Mercurial > sdl-ios-xcode
comparison NOTES @ 2219:f6099efa3f0b
Figured out how to optimize the SDL_compat path and simplify writing framebuffer drivers
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 10 Aug 2007 16:03:35 +0000 |
parents | 6cc82cad8b77 |
children | 6d99edd791bf |
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2218:6cc82cad8b77 | 2219:f6099efa3f0b |
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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. |