Re: problem: reading from (rivafb) framebuffer is really slow

2001-05-18 Thread James Simmons
> When benchmarking DirectFB, I found that a typical software alpha > blending rectangle fill is completely dominated (I'm talking 90% of the > CPU cycles here) by the time it takes to read pixels from the > framebuffer. Note the SOFTWARE alpha blending rectangle fill. You are passing alot of

Re: problem: reading from (rivafb) framebuffer is really slow

2001-05-18 Thread Alan Cox
> When benchmarking DirectFB, I found that a typical software alpha > blending rectangle fill is completely dominated (I'm talking 90% of the > CPU cycles here) by the time it takes to read pixels from the > framebuffer. I would expect that. Guess why X11 is designed not to do this. > The

Re: problem: reading from (rivafb) framebuffer is really slow

2001-05-18 Thread Alan Cox
When benchmarking DirectFB, I found that a typical software alpha blending rectangle fill is completely dominated (I'm talking 90% of the CPU cycles here) by the time it takes to read pixels from the framebuffer. I would expect that. Guess why X11 is designed not to do this. The pixels are

Re: problem: reading from (rivafb) framebuffer is really slow

2001-05-18 Thread James Simmons
When benchmarking DirectFB, I found that a typical software alpha blending rectangle fill is completely dominated (I'm talking 90% of the CPU cycles here) by the time it takes to read pixels from the framebuffer. Note the SOFTWARE alpha blending rectangle fill. You are passing alot of data

problem: reading from (rivafb) framebuffer is really slow

2001-05-17 Thread Felix von Leitner
When benchmarking DirectFB, I found that a typical software alpha blending rectangle fill is completely dominated (I'm talking 90% of the CPU cycles here) by the time it takes to read pixels from the framebuffer. The pixels are read linearly in chunks of aligned 32-bit words. It's a Geforce 2

problem: reading from (rivafb) framebuffer is really slow

2001-05-17 Thread Felix von Leitner
When benchmarking DirectFB, I found that a typical software alpha blending rectangle fill is completely dominated (I'm talking 90% of the CPU cycles here) by the time it takes to read pixels from the framebuffer. The pixels are read linearly in chunks of aligned 32-bit words. It's a Geforce 2