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Use dataBuffers for other graphics workloads as well.
This does not break Munkiki's Castles, Crash Bandicoot, or any other jar that was found to be buggy with the older, pre-fixed get/setDataElements usage. So at least it's faster, and still safe-ish. On the other hand, creating a new transformed subimage using the platformImage constructor now has a little more overhead since the new subimage CANNOT share the same data array as its original copy, otherwise the databuffer manipulation would make changes to BOTH images. Hopefully it's not much of an overhead that it negates the current optimizations, at least Castlevania: Dawn of Sorrow is Still slightly faster than before, although it runs with a massive performance margin even on an 800MHz i5-8250U.
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