Codechange: [OSX] Align backing buffer pitch for a tiny bit performance.

pull/221/head
Michael Lutz 3 years ago
parent 94b76ce9a4
commit 2a8c3a2cf6

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

Loading…
Cancel
Save