Mercurial > sdl-ios-xcode
view test/testfill.c @ 4525:3abf0b9cafad
pelya 2010-07-12 03:53:48 PDT
In function GLES_RenderCopy() in SDL_renderer_gles.c:819 there is one memcpy()
that can be avoided if we're updating whole texture.
Because of that the SDL 1.3 in compatibility mode is working even slower than
software rendering in SDL 1.2.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 14 Jul 2010 07:31:35 -0700 |
parents | 5ea08f1c29d0 |
children |
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/* Simple program: Fill the screen with colors as fast as possible */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <time.h> #include "SDL.h" /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } int main(int argc, char *argv[]) { SDL_Surface *screen; int width, height; Uint8 video_bpp; Uint32 videoflags; Uint32 colors[3]; int i, done; SDL_Event event; Uint32 then, now, frames; /* Initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); return (1); } width = 640; height = 480; video_bpp = 8; videoflags = 0; while (argc > 1) { --argc; if (strcmp(argv[argc - 1], "-width") == 0) { width = atoi(argv[argc]); --argc; } else if (strcmp(argv[argc - 1], "-height") == 0) { height = atoi(argv[argc]); --argc; } else if (strcmp(argv[argc - 1], "-bpp") == 0) { video_bpp = atoi(argv[argc]); --argc; } else if (strcmp(argv[argc], "-fullscreen") == 0) { videoflags ^= SDL_FULLSCREEN; } else { fprintf(stderr, "Usage: %s [-width N] [-height N] [-bpp N] [-fullscreen]\n", argv[0]); quit(1); } } /* Set video mode */ screen = SDL_SetVideoMode(width, height, video_bpp, 0); if (!screen) { fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", width, height, SDL_GetError()); quit(2); } /* Get the colors */ colors[0] = SDL_MapRGB(screen->format, 0xFF, 0x00, 0x00); colors[1] = SDL_MapRGB(screen->format, 0x00, 0xFF, 0x00); colors[2] = SDL_MapRGB(screen->format, 0x00, 0x00, 0xFF); /* Loop, filling and waiting for a keystroke */ frames = 0; then = SDL_GetTicks(); done = 0; while (!done) { /* Check for events */ ++frames; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_MOUSEBUTTONDOWN: SDL_WarpMouse(screen->w / 2, screen->h / 2); break; case SDL_KEYDOWN: /* Any keypress quits the app... */ case SDL_QUIT: done = 1; break; default: break; } } SDL_FillRect(screen, NULL, colors[frames%3]); SDL_Flip(screen); } /* Print out some timing information */ now = SDL_GetTicks(); if (now > then) { double fps = ((double) frames * 1000) / (now - then); printf("%2.2f frames per second\n", fps); } SDL_Quit(); return (0); }