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author | wm4 <wm4@mplayer2.org> | 2011-11-01 02:38:17 +0100 |
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committer | wm4 <wm4@mplayer2.org> | 2012-03-17 20:58:16 +0100 |
commit | 968cb269f36032e24a22753f3caa0cf77c36dfa6 (patch) | |
tree | f9a3f0daa4522d2647f4c64e89fcb9145180b5a9 /talloc.h | |
parent | bef7f73d64e87089fadc7a8217a847da043a4252 (diff) | |
download | mpv-968cb269f36032e24a22753f3caa0cf77c36dfa6.tar.bz2 mpv-968cb269f36032e24a22753f3caa0cf77c36dfa6.tar.xz |
vo_direct3d: use the same texture management for EOSD and OSD
The OSD code used a shadow texture on systems that don't report
D3DDEVCAPS_TEXTURESYSTEMMEMORY. Do that for EOSD as well. Refactor the
OSD texture management code to reduce code duplication.
I have not the slightest clue about Direct3D9 texture management, so it
seems like a good idea not to do something different for EOSD textures,
even though the OSD code does exactly the same as far as texture handling
goes.
It's also worth noting that D3DDEVCAPS_TEXTURESYSTEMMEMORY doesn't seem to
be supported by most real systems [1], and maintaining a shadow copy in
system memory in order to update textures is required. The previous EOSD
texture code may or may not have worked on some or all real systems, I
can't really tell by reading the MSDN documentation only.
[1] http://www.kludx.com/capability.php?capability=17
Diffstat (limited to 'talloc.h')
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