Mercurial > sdl-ios-xcode
view docs/man3/SDL_LockSurface.3 @ 1542:a8bf1aa21020
Fixed bug #15
SDL_blit_A.mmx-speed.patch.txt --
Speed improvements and a bugfix for the current GCC inline mmx
asm code:
- Changed some ops and removed some resulting useless ones.
- Added some instruction parallelism (some gain)
The resulting speed on my Xeon improved upto 35% depending on
the function (measured in fps).
- Fixed a bug where BlitRGBtoRGBSurfaceAlphaMMX() was
setting the alpha component on the destination surfaces (to
opaque-alpha) even when the surface had none.
SDL_blit_A.mmx-msvc.patch.txt --
MSVC mmx intrinsics version of the same GCC asm code.
MSVC compiler tries to parallelize the code and to avoid
register stalls, but does not always do a very good job.
Per-surface blending MSVC functions run quite a bit faster
than their pure-asm counterparts (upto 55% faster for 16bit
ones), but the per-pixel blending runs somewhat slower than asm.
- BlitRGBtoRGBSurfaceAlphaMMX and BlitRGBtoRGBPixelAlphaMMX (and all
variants) can now also handle formats other than (A)RGB8888. Formats
like RGBA8888 and some quite exotic ones are allowed -- like
RAGB8888, or actually anything having channels aligned on 8bit
boundary and full 8bit alpha (for per-pixel alpha blending).
The performance cost of this change is virtually 0 for per-surface
alpha blending (no extra ops inside the loop) and a single non-MMX
op inside the loop for per-pixel blending. In testing, the per-pixel
alpha blending takes a ~2% performance hit, but it still runs much
faster than the current code in CVS. If necessary, a separate function
with this functionality can be made.
This code requires Processor Pack for VC6.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 15 Mar 2006 15:39:29 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_LockSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_LockSurface\- Lock a surface for directly access\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBint \fBSDL_LockSurface\fP\fR(\fBSDL_Surface *surface\fR); .SH "DESCRIPTION" .PP \fBSDL_LockSurface\fP sets up a surface for directly accessing the pixels\&. Between calls to \fBSDL_LockSurface\fP and \fBSDL_UnlockSurface\fP, you can write to and read from \fBsurface->\fBpixels\fR\fR, using the pixel format stored in \fBsurface->\fBformat\fR\fR\&. Once you are done accessing the surface, you should use \fBSDL_UnlockSurface\fP to release it\&. .PP Not all surfaces require locking\&. If \fBSDL_MUSTLOCK\fP(\fBsurface\fR) evaluates to \fB0\fR, then you can read and write to the surface at any time, and the pixel format of the surface will not change\&. .PP No operating system or library calls should be made between lock/unlock pairs, as critical system locks may be held during this time\&. .PP It should be noted, that since SDL 1\&.1\&.8 surface locks are recursive\&. This means that you can lock a surface multiple times, but each lock must have a match unlock\&. .PP .nf \f(CW \&. \&. SDL_LockSurface( surface ); \&. /* Surface is locked */ /* Direct pixel access on surface here */ \&. SDL_LockSurface( surface ); \&. /* More direct pixel access on surface */ \&. SDL_UnlockSurface( surface ); /* Surface is still locked */ /* Note: Is versions < 1\&.1\&.8, the surface would have been */ /* no longer locked at this stage */ \&. SDL_UnlockSurface( surface ); /* Surface is now unlocked */ \&. \&.\fR .fi .PP .SH "RETURN VALUE" .PP \fBSDL_LockSurface\fP returns \fB0\fR, or \fB-1\fR if the surface couldn\&'t be locked\&. .SH "SEE ALSO" .PP \fI\fBSDL_UnlockSurface\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01