WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer

This commit is contained in:
David Ludwig 2013-12-25 14:20:40 -05:00
parent 187f52e80f
commit 8db33416a2

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@ -1206,6 +1206,8 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
// have the ability to write a CPU-bound pixel buffer to a rectangular // 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 // subrect of a texture. Direct3D 11.1 can, however, write a pixel
// buffer to an entire texture, hence the use of a staging texture. // 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; D3D11_TEXTURE2D_DESC stagingTextureDesc;
textureData->mainTexture->GetDesc(&stagingTextureDesc); textureData->mainTexture->GetDesc(&stagingTextureDesc);
stagingTextureDesc.Width = rect->w; stagingTextureDesc.Width = rect->w;