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/ | "------------------------------------------" _______________________________________________ directfb-users mailing list directfb-users@directfb.org http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-users