(svn r23588) -Codechange: use the 'final' keyword so compiler can optimise out some indirect calls
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@@ -15,7 +15,7 @@
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#include "32bpp_optimized.hpp"
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/** The optimised 32 bpp blitter with palette animation. */
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class Blitter_32bppAnim : public Blitter_32bppOptimized {
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class Blitter_32bppAnim FINAL : public Blitter_32bppOptimized {
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private:
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uint8 *anim_buf; ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
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int anim_buf_width; ///< The width of the animation buffer.
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@@ -16,7 +16,7 @@
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#include "factory.hpp"
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/** 8bpp blitter optimised for speed. */
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class Blitter_8bppOptimized : public Blitter_8bppBase {
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class Blitter_8bppOptimized FINAL : public Blitter_8bppBase {
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public:
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/** Data stored about a (single) sprite. */
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struct SpriteData {
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@@ -16,7 +16,7 @@
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#include "factory.hpp"
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/** Most trivial 8bpp blitter. */
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class Blitter_8bppSimple : public Blitter_8bppBase {
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class Blitter_8bppSimple FINAL : public Blitter_8bppBase {
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public:
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/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
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/* virtual */ Sprite *Encode(SpriteLoader::Sprite *sprite, AllocatorProc *allocator);
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