George Tsalikis wrote:
> O/H Denis Oliver Kropp έγραψε:
>> George Tsalikis wrote:
>>> O/H Denis Oliver Kropp έγραψε:
>>>> George Tsalikis wrote:
>>>>> I want to create a 2D game with DirectFB to let me study the API. Will 
>>>>> my game be accelerated with the X11 backend? Also, any ideas, that would 
>>>>> help with the game's development, are welcome!
>>>> Not yet accelerated, but able to run multiple apps in one window.
>>>>
>>> Can we hope on acceleration over SDL in the future?
>> It is using SDL_FillRect() and SDL_Blit(), even SDL_SetColorkey(),
>> but they're slower than the "unaccelerated" software fallback in
>> DirectFB. Using SDL_OPENGLBLIT did not help either, so writing an
>> SDL system module utilizing OpenGL directly is on my plan :)
>>
> 
> Speaking of the software fallback, could SSE give an advantage to it?

I think it's just the 64bit optimized fill routine.

static void Cop_to_Aop_32_64( GenefxState *gfxs )
{
      int    w, l = gfxs->length;
      u32   *D    = gfxs->Aop[0];
      u32    Cop  = gfxs->Cop;
      u64    DCop = ((u64)Cop << 32) | Cop;

      if ((long)D & 4) {
           *D++ = Cop;
           l--;
      }

      for (w = l >> 1; w; w--) {
           *((u64*)D) = DCop;
           D += 2;
      }

      if (l & 1)
           *D = Cop;
}

-- 
Best regards,
   Denis Oliver Kropp

.------------------------------------------.
| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/                 |
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