I'm creating a gui API based on directfb to be used in embedded systems and mainly with avr32 (at least for the beginning)
I have a port of directfb and my lib on the stk1000 (one of the avr32 development boards) and on my x86 laptop. I'm using alpha channel blending on all surfaces. I had some lagging issues on the avr32 on a tft screen 320x240 32bpp, that i thought where due to low computational power of the avr32 When i ported things on my x86 (pentium M ~2GHz, ATI Mobility radeon 128Mb) and tried to blit big surfaces on my 1280x800 resolution i understood that alpha-channel blending blit IS a heavy operation. I want to speed things up. Is this to be done only by use of the hardware accelerators or is there any software acceleration i had not understood yet? To be more exact i used two surfaces the one blitted onto the other of a size of 800x800 pixels approximately, even using color premultiplication as shown on the directfb blitting howto wiki but the blit takes a fraction of a second. I mean if you where to drag the second surface on a desktop surface for example, using 8bit alpha things seem that they would be very laggy. But i've seen screenshots of desktop enviroments that use the transparencies. Are these implementation exploiting gfx or any software accels? Thanks in advance Tasos _______________________________________________ directfb-dev mailing list [email protected] http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-dev
