George Tsalikis wrote:
> O/H Denis Oliver Kropp έγραψε:
>> George Tsalikis wrote:
>>> O/H Denis Oliver Kropp έγραψε:
>>>> George Tsalikis wrote:
>>>>> I want to create a 2D game with DirectFB to let me study the API. Will
>>>>> my game be accelerated with the X11 backend? Also, any ideas, that would
>>>>> help with the game's development, are welcome!
>>>> Not yet accelerated, but able to run multiple apps in one window.
>>>>
>>> Can we hope on acceleration over SDL in the future?
>> It is using SDL_FillRect() and SDL_Blit(), even SDL_SetColorkey(),
>> but they're slower than the "unaccelerated" software fallback in
>> DirectFB. Using SDL_OPENGLBLIT did not help either, so writing an
>> SDL system module utilizing OpenGL directly is on my plan :)
>>
>
> Speaking of the software fallback, could SSE give an advantage to it?
I think it's just the 64bit optimized fill routine.
static void Cop_to_Aop_32_64( GenefxState *gfxs )
{
int w, l = gfxs->length;
u32 *D = gfxs->Aop[0];
u32 Cop = gfxs->Cop;
u64 DCop = ((u64)Cop << 32) | Cop;
if ((long)D & 4) {
*D++ = Cop;
l--;
}
for (w = l >> 1; w; w--) {
*((u64*)D) = DCop;
D += 2;
}
if (l & 1)
*D = Cop;
}
--
Best regards,
Denis Oliver Kropp
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| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/ |
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