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author Mathias Agopian <mathias@google.com> 2009-06-29 17:32:20 -0700
committer Mathias Agopian <mathias@google.com> 2009-06-29 17:32:20 -0700
commit5fc1b60e7f8b19d7d7a2244c0e1e005c7ed91659 (patch)
tree70079df7423c7213ecb110e1a4a7cbc7010b2d3f /opengl/libagl/array.cpp
parent0f53af13b783eafa566722eb118aabcb84d88da5 (diff)
don't use a 1/4th of the screen size texture for the dim layer
we can't use a texture of 1/4th of the screen for the dim layer, because the mdp internal input resultion is alwyas integers and for very small blits of a couple pixels the scale factor can get way out of range, for instance for a 7 pixels source, the scale factor would be either 7 (7/1) or 3.5 (7/2) instead of 4 (7/1.75). This caused the mdp to fail in some cases and revert to software. we now always use a texture of the actual screen size, so the problem will never happen. This burns 300KB of pmem instead of 21KB. On devices with a larger screen we might want to use a smaller texture and tile it by hand.
Diffstat (limited to 'opengl/libagl/array.cpp')
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