ref: d677f9dcd24d1108927bf422b0cc902152a5a06b
parent: a9173b09d799006ab09e3def8c4b43b6b8668c1a
author: Fabian Greffrath <[email protected]>
date: Fri Sep 18 04:25:23 EDT 2015
use SDL_LowerBlit() instead of SDL_BlitSurface() thanks @bradharding for the suggestion
--- a/src/i_video.c
+++ b/src/i_video.c
@@ -158,6 +158,13 @@
static SDL_Texture *texture = NULL;
static SDL_Texture *texture_upscaled = NULL;
+static SDL_Rect blit_rect = {
+ .h = SCREENHEIGHT,
+ .w = SCREENWIDTH,
+ .x = 0,
+ .y = 0,
+};
+
// palette
static SDL_Color palette[256];
@@ -1147,7 +1154,7 @@
// Blit from the paletted 8-bit screen buffer to the intermediate
// 32-bit RGBA buffer that we can load into the texture.
- SDL_BlitSurface(screenbuffer, NULL, rgbabuffer, NULL);
+ SDL_LowerBlit(screenbuffer, &blit_rect, rgbabuffer, &blit_rect);
// Update the intermediate texture with the contents of the RGBA buffer.