A few more optimizations for the GP2X rendering code.

git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1181 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2006-12-05 14:53:26 +00:00
parent 2a8956ebae
commit 84781e064a
1 changed files with 13 additions and 14 deletions

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBufferGP2X.cxx,v 1.6 2006-12-05 03:04:14 stephena Exp $
// $Id: FrameBufferGP2X.cxx,v 1.7 2006-12-05 14:53:26 stephena Exp $
//============================================================================
#include <SDL.h>
@ -123,7 +123,6 @@ void FrameBufferGP2X::drawMediaSource()
if(!myUsePhosphor)
{
#ifdef DIRTY_RECTS
uInt16 screenMultiple = 1; // remove this, and everything that refers to it
struct Rectangle
{
uInt8 color;
@ -210,10 +209,10 @@ void FrameBufferGP2X::drawMediaSource()
// Flush the active rectangle
SDL_Rect temp;
temp.x = active.x * screenMultiple << 1;
temp.y = active.y * screenMultiple;
temp.w = active.width * screenMultiple << 1;
temp.h = active.height * screenMultiple;
temp.x = active.x << 1;
temp.y = active.y;
temp.w = active.width << 1;
temp.h = active.height;
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
@ -227,10 +226,10 @@ void FrameBufferGP2X::drawMediaSource()
{
Rectangle& active = activeRectangles[s];
SDL_Rect temp;
temp.x = active.x * screenMultiple << 1;
temp.y = active.y * screenMultiple;
temp.w = active.width * screenMultiple << 1;
temp.h = active.height * screenMultiple;
temp.x = active.x << 1;
temp.y = active.y;
temp.w = active.width << 1;
temp.h = active.height;
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);
@ -251,10 +250,10 @@ void FrameBufferGP2X::drawMediaSource()
{
Rectangle& active = activeRectangles[t];
SDL_Rect temp;
temp.x = active.x * screenMultiple << 1;
temp.y = active.y * screenMultiple;
temp.w = active.width * screenMultiple << 1;
temp.h = active.height * screenMultiple;
temp.x = active.x << 1;
temp.y = active.y;
temp.w = active.width << 1;
temp.h = active.height;
myRectList->add(&temp);
SDL_FillRect(myScreen, &temp, myDefPalette[active.color]);