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
line wrap: on
line diff
--- 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;