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

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| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/                 |
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