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)
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.
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.
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.
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.
@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
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.