Hi ,
I must say I was really impressed with performances of DirectFB when
compiling Qtopia 4.6.2 and using DirectFB as Gfx driver.... I tested this
release on our platform containing an SH4 processor and 2d blitter using
underlying hardware acclerated graphics functions in Directfb. The
performace gain for a sample QT application, "forever" (which blits random
rectangles on screen ASAP) was 10 times (302 rects/per sec) vis-vis simple
stock software QWS sans DirectFb (30 rects per sec). And even if I switch
off all accleration from DirectFB (DFBARGS=no-hardware), I managed to get 3
times better performnace (90 rects per sec).
I would like to understand from DirectFB experts via these queries.
My queries:
1. How would you explain this difference in performance, i.e. stock QWS
vis-a-vis QT over DirectFB (unaccelerated)
2. For a UMA system with system memory acting as framebuffer, what are
benefits when choosing DSCAPS_VIDEO while creating a surface. Is this
surface present on the framebuffer or elsewhere?
3. While blitting an updated rectangle, is there an implicit back buffer in
DirectFB where this rectangle is first copied before the entire surface is
blitted to the framebuffer.
4. I did not use the fusion kernel module from DirectFB for running this QT
app. In which use case  is it useful and what is its purpose?
Thanks so much!!
I would really appreciate any explanation/advice.

Regards,
M.
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