On Friday 22 June 2007 03:28, Ville Syrjälä wrote:
> On Thu, Jun 21, 2007 at 03:43:54PM -0500, Lloyd Sargent wrote:
> Yes. Rember to set superSurfaceDesc.flags = DSDESC_CAPS also.
This exists. So far so good.
> If your back buffer is in video memory and you flip the whole
> surface (as opposed to a smaller region) usually the hardware can be
> told to start displaying data from the other buffer (no need to copy
> any data).
Yes, the backing store is in video memory. I was expecting the FLIP to flip
back and forth between the two.
Would using the following make any difference?
windowSurfDesc.flags = (DFBWindowDescriptionFlags) (DSDESC_CAPS |
DWDESC_WIDTH | DWDESC_HEIGHT | DWDESC_POSX | DWDESC_POSY);
windowSurfDesc.caps = DWCAPS_DOUBLEBUFFER;
windowSurfDesc.width = windowPosition.GetWidth();
windowSurfDesc.height = windowPosition.GetHeight();
windowSurfDesc.posx = windowPosition.GetLeft();
windowSurfDesc.posy = windowPosition.GetTop();
//----- now set the window's width and height and color depth
error = superLayer->CreateWindow(superLayer, &windowSurfDesc,
&windowObject);
> Normally DirectFB will decide whether place the buffers in system or
> video memory based on some undocumented rules. You can force the
> buffers to video memory with DSCAPS_VIDEOONLY (or to system
> memory with DSCAPS_SYSTEMONLY).
This is what I am not clear about. Basically I am creating Windows from the
surface and making changes on each window. Each window may be running in a
different thread and hence I do an update (flip) for each window.
So if I say DSCAPS_VIDEOONLY am I guaranteed it will use the hardware
flipping?
I'm VERY close to solving my problem, just need a little help on understanding
this...
Thanks for all your help!
Lloyd
_______________________________________________
directfb-users mailing list
[email protected]
http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-users