mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
This commit is contained in:
parent
187f52e80f
commit
8db33416a2
@ -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
|
||||
// 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;
|
||||
|
Loading…
Reference in New Issue
Block a user