Tapani Pälli wrote:
As for the manual vs automatic updates, that brings another question.
How often is the screen really updated? I saw in the kernel source
there is manual vs automatic update mode but which one is actualy
We are updating areas (dirty-rects), it would hog the memorybus if we
would be updating whole screen all the time.
Yes, I didn't mean whole screen. As for the modes I later found dmesg
prints only changes between states 'disabled' and 'manual' so the answer
is manual.
Do you think
blitting is too slow now? I don't think X is there the bottleneck at
all, the true bottleneck is the memorybus.
No I was not concerned about speed but more about functionality and
unneeded layers that may hide some of them. As for the functionality I
mean vblank syncing/double buffering to take care of the tearing effect
and maybe also direct YUV blits for implementing video player in SDL. As
SDL can lie about everything I'm not sure if it supports YUV surfaces in
software or uses kernel features. Also as for the pixel doubling, this
was told it is basically unstable because you cannot turn it off fast
enough or at all if X decides to draw something or your application crashes.
http://maemo.org/maemowiki/GameDevelopment#head-6d05e5cc815205f4c0ac4ba09fee0ea5c9d3ff85
By using kernel driver directly from SDL it might be easier as you might
set pixel doubling mode per each update rectangle separately (if I
understood kernel source correctly, which may not be the case :) so it
will not remain turned on. Otherwise there is no need to use it directly
if X allows to do all of this properly.
Frantisek
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