Dear all,

We are using IDirectFBSurface::Blit() call for surface rotation.
Our hardware doesn't support surface rotation. We are using the software fall back provided by DFB-1.4.2 for this.

We observe that surface rotation is faster if we create surface in the system memory. There is an extra time of 200ms for rotation if we create surface in video memory. But since we have hardware fall back for other operations we need to use the video memory. They will have better performance in video memory.

1. why the rotation in system memory faster than video memory?
2. We guess in the case of video memory there is some overhead of switching between kernel and user space since we are using a software fall back for rotation. Is this is correct? 3. Is there any way of creating surface which will not have any performance difference in both hardware and software fall back? (ie We need to create a surface which will give a performance of system memory for surface rotation and a performance of video memory for operations supported by our hardware.)

Thanks a lot in advance!!!

--
Thanks & Regards,
Lindo Lonappan.


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