Jason BARSTOW wrote: > > > > I want to store private state per core surface buffer, so that the state is > available to my accelerated graphics driver. > I don't see any private members in the SurfaceBuffer or am I missing > something. I could create my private state internally to the driver and > manage a hash table to access it, but was hoping to avoid this. > Also how can I (my graphics driver) know when a SurfaceBuffer (CoreSurface) > is released?
I don't mind adding a private data pointer for the graphics driver in each surface and/or buffer. Are you implementing the driver on top of another API that provides its own allocation of the data? That's not really supported by the current surface core design, but a design which allows implementation even on top of OpenGL is being made, well, not actively right now :( -- Best regards, Denis Oliver Kropp .------------------------------------------. | DirectFB - Hardware accelerated graphics | | http://www.directfb.org/ | "------------------------------------------" _______________________________________________ directfb-dev mailing list [email protected] http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-dev
