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11 lines
491 B
Text
11 lines
491 B
Text
- Correctly handle upstream surface region size changes
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- Make sure we are considering DAR on all scaling/rendering cases
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- Test and debug caps renegotiation
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- Test and debug set_render_rect
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- Drop android specifics like the default window h/w
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- Move EGL/GLES context to it's own struct. Proly move GLSL stuff to it's
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own header too
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- Optimize shading routines if possible.
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- Either finish implementing or drop fast rendering path logic
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- Implement buffer pool
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- Finish code documentation
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