emscripten: set ALLEGRO_NO_PRESERVE_TEXTURE

Doesn't seem to break anything there despite of using SDL2 backend.
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Sebastian Krzyszkowiak 2019-01-07 00:40:01 +01:00
parent fdb4a29a13
commit f648d661e6
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@ -223,12 +223,11 @@ SYMBOL_EXPORT struct Game* libsuperderpy_init(int argc, char** argv, const char*
al_android_set_apk_fs_interface(); al_android_set_apk_fs_interface();
#endif #endif
#if !defined(ALLEGRO_ANDROID) && !defined(ALLEGRO_IPHONE) && !defined(ALLEGRO_SDL) #if !defined(ALLEGRO_ANDROID) && !defined(ALLEGRO_IPHONE) && (!defined(ALLEGRO_SDL) || defined(__EMSCRIPTEN__))
// We're always using OpenGL which already preserves textures on its own, so avoid // We're always using OpenGL which already preserves textures on its own, so avoid
// excessive RAM usage by not backuping the bitmaps when not necessary. // excessive RAM usage by not backuping the bitmaps when not necessary.
// Android and iOS can threw out the context, so bitmaps need to be preserved there. // Android and iOS can threw out the context, so bitmaps need to be preserved there.
// SDL2 backend seems to have some workaround for old SDL bug, worth looking into. // Something should be eventually done about SDL2 backend as well.
// This will have to be revisited on mobile GNU/Linux platforms.
al_add_new_bitmap_flag(ALLEGRO_NO_PRESERVE_TEXTURE); al_add_new_bitmap_flag(ALLEGRO_NO_PRESERVE_TEXTURE);
#endif #endif