On Mon, Nov 30, 2009 at 11:40 AM, Lindo Lonappan <li...@tataelxsi.co.in> wrote:
> 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?

Probably because video memory is mapped uncached (that's usely the case
with frame buffers).

> 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?

There is no switch kernel/user when using the software fallback.

> 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.)

You will have to use cached mapping for your buffers and correctly manage cache
synchronization in your gfxdriver.

>
> Thanks a lot in advance!!!
>

Good luck.

> --
> Thanks & Regards,
> Lindo Lonappan.

--
Lionel Landwerlin
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