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148 |
149 [12:00am] slouken: I was trying to see if it was possible to make a pluggable blit API, but I was going insane with trying to figure out how to make it fast. |
149 [12:00am] slouken: I was trying to see if it was possible to make a pluggable blit API, but I was going insane with trying to figure out how to make it fast. |
150 [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. |
150 [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. |
151 [12:01am] slouken: At that point you might as well be working in surfaces and uploading to texture. |
151 [12:01am] slouken: At that point you might as well be working in surfaces and uploading to texture. |
152 [12:02am] icculus: yeah |
152 [12:02am] icculus: yeah |
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153 |
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154 TODO |
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155 ---- |
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156 Change textures to static/streaming. Static textures are not lockable, |
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157 streaming textures are lockable and may have system memory pixels available. |
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158 SDL_compat will use a streaming video texture, and will never be HWSURFACE, |
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159 but may be PREALLOC, if system memory pixels are available. |
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160 |
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161 The software renderer will be abstracted so the surface management can be |
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162 used by any renderer that provides functions to copy surfaces to the window. |