annotate README.Porting @ 5053:b5b42be9333c

Fixed bug #1026 Vittorio Giovara 2010-07-16 19:09:28 PDT i was reading SDL_renderer_gles and i noticed that every time we there is some gl call the gl state is modified with a couple of glEnableClientState()/glDisableClientState. While this is completely fine for desktops systems, this is a major performace kill on mobile devices, right where opengles is implemented. Normal practice in this case is to update the glstate once, keep it always the same and disable/enable other states only in very special occasions. On the web there's plenty of documentation (on the top of my head http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html#//apple_ref/doc/uid/TP40008793-CH105-SW5 ) and i personally tried this. I modified my code and got a 10 fps boost, then modified SDL_render_gles and shifted from 40 fps to 50 fps alone -- considering that i started from ~30fps i got an 80% performance increase with this technique. I have attached a dif of my changes, hope that it will be included in mainstream.
author Sam Lantinga <slouken@libsdl.org>
date Wed, 19 Jan 2011 23:56:16 -0800
parents 103760c3a5dc
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1
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2 * Porting To A New Platform
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4 The first thing you have to do when porting to a new platform, is look at
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5 include/SDL_platform.h and create an entry there for your operating system.
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6 The standard format is __PLATFORM__, where PLATFORM is the name of the OS.
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7 Ideally SDL_platform.h will be able to auto-detect the system it's building
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8 on based on C preprocessor symbols.
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10 There are two basic ways of building SDL at the moment:
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12 1. The "UNIX" way: ./configure; make; make install
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14 If you have a GNUish system, then you might try this. Edit configure.in,
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15 take a look at the large section labelled:
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16 "Set up the configuration based on the target platform!"
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17 Add a section for your platform, and then re-run autogen.sh and build!
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19 2. Using an IDE:
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21 If you're using an IDE or other non-configure build system, you'll probably
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22 want to create a custom SDL_config.h for your platform. Edit SDL_config.h,
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23 add a section for your platform, and create a custom SDL_config_{platform}.h,
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24 based on SDL_config.h.minimal and SDL_config.h.in
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26 Add the top level include directory to the header search path, and then add
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27 the following sources to the project:
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28 src/*.c
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29 src/audio/*.c
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30 src/cdrom/*.c
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31 src/cpuinfo/*.c
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32 src/events/*.c
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33 src/file/*.c
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34 src/joystick/*.c
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35 src/stdlib/*.c
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36 src/thread/*.c
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37 src/timer/*.c
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38 src/video/*.c
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39 src/audio/disk/*.c
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40 src/audio/dummy/*.c
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41 src/video/dummy/*.c
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42 src/joystick/dummy/*.c
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43 src/cdrom/dummy/*.c
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44 src/thread/generic/*.c
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45 src/timer/dummy/*.c
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46 src/loadso/dummy/*.c
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49 Once you have a working library without any drivers, you can go back to each
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50 of the major subsystems and start implementing drivers for your platform.
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52 If you have any questions, don't hesitate to ask on the SDL mailing list:
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53 http://www.libsdl.org/mailing-list.php
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55 Enjoy!
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56 Sam Lantinga (slouken@libsdl.org)
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