Blit directly to texture (#1870)

* Blit directly to texture

* Omit unneeded vars
This commit is contained in:
gendlin 2024-08-28 03:54:35 -04:00 committed by GitHub
parent edff3f2009
commit cbf2e289b8
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@ -665,9 +665,12 @@ void I_StartFrame(void)
static void UpdateRender(void)
{
SDL_LockTexture(texture, &blit_rect, &argbbuffer->pixels,
&argbbuffer->pitch);
SDL_LowerBlit(screenbuffer, &blit_rect, argbbuffer, &blit_rect);
SDL_UpdateTexture(texture, &blit_rect, argbbuffer->pixels,
argbbuffer->pitch);
SDL_UnlockTexture(texture);
if (letterboxed)
{
@ -1814,16 +1817,9 @@ static void CreateSurfaces(int w, int h)
}
// [FG] create intermediate ARGB frame buffer
{
uint32_t rmask, gmask, bmask, amask;
int bpp;
SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ARGB8888, &bpp,
&rmask, &gmask, &bmask, &amask);
argbbuffer =
SDL_CreateRGBSurface(0, w, h, bpp, rmask, gmask, bmask, amask);
SDL_FillRect(argbbuffer, NULL, 0);
}
argbbuffer = SDL_CreateRGBSurfaceWithFormatFrom(
NULL, w, h, 8, 0, SDL_PIXELFORMAT_ARGB8888);
I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));