----- Kurosu <kur...@free.fr> a écrit :
> Le 17/06/2010 11:43, Kurosu a écrit :
> > 188757   29.5856  wormux                   BlitNtoNPixelAlpha
> > 109184   17.1134  wormux                   BlitRGBtoRGBPixelAlphaMMX
> 
> Those are all used in case of per-pixel alpha blending. Now, there are 2 
> things this makes me think:
> - do we really need that much alpha blending? Aren't some of those 
> surfaces either 255 or 0?

Study still pending... Maybe using colorkey is what is needed.

> - the former function is for ARGB + BGRA blending and is more costly; 
> where are the BGRA textures coming from? Can't they be treated as ARGB?

This is due to us forcing ARGB (through masks) for new surfaces. By instead 
using {R,G,B} masks from the actual display surface, there's no longer calls to 
BlitNtoNPixelAlpha (they are all going to BlitRGBtoRGBPixelAlphaMMX), which I 
expect to be a win, considering BlitRGBtoRGBPixelAlphaMMX is SIMD.

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