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Figured out how to optimize the SDL_compat path and simplify writing framebuffer drivers
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@ -150,3 +150,13 @@ IRC - Mon Aug 6 23:50:44 PDT 2007
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[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.
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[12:01am] slouken: At that point you might as well be working in surfaces and uploading to texture.
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[12:02am] icculus: yeah
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TODO
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----
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Change textures to static/streaming. Static textures are not lockable,
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streaming textures are lockable and may have system memory pixels available.
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SDL_compat will use a streaming video texture, and will never be HWSURFACE,
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but may be PREALLOC, if system memory pixels are available.
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The software renderer will be abstracted so the surface management can be
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used by any renderer that provides functions to copy surfaces to the window.
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