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Try using a 16bit texture for better performance

wii
Anders Jenbo 3 years ago
parent
commit
2cb1ef8d03
  1. 4
      Source/storm/storm_svid.cpp
  2. 2
      Source/utils/display.cpp

4
Source/storm/storm_svid.cpp

@ -285,7 +285,7 @@ bool SVidPlayBegin(const char *filename, int flags)
if (renderer != nullptr) {
int renderWidth = static_cast<int>(SVidWidth);
int renderHeight = static_cast<int>(SVidHeight);
texture = SDLWrap::CreateTexture(renderer, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_STREAMING, renderWidth, renderHeight);
texture = SDLWrap::CreateTexture(renderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, renderWidth, renderHeight);
if (SDL_RenderSetLogicalSize(renderer, renderWidth, renderHeight) <= -1) {
ErrSdl();
}
@ -379,7 +379,7 @@ void SVidPlayEnd()
#ifndef USE_SDL1
if (renderer != nullptr) {
texture = SDLWrap::CreateTexture(renderer, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_STREAMING, gnScreenWidth, gnScreenHeight);
texture = SDLWrap::CreateTexture(renderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, gnScreenWidth, gnScreenHeight);
if (renderer != nullptr && SDL_RenderSetLogicalSize(renderer, gnScreenWidth, gnScreenHeight) <= -1) {
ErrSdl();
}

2
Source/utils/display.cpp

@ -361,7 +361,7 @@ void ReinitializeTexture()
auto quality = StrCat(static_cast<int>(*sgOptions.Graphics.scaleQuality));
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, quality.c_str());
texture = SDLWrap::CreateTexture(renderer, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_STREAMING, gnScreenWidth, gnScreenHeight);
texture = SDLWrap::CreateTexture(renderer, SDL_PIXELFORMAT_RGB565, SDL_TEXTUREACCESS_STREAMING, gnScreenWidth, gnScreenHeight);
}
void ReinitializeIntegerScale()

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