Claudio Ciccani wrote:
> Some weeks ago I announced to the mailing list that I was working on a 
> DirectFB based OpenVG implementation (i.e. DirectVG).
> Well, now it's time to prove that it was not a bullshit and that I made some 
> progresses in the meanwhile.

Yep ;)

> Below is a screenshot of the well known tiger sample rendered by DirectVG:
> http://img160.imagevenue.com/img.php?image=63785_DirectVG3_Tiger_122_898lo.jpg

It looks pretty good already! Where's the code :)

> As you can see, there is still some work to do on the strokes 
> (stroke styles are completely missing and so is line scaling), but the hard 
> part is done.
> 
> Regarding the performance, well... at this stage it simply sucks!
> 
> Testing Hardware: ATI Radeon 9250
> Testing Resolution: 612x622
> Runtime Speed: ~ 11 fps

Not too bad. CPU bottleneck still, I guess...

How many thousand(?) calls to the IDirectFBSurface API is this doing?

Or do you use dfb_state_*() and dfb_gfxcard_*() which I am at the moment in the 
public Water version?


I'm thinking about a more open intermediate solution that might keep a few 
convenience functions for blitting
and filling and should replace all dfb_gfxcard_fill/draw/state*() cruft, 
keeping the dfb_state_*() functions,
but allowing acquisition for more than a few driver calls. For example changing 
color etc. does not need a
complete release/acquire including all locks. Just call the driver's SetState() 
and Fill/Draw/Blit() as they
are needed, during one acquisition, until hitting a software fallback at least.


Please check your system load and/or test with single application core, which 
does not have the system call
impact per (macro) graphics operation. BTW, Fusion could eliminate most of the 
system call overhead like futexes do.

-- 
Best regards,
   Denis Oliver Kropp

.------------------------------------------.
| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/                 |
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