Faster scroll in SDL by avoid transfer data over GFX Bus?

Hi,

I think a own scroll command is possible too and can implement on backend
if wish(default
use sdl_blitsurface so backend need not change)can speedup systems that
have low memory to GFX Card transfer speed a lot

when a backend implement a own scroll routine when use a shadow
surface(because of diffrent pixel format) or SWSURFACE the data can scroll
with the CPU in memory and need not transfer to gfx card.At same time the
cpu begin to scroll in memory the blitter on gfx card can scroll the data
in the displayable buffer.

so the transfer to GFX Card can avoid and all is much faster.

Do you think its usefull to add a offical sdl_scroll command and define
parameter for this, or is it possible to do a optimize blit in the current
backend specs ?

when source surface and dest surface is same then its possible to detect a
scroll

Bye

http://code.google.com/p/sdl-layer/

have fun. you may have to give up on using SWSURFACE for scrolling games.

some noble attempts in python for inspiration
http://archives.seul.org/pygame/users/Nov-2002/msg00105.html
http://archives.seul.org/pygame/users/Nov-2002/msg00104.htmlOn Mon, Feb 1, 2010 at 2:53 AM, Bernd Roesch wrote:

Hi,

I think a own scroll command is possible too and ?can implement on backend
if wish(default
use sdl_blitsurface so backend need not change)can speedup systems that
have low memory to GFX Card transfer speed a lot

when a backend implement a own scroll routine when use a shadow
surface(because of diffrent pixel format) or ?SWSURFACE the data can scroll
with the CPU in memory and need not transfer to gfx card.At same time the
cpu begin to scroll in memory the blitter on gfx card can scroll the data
in the displayable buffer.

so the transfer to GFX Card can avoid and all is much faster.

Do you think its usefull to add a offical sdl_scroll command and define
parameter for this, or is it possible to do a optimize blit in the current
backend specs ?

when source surface and dest surface is same then its possible to detect a
scroll

Bye


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org

http://code.google.com/p/sdl-layer/

have fun. you may have to give up on using SWSURFACE for scrolling games.

I think more for webbrowser or text processor(there is OWB and netsurf here
that can use SDL ).but all work slow on scrolling, also because pixelformat
of the render data and GFX Card do not match sometimes.

I see no way how can a program ask what pixelformat the Hardware have.

also this apps do alphablending lots and a HWSURFACE is not good because
data is overwritten several times and transfer over GFX Bus.also datas need
read from GFX Bus and thats too slow.

So a SWSURFACE is better, a page is create in fast ram and only the piece
that is scroll in must redraw over the GFX Bus.

so i think when SDL have a own scroll command or optmize scroll OWB and
netsurf can work faster.

some noble attempts in python for inspiration
http://archives.seul.org/pygame/users/Nov-2002/msg00105.html
http://archives.seul.org/pygame/users/Nov-2002/msg00104.html

Hi,

I think a own scroll command is possible too and can implement on
backend
if wish(default
use sdl_blitsurface so backend need not change)can speedup systems that
have low memory to GFX Card transfer speed a lot

when a backend implement a own scroll routine when use a shadow
surface(because of diffrent pixel format) or SWSURFACE the data can
scroll
with the CPU in memory and need not transfer to gfx card.At same time
the
cpu begin to scroll in memory the blitter on gfx card can scroll the
data
in the displayable buffer.

so the transfer to GFX Card can avoid and all is much faster.

Do you think its usefull to add a offical sdl_scroll command and define
parameter for this, or is it possible to do a optimize blit in the
current
backend specs ?

when source surface and dest surface is same then its possible to detect
a
scroll

Bye


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Regards> On Mon, Feb 1, 2010 at 2:53 AM, Bernd Roesch <@Bernd_Roesch> wrote:

Don’t forget about the third surface type.

http://osdl.sourceforge.net/main/documentation/rendering/SDL-openGL.html#toTexture
If you really want. You can have an accelerated background and control
the sprites using the beloved SDL 2d api.

It may mean adding some additional functions to your program. But
there’s definitely other people doing this. (Converting .png
spritemaps to accelerated opengl, while barely touching GL or only
once in one function)

If you want a prettier solution, try SDL 1.3?
Where its all tied together.On Fri, Feb 5, 2010 at 7:25 AM, Bernd Roesch wrote:

http://code.google.com/p/sdl-layer/

have fun. you may have to give up on using SWSURFACE for scrolling games.

I think more for webbrowser or text processor(there is OWB and netsurf here
that can use SDL ).but all work slow on scrolling, also because pixelformat
of the render data and GFX Card do not match sometimes.

I see no way how can a program ask what pixelformat the Hardware have.

also this apps do alphablending lots and a HWSURFACE is not good because
data is overwritten several times and transfer over GFX Bus.also datas need
read from GFX Bus and thats too slow.

So a SWSURFACE is better, a page is create in fast ram and only the piece
that is scroll in must redraw over the GFX Bus.

so i think when SDL have a own scroll command or optmize scroll OWB and
netsurf can work faster.

some noble attempts in python for inspiration
http://archives.seul.org/pygame/users/Nov-2002/msg00105.html
http://archives.seul.org/pygame/users/Nov-2002/msg00104.html

On Mon, Feb 1, 2010 at 2:53 AM, Bernd Roesch wrote:

Hi,

I think a own scroll command is possible too and can implement on
backend
if wish(default
use sdl_blitsurface so backend need not change)can speedup systems that
have low memory to GFX Card transfer speed a lot

when a backend implement a own scroll routine when use a shadow
surface(because of diffrent pixel format) or SWSURFACE the data can
scroll
with the CPU in memory and need not transfer to gfx card.At same time
the
cpu begin to scroll in memory the blitter on gfx card can scroll the
data
in the displayable buffer.

so the transfer to GFX Card can avoid and all is much faster.

Do you think its usefull to add a offical sdl_scroll command and define
parameter for this, or is it possible to do a optimize blit in the
current
backend specs ?

when source surface and dest surface is same then its possible to detect
a
scroll

Bye


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org
Regards


SDL mailing list
SDL at lists.libsdl.org
http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org