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The GPU 2D renderer keeps an internal pixels buffer that it returns to the application in SDL_LockTexture(), and then allocates a GPU transfer buffer and copies the internal pixels to that, doing two copies for every texture upload.
Instead, it would be nice to allocate the transfer buffer in SDL_LockTexture() and let the application write directly to that and then upload to the GPU on unlock. If we do that we eliminate the double copy, don't need to keep a copy of the pixels around, and SDL_UpdateTexture() can be implemented in terms of LockTexture.
The text was updated successfully, but these errors were encountered:
The GPU 2D renderer keeps an internal pixels buffer that it returns to the application in SDL_LockTexture(), and then allocates a GPU transfer buffer and copies the internal pixels to that, doing two copies for every texture upload.
Instead, it would be nice to allocate the transfer buffer in SDL_LockTexture() and let the application write directly to that and then upload to the GPU on unlock. If we do that we eliminate the double copy, don't need to keep a copy of the pixels around, and SDL_UpdateTexture() can be implemented in terms of LockTexture.
The text was updated successfully, but these errors were encountered: