- Correctly handle upstream surface region size changes. Test and debug set_render_rect - 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