diff NOTES @ 2219:f6099efa3f0b

Figured out how to optimize the SDL_compat path and simplify writing framebuffer drivers
author Sam Lantinga <slouken@libsdl.org>
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.