pixel
Regenerate project files.
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Create a new blitter mode: 32bpp-sse2-anim, which is 32bpp-anim + this.
32bpp-sse2-anim is now used by default where 32bpp-anim would have been.
Also use this with the 32bpp-sse4-anim blitter.
See issue #6469.
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width of the screen were equal.
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while paused skipped initialisation of the palette and resulted in black windows.
-Revert (r23978): No SDL-specific fix required anymore. The new fix applies to all backends.
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spaces)
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unmasked 32bpp sprites
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the return is not NULL)
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"unsafe" functions to prevent them from being used, and thus having to care about certain aspects of their return values
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other blitters cleared the memory too
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work for non-8bpp-mapped sprites.
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(non) animated sprites, so the least expensive variant can be chosen (MJP)
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to prevent unneeded execution of expensive code (MJP)
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later on (MJP)
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