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Re: Optimize SDL blitting routine
Amigans Defender
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I don't understand why spend time with SDL1.2 when SDL2 should have an higher priority..

i'm really tired...
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Re: Optimize SDL blitting routine
Quite a regular
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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)

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Re: Optimize SDL blitting routine
Just can't stay away
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@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.

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Re: Optimize SDL blitting routine
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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 :)

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Re: Optimize SDL blitting routine
Quite a regular
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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/

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Re: Optimize SDL blitting routine
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@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.

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Re: Optimize SDL blitting routine
Not too shy to talk
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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

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Re: Optimize SDL blitting routine
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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.

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Re: Optimize SDL blitting routine
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@AmigaBlitter

What new SDL SObj? Link?

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Re: Optimize SDL blitting routine
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@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.

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Re: Optimize SDL blitting routine
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@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.

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Re: Optimize SDL blitting routine
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@Capehill
Please check your PM


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Re: Optimize SDL blitting routine
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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.

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Re: Optimize SDL blitting routine
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@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
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Re: Optimize SDL blitting routine
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@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
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Re: Optimize SDL blitting routine
Not too shy to talk
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@Capehill

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

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

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Re: Optimize SDL blitting routine
Quite a regular
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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.

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Re: Optimize SDL blitting routine
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Abe amzing adventure is very fast :)

Sam440 EP here

output window should tell what is HW surface

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Re: Optimize SDL blitting routine
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@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.

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