Mercurial > sdl-ios-xcode
diff src/video/windows/SDL_windowsvideo.c @ 5178:9b2e99ebd099
Added the Windows framebuffer implementation.
This actually ends up being faster than Direct3D with a dynamic texture. (???)
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 04 Feb 2011 12:29:58 -0800 |
parents | fb424691cfc7 |
children | 3a8a452b49f0 |
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--- a/src/video/windows/SDL_windowsvideo.c Fri Feb 04 12:26:01 2011 -0800 +++ b/src/video/windows/SDL_windowsvideo.c Fri Feb 04 12:29:58 2011 -0800 @@ -28,6 +28,7 @@ #include "../SDL_pixels_c.h" #include "SDL_windowsvideo.h" +#include "SDL_windowsframebuffer.h" #include "SDL_windowsshape.h" /* Initialization/Query functions */ @@ -128,6 +129,9 @@ device->SetWindowGrab = WIN_SetWindowGrab; device->DestroyWindow = WIN_DestroyWindow; device->GetWindowWMInfo = WIN_GetWindowWMInfo; + device->CreateWindowFramebuffer = WIN_CreateWindowFramebuffer; + device->UpdateWindowFramebuffer = WIN_UpdateWindowFramebuffer; + device->DestroyWindowFramebuffer = WIN_DestroyWindowFramebuffer; device->shape_driver.CreateShaper = Win32_CreateShaper; device->shape_driver.SetWindowShape = Win32_SetWindowShape;