diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp index a98b5a6a6..56d3ba381 100644 --- a/src/render/direct3d11/SDL_render_d3d11.cpp +++ b/src/render/direct3d11/SDL_render_d3d11.cpp @@ -1206,6 +1206,8 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, // have the ability to write a CPU-bound pixel buffer to a rectangular // subrect of a texture. Direct3D 11.1 can, however, write a pixel // buffer to an entire texture, hence the use of a staging texture. + // + // TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated D3D11_TEXTURE2D_DESC stagingTextureDesc; textureData->mainTexture->GetDesc(&stagingTextureDesc); stagingTextureDesc.Width = rect->w;