Mercurial > sdl-ios-xcode
diff include/SDL_video.h @ 1897:c2a27da60b18
Solved the performance problems by introducing the concept of a single-buffered
display, which is a fast path used for the whole-surface SDL 1.2 API.
Solved the flicker problems by implementing a backbuffer in the GDI renderer.
Unfortunately, now using the GDI renderer with a backbuffer and HBITMAPs is
significantly slower than SDL's surface code. *sigh*
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 12 Jul 2006 06:39:26 +0000 |
parents | c121d94672cb |
children | 06c27a737b7a |
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--- a/include/SDL_video.h Mon Jul 10 21:23:51 2006 +0000 +++ b/include/SDL_video.h Wed Jul 12 06:39:26 2006 +0000 @@ -170,14 +170,14 @@ */ typedef enum { - SDL_Renderer_PresentDiscard = 0x00000001, /**< Present leaves the contents of the backbuffer undefined */ + SDL_Renderer_SingleBuffer = 0x00000001, /**< Render directly to the window, if possible */ SDL_Renderer_PresentCopy = 0x00000002, /**< Present uses a copy from back buffer to the front buffer */ SDL_Renderer_PresentFlip2 = 0x00000004, /**< Present uses a flip, swapping back buffer and front buffer */ SDL_Renderer_PresentFlip3 = 0x00000008, /**< Present uses a flip, rotating between two back buffers and a front buffer */ - SDL_Renderer_PresentVSync = 0x00000010, /**< Present is synchronized with the refresh rate */ - SDL_Renderer_RenderTarget = 0x00000020, /**< The renderer can create texture render targets */ - SDL_Renderer_Accelerated = 0x00000040, /**< The renderer uses hardware acceleration */ - SDL_Renderer_ = 0x00000080, /**< The renderer uses hardware acceleration */ + SDL_Renderer_PresentDiscard = 0x00000010, /**< Present leaves the contents of the backbuffer undefined */ + SDL_Renderer_PresentVSync = 0x00000020, /**< Present is synchronized with the refresh rate */ + SDL_Renderer_RenderTarget = 0x00000040, /**< The renderer can create texture render targets */ + SDL_Renderer_Accelerated = 0x00000080, /**< The renderer uses hardware acceleration */ SDL_Renderer_Minimal = 0x00000100, /**< The renderer only supports the read/write pixel and present functions */ } SDL_RendererFlags;