Re: [AD] Memory Bitmap to Display blit slow? |
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- To: "Coordination of admins/developers of the game programming library Allegro" <alleg-developers@xxxxxxxxxx>
- Subject: Re: [AD] Memory Bitmap to Display blit slow?
- From: Peter Wang <novalazy@xxxxxxxxxx>
- Date: Tue, 10 Mar 2009 15:27:24 +1100
2009/3/1 Trent Gamblin <trent@xxxxxxxxxx>:
> On Sat, February 28, 2009 2:58 pm, Thomas Fjellstrom said:
>>
>> Anyone else have any ideas? As it is, bliting memory bitmaps to a display is
>> unusable on my system right now.
>
> I believe it was Peter who already filed a bug report on the slowness of
> the memory blenders. They aren't optimized at all. They are very very
> generic. They could be made much faster, which would be easy but
> time consuming considering all the different pixel formats. Assuming
> We do blending with only 1 format (converting to and from that format
> with the conversion functions that exist), we would still need ~16 optimized
> memory blenders. So if anyone wants to do that go ahead.
Alternatively, we should be able generate blenders on demand at runtime. For
portability and maintainability, perhaps we wouldn't generate machine code but
some form of threaded code? Would be a very interesting task for anyone who
wants to tackle it.
Probably pre-generated blenders could be faster, so we might want pre-generated
blenders for the most common src/dest formats, then do runtime generation for
everything else.
Or does someone know of a library (with a compatible licence) we could use?
Peter