Now I could not find the code I have used but here is the latest version of the game I started developing for the XO-1. (The development stalled because the xv bug in the Geode driver.)

https://docs.google.com/leaf?id=0B6XMYp250cOmZDhmOWNjMTQtMjNlNy00NDc0LTlhMmItNGI3M2NhMGFmNmVm&hl=en

The trick is that you can develop "xo_bubble_town" on Windows and you can compile the "xo2d" directory on the XO (copy the pictures there). I could not find the first version which did not use xv but basically you have to use XShmCreateImage instead of XvShmCreateImage and use XShmPutImage instead of XvShmPutImage in "xi2d/XOHardware.cpp".

Now if you are already using those then we cannot help you without you posting your code I am afraid...

HTH

shivaprasad javali wrote:
We are allocating a 32 bit buffer and then using the X server calls to blit it to the 16 bit screen. Even this is slowing down the application as the draw in the application is very intensive. We commented out parts of our draw code to find out the part which was slowing it down and found that the blit to the 16 bit screen ( using X server calls) was responsible for a large chunk of the slowdown. When we changed the screen depth the performance of the activity increased dramatically.

I was worried if some other activity on the XO making the opposite assumption and optimizing their draw code for a 16 bit screen and then suffering because we changed the default depth.

Thanks
Shivaprasad

2010/1/27 NoiseEHC <noise...@freemail.hu <mailto:noise...@freemail.hu>>

    Since you can only blit pictures on an X server and cannot get a
    direct pointer to the video memory, I do not know what your
    problem is. You can just allocate a 32 bit offscreen buffer in the
    address space of your application and blit it via the X server to
    the 16 bit video memory (draw). The XO-1 has bit depth converter
    hardware so it will not be slower in theory.
    Note that you cannot use the video overlay for this because it has
    only YUV and RGB-565 modes on the XO-1 and there is a bug in X
    that the overlay will be garbage after a suspend and it was not
    fixed last time I checked. (I have told that I would fix it but
    because I could not figure out how to compile stuff for the XO-1 -
    like recompiling the kernel and the X server - I did not fix that.)

    If you need it then I could search for the code I have used but it
    would take some time...

    shivaprasad javali wrote:
    Hi All,
            We are developing an Activity for the XO. During
    development we ran into an issue with the default screen depth on
    the XO. Our application assumes that the screen depth is 32 and
    does all the draw math. But as the screen depth on the XO is 16
    we had to do constant 32 bit- 16 bit conversions which really hit
    performance. So we put in script to run after installing our
    activity which changes the default screen depth on the XO from 16
    to 32 bit.

            I wanted to know how much of an issue this would be for
    other activities running on the XO. Would they be adversely
    affected by this change?

    Thanks
    Shivaprasad
    ------------------------------------------------------------------------

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