Mercurial > sdl-ios-xcode
diff 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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--- a/NOTES Tue Aug 07 07:08:25 2007 +0000 +++ b/NOTES Fri Aug 10 16:03:35 2007 +0000 @@ -150,3 +150,13 @@ [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. [12:01am] slouken: At that point you might as well be working in surfaces and uploading to texture. [12:02am] icculus: yeah + +TODO +---- +Change textures to static/streaming. Static textures are not lockable, +streaming textures are lockable and may have system memory pixels available. +SDL_compat will use a streaming video texture, and will never be HWSURFACE, +but may be PREALLOC, if system memory pixels are available. + +The software renderer will be abstracted so the surface management can be +used by any renderer that provides functions to copy surfaces to the window.