Hi Melwyn,

On Fri, May 7, 2010 at 6:18 PM, Melwyn Lobo <[email protected]> wrote:
> Hi ,
> I must say I was really impressed with performances of DirectFB when
> compiling Qtopia 4.6.2 and using DirectFB as Gfx driver.... I tested this
> release on our platform containing an SH4 processor and 2d blitter using
> underlying hardware acclerated graphics functions in Directfb. The
> performace gain for a sample QT application, "forever" (which blits random
> rectangles on screen ASAP) was 10 times (302 rects/per sec) vis-vis simple
> stock software QWS sans DirectFb (30 rects per sec). And even if I switch
> off all accleration from DirectFB (DFBARGS=no-hardware), I managed to get 3
> times better performnace (90 rects per sec).

If I understand correctly , you should be using Sti7109 processor. Did
you build
4.6.2 with the patches for 4.6.0(available in the SRPM of 4.6.0)
Moreover, do you
mind to share your build option?

I am using 4.6.0 on 7105 , the performance over directfb is quite disappointed..

Thanks.

> I would like to understand from DirectFB experts via these queries.
> My queries:
> 1. How would you explain this difference in performance, i.e. stock QWS
> vis-a-vis QT over DirectFB (unaccelerated)
> 2. For a UMA system with system memory acting as framebuffer, what are
> benefits when choosing DSCAPS_VIDEO while creating a surface. Is this
> surface present on the framebuffer or elsewhere?
> 3. While blitting an updated rectangle, is there an implicit back buffer in
> DirectFB where this rectangle is first copied before the entire surface is
> blitted to the framebuffer.
> 4. I did not use the fusion kernel module from DirectFB for running this QT
> app. In which use case  is it useful and what is its purpose?
> Thanks so much!!
> I would really appreciate any explanation/advice.
>
> Regards,
> M.
>
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