Login
Username:

Password:

Remember me



Lost Password?

Register now!

Sections

Who's Online
108 user(s) are online (56 user(s) are browsing Forums)

Members: 0
Guests: 108

more...

Headlines

 
  Register To Post  

« 1 (2) 3 4 »
Re: Optimize SDL blitting routine
Amigans Defender
Amigans Defender


See User information
I don't understand why spend time with SDL1.2 when SDL2 should have an higher priority..

i'm really tired...
Go to top
Re: Optimize SDL blitting routine
Quite a regular
Quite a regular


See User information
SDL 1.2 is the key to understand and manage SDL 2 too (at least for me). The project i'm working on is SDL 1.2 based. After gained an acceptable speed, i will use the migration guide to SDL 2 (if available)

Retired
Go to top
Re: Optimize SDL blitting routine
Just can't stay away
Just can't stay away


See User information
@afxgroup

I don't have any statistics of SDL2 usage but I think there are still lot of existing SDL1 stuff that might benefit from faster alpha blits.

But don't worry, SDL2.0 looks really exciting and will be my next target, if everything goes fine.

Go to top
Re: Optimize SDL blitting routine
Just can't stay away
Just can't stay away


See User information
WANTED: SDL games that feature an FPS counter, fullscreen mode, transparent blits, and SDL_HWSURFACE usage. (OpenGL-only games don't count)

So please share links if you know some :)

Go to top
Re: Optimize SDL blitting routine
Quite a regular
Quite a regular


See User information
Simutrans (v 112) seems to do all of those. OpenGL is optional. It gives frame time too, when you open display options.
http://www.simutrans.com/

Go to top
Re: Optimize SDL blitting routine
Just can't stay away
Just can't stay away


See User information
@Thematic

Thanks but there are some problems: apparently Simutrans in OS4depot wasn't compiled with USE_HW? Its fullscreen is corrupted, probably because it doesn't lock the surface and perhaps it doesn't use surface.pitch but assumes the screen width when drawing?

Also, does it use SDL_BlitSurface at all or does it just paints pixels with the CPU?

Still looking for test programs. I have my own benchmark but it's of course quite artifical.

Go to top
Re: Optimize SDL blitting routine
Not too shy to talk
Not too shy to talk


See User information
Hello

Abbaye des morts for Linux use SDL
https://code.google.com/p/abbaye-for-linux/

But dont release it for Amiga as it already exists as pure Amiga port

Alain

Go to top
Re: Optimize SDL blitting routine
Quite a regular
Quite a regular


See User information
Tested Bermuda Syndrome.

Using the modified SDL sobj gets a grim reaper as soon as the game window opens.

Swapping the SDL Sobj with the original one the game runs ok.

Retired
Go to top
Re: Optimize SDL blitting routine
Home away from home
Home away from home


See User information
@AmigaBlitter

What new SDL SObj? Link?

People are dying.
Entire ecosystems are collapsing.
We are in the beginning of a mass extinction.
And all you can talk about is money and fairytales of eternal economic growth.
How dare you!
– Greta Thunberg
Go to top
Re: Optimize SDL blitting routine
Quite a regular
Quite a regular


See User information
@Raziel

It's a modified SDL that uses the compositing for blitting instead of the old routines.

Can't link at the moment.

Capehill created the sobj, while i'm working on my own version (time permitting).

Capehill is far more skilled than me. Don't know if he had time to continue the work on the modified SDL.

Retired
Go to top
Re: Optimize SDL blitting routine
Just can't stay away
Just can't stay away


See User information
@AmigaBlitter

I have to do some "final" testing before public release but it's not that far away, I hope.

By the way: thanks for the heads up, I will check out the Bermuda project. To my disappointment, most SDL games I downloaded, use static linkage, so it's hard to find anything "ready" for testing.

Go to top
Re: Optimize SDL blitting routine
Quite a regular
Quite a regular


See User information
@Capehill
Please check your PM


Retired
Go to top
Re: Optimize SDL blitting routine
Just can't stay away
Just can't stay away


See User information
First BETA version of libSDL-1.2.so is available. My goal is to get the code to the official GitHub repo as soon as possible, but meanwhile the patch file is included in the archive.

http://capehill.kapsi.fi/sdl/

Good luck and please report the alphatest benchmark (included) results.

PS. Bermuda Syndrome uses CPU to plot the pixels, so no gains there with compositing. Compositing is activated when 16/32-bit (transparent) SDL_HWSURFACEs are drawn using SDL_BlitSurface() call.

Go to top
Re: Optimize SDL blitting routine
Quite a regular
Quite a regular


See User information
@Capehill

Well done. FinalBurnAlpha with StreetFighter3 CPS3 before 25 FPS
Now with the new SDL 60FPS ;)
All tested on my X1000

Amiga600/Vampire2/PrismaMegaMix​/32GB CF Card/2x Rys Mk2/A604n/IndivisionECS/Gotek
Go to top
Re: Optimize SDL blitting routine
Not too shy to talk
Not too shy to talk


See User information
@tommysammy
It's not possible tommy fba not use libsdl render (blitter) just libBoostyGFX and all lib are static
Here cps3 working very well to 60 fps on my x1000
Possible include a render compositing on fba if you have static lib please
Shared object is not cool for compatibility on the future, possible after modified stop working all games not writed for this render.
I prefer static lib for reject a not good .so and defect dependency
Hunoppc

AmigaOS 4.1 Rulez
Resized Image
Go to top
Re: Optimize SDL blitting routine
Not too shy to talk
Not too shy to talk


See User information
@Capehill

Please contact me for testing your new render on finalburn
Best regards
Hunoppc

AmigaOS 4.1 Rulez
Resized Image
Go to top
Re: Optimize SDL blitting routine
Just can't stay away
Just can't stay away


See User information
Issues can be now reported also on GitHub page https://github.com/capehill/os4sdl

This is the fork of original. When issues are fixed, I will create a pull request against the original.

Go to top
Re: Optimize SDL blitting routine
Quite a regular
Quite a regular


See User information
Testing seems very well.

Bermuda syndrome works well and fast.

Just somet glitches during the screen redraw.

I will fill the bug reports asap
.

P.S.

Don't forget to release the non .so libraries, since many games or software doens't uses the so lib (such mame sdl).

Initial tests are promising, btw.

Retired
Go to top
Re: Optimize SDL blitting routine
Quite a regular
Quite a regular


See User information
Abe amzing adventure is very fast :)

Sam440 EP here

output window should tell what is HW surface

Retired
Go to top
Re: Optimize SDL blitting routine
Just can't stay away
Just can't stay away


See User information
@AmigaBlitter

Regarding Bermuda, it doesn't use compositing. It might work faster with SDL_SWSURFACE even, perhaps Raziel want to try it.

If I remember the code correctly, it does:

1) Lock surface
2) poke pixels in VRAM since it's HWSURFACE
3) Unlock

So it does its own "blitting".

Anybody can build his or her own libraries, just clone the repo and type make. It should work.

Regarding static linkage, as far as I know, SDL 1.2 uses LGPL license (SDL2 has more free license?). I think this should be considered when linking statically.

Go to top

  Register To Post
« 1 (2) 3 4 »

 




Currently Active Users Viewing This Thread: 1 ( 0 members and 1 Anonymous Users )




Powered by XOOPS 2.0 © 2001-2023 The XOOPS Project