mirror of https://github.com/stella-emu/stella.git
Second pass at optimizing the FrameBuffer classes. I think I've
finally got it this time. And as a nice side effect, it seems that switching between debugger/emulation/launcher is working in fullscreen Windows mode. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@683 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferGL.cxx,v 1.35 2005-07-20 15:52:57 stephena Exp $
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// $Id: FrameBufferGL.cxx,v 1.36 2005-07-20 17:33:02 stephena Exp $
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//============================================================================
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#ifdef DISPLAY_OPENGL
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@ -280,9 +280,6 @@ void FrameBufferGL::postFrameUpdate()
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glTexCoord2f(myTexCoord[2], myTexCoord[3]); glVertex2i(w, h);
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glTexCoord2f(myTexCoord[0], myTexCoord[3]); glVertex2i(0, h);
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glEnd();
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// The frame doesn't need to be completely redrawn anymore
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theRedrawTIAIndicator = theRedrawOverlayIndicator = false;
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}
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}
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferSoft.cxx,v 1.29 2005-07-02 01:28:42 stephena Exp $
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// $Id: FrameBufferSoft.cxx,v 1.30 2005-07-20 17:33:03 stephena Exp $
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//============================================================================
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#include <SDL.h>
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@ -251,9 +251,6 @@ void FrameBufferSoft::drawMediaSource()
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myRectList->add(&temp);
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SDL_FillRect(myScreen, &temp, myPalette[active.color]);
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}
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// The frame doesn't need to be completely redrawn anymore
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theRedrawTIAIndicator = false;
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBuffer.cxx,v 1.55 2005-07-20 15:52:57 stephena Exp $
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// $Id: FrameBuffer.cxx,v 1.56 2005-07-20 17:33:03 stephena Exp $
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//============================================================================
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#include <sstream>
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@ -217,14 +217,8 @@ void FrameBuffer::update()
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// Only update the overlay if it's changed
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// This is a performance hack to only draw the menus when necessary
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if(theRedrawOverlayIndicator)
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{
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myOSystem->debugger().draw();
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// This needs to be here, otherwise software mode uses a lot
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// of CPU when drawing the debugger. I'm sure it's a bug,
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// but at least it's a documented one :)
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theRedrawOverlayIndicator = false;
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}
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break; // S_DEBUGGER
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}
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@ -235,6 +229,9 @@ void FrameBuffer::update()
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// Do any post-frame stuff
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postFrameUpdate();
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// The frame doesn't need to be completely redrawn anymore
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theRedrawTIAIndicator = theRedrawOverlayIndicator = false;
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}
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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