DirectFB and libsdl

Hi,

I have libsdl 1.2.9 working with the DirectFB backend. I’m using a
Via Epia MEII-6000 board with the DirectFB via drivers.

The test apps (testsprite, etc) work great as long as I’m displaying
to layer 0. However if I use the primarylayer option in
/etc/directfbrc to force the sdl app to use a different hardware layer
the app will run but it will be very slow with strange colors.

I’m pretty sure this is because my second layer is set up by default
with a different pixel format, buffer mode, and/or other options. Is
the libsdl directfb module supposed to handle this sort of setup and is
failing because of a problem; or if the directfb backend just does not
support running on hardware layers other than layer 0?

Also, is there support for setting layer opacity or layer position in
the libsdl directfb backend? I’ve looked through the code a little and
so far I’ve not found anything. If not, what would be the proper way
to add this support to the directfb backend so that a libsdl
application could access the functionality?

Thanks,

Jerry

I have libsdl 1.2.9 working with the DirectFB backend. I’m using a
Via Epia MEII-6000 board with the DirectFB via drivers.

The test apps (testsprite, etc) work great as long as I’m displaying
to layer 0. However if I use the primarylayer option in
/etc/directfbrc to force the sdl app to use a different hardware layer
the app will run but it will be very slow with strange colors.

I’m pretty sure this is because my second layer is set up by default
with a different pixel format, buffer mode, and/or other options. Is
the libsdl directfb module supposed to handle this sort of setup and is
failing because of a problem; or if the directfb backend just does not
support running on hardware layers other than layer 0?

The DirectFB backend was written by the author of DirectFB. You could
contact him directly, or you could poke around and see if you can add
support for other hardware layers yourself, and submit a patch to the
SDL mailing list or bugzilla.

See ya!
-Sam Lantinga, Senior Software Engineer, Blizzard Entertainment