blob: 4c194733b560b7f7fe46e988789b6f3ed8af3fd2 [file] [log] [blame]
- Correctly handle upstream surface region size changes. Test and debug
- Make sure we are considering DAR on all scaling/rendering cases
- Test and debug caps renegotiation
- Drop android specifics like the default window h/w
- Move EGL/GLES context to it's own struct. Proly move GLSL stuff to it's
own header too
- Optimize shading routines if possible.
- Either finish implementing or drop fast rendering path logic
- Implement buffer pool
- Finish code documentation