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WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
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@ -1206,6 +1206,8 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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// have the ability to write a CPU-bound pixel buffer to a rectangular
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// subrect of a texture. Direct3D 11.1 can, however, write a pixel
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// buffer to an entire texture, hence the use of a staging texture.
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//
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// TODO, WinRT: consider avoiding the use of a staging texture in D3D11_LockTexture if/when the entire texture is being updated
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D3D11_TEXTURE2D_DESC stagingTextureDesc;
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textureData->mainTexture->GetDesc(&stagingTextureDesc);
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stagingTextureDesc.Width = rect->w;
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