WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
authorDavid Ludwig <dludwig@pobox.com>
Wed, 25 Dec 2013 14:20:40 -0500
changeset 8561 c10e5bfa6459
parent 8560 5e14c111f2f9
child 8562 f1aac2d56c76
WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
src/render/direct3d11/SDL_render_d3d11.cpp
--- a/src/render/direct3d11/SDL_render_d3d11.cpp	Wed Dec 25 14:17:49 2013 -0500
+++ b/src/render/direct3d11/SDL_render_d3d11.cpp	Wed Dec 25 14:20:40 2013 -0500
@@ -1206,6 +1206,8 @@
     // have the ability to write a CPU-bound pixel buffer to a rectangular
     // subrect of a texture.  Direct3D 11.1 can, however, write a pixel
     // buffer to an entire texture, hence the use of a staging texture.
+    //
+    // TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
     D3D11_TEXTURE2D_DESC stagingTextureDesc;
     textureData->mainTexture->GetDesc(&stagingTextureDesc);
     stagingTextureDesc.Width = rect->w;