comparison NOTES @ 2219:f6099efa3f0b

Figured out how to optimize the SDL_compat path and simplify writing framebuffer drivers
author Sam Lantinga <slouken@libsdl.org>
date Fri, 10 Aug 2007 16:03:35 +0000
parents 6cc82cad8b77
children 6d99edd791bf
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2218:6cc82cad8b77 2219:f6099efa3f0b
148 148
149 [12:00am] slouken: I was trying to see if it was possible to make a pluggable blit API, but I was going insane with trying to figure out how to make it fast. 149 [12:00am] slouken: I was trying to see if it was possible to make a pluggable blit API, but I was going insane with trying to figure out how to make it fast.
150 [12:01am] slouken: If it were software only I could just say, write your own and register it here, but you'd have to maintain parity with the OpenGL and Direct3D renderers as well. 150 [12:01am] slouken: If it were software only I could just say, write your own and register it here, but you'd have to maintain parity with the OpenGL and Direct3D renderers as well.
151 [12:01am] slouken: At that point you might as well be working in surfaces and uploading to texture. 151 [12:01am] slouken: At that point you might as well be working in surfaces and uploading to texture.
152 [12:02am] icculus: yeah 152 [12:02am] icculus: yeah
153
154 TODO
155 ----
156 Change textures to static/streaming. Static textures are not lockable,
157 streaming textures are lockable and may have system memory pixels available.
158 SDL_compat will use a streaming video texture, and will never be HWSURFACE,
159 but may be PREALLOC, if system memory pixels are available.
160
161 The software renderer will be abstracted so the surface management can be
162 used by any renderer that provides functions to copy surfaces to the window.