Impact of changing default Screen depth on other XO Apps
NoiseEHC
NoiseEHC at freemail.hu
Wed Jan 27 10:23:50 EST 2010
Now I could not find the code I have used but here is the latest version
of the game I started developing for the XO-1. (The development stalled
because the xv bug in the Geode driver.)
https://docs.google.com/leaf?id=0B6XMYp250cOmZDhmOWNjMTQtMjNlNy00NDc0LTlhMmItNGI3M2NhMGFmNmVm&hl=en
The trick is that you can develop "xo_bubble_town" on Windows and you
can compile the "xo2d" directory on the XO (copy the pictures there).
I could not find the first version which did not use xv but basically
you have to use XShmCreateImage instead of XvShmCreateImage and use
XShmPutImage instead of XvShmPutImage in "xi2d/XOHardware.cpp".
Now if you are already using those then we cannot help you without you
posting your code I am afraid...
HTH
shivaprasad javali wrote:
> We are allocating a 32 bit buffer and then using the X server calls to
> blit it to the 16 bit screen. Even this is slowing down the
> application as the draw in the application is very intensive. We
> commented out parts of our draw code to find out the part which was
> slowing it down and found that the blit to the 16 bit screen ( using X
> server calls) was responsible for a large chunk of the slowdown. When
> we changed the screen depth the performance of the activity increased
> dramatically.
>
> I was worried if some other activity on the XO making the opposite
> assumption and optimizing their draw code for a 16 bit screen and then
> suffering because we changed the default depth.
>
> Thanks
> Shivaprasad
>
> 2010/1/27 NoiseEHC <NoiseEHC at freemail.hu <mailto:NoiseEHC at freemail.hu>>
>
> Since you can only blit pictures on an X server and cannot get a
> direct pointer to the video memory, I do not know what your
> problem is. You can just allocate a 32 bit offscreen buffer in the
> address space of your application and blit it via the X server to
> the 16 bit video memory (draw). The XO-1 has bit depth converter
> hardware so it will not be slower in theory.
> Note that you cannot use the video overlay for this because it has
> only YUV and RGB-565 modes on the XO-1 and there is a bug in X
> that the overlay will be garbage after a suspend and it was not
> fixed last time I checked. (I have told that I would fix it but
> because I could not figure out how to compile stuff for the XO-1 -
> like recompiling the kernel and the X server - I did not fix that.)
>
> If you need it then I could search for the code I have used but it
> would take some time...
>
> shivaprasad javali wrote:
>> Hi All,
>> We are developing an Activity for the XO. During
>> development we ran into an issue with the default screen depth on
>> the XO. Our application assumes that the screen depth is 32 and
>> does all the draw math. But as the screen depth on the XO is 16
>> we had to do constant 32 bit- 16 bit conversions which really hit
>> performance. So we put in script to run after installing our
>> activity which changes the default screen depth on the XO from 16
>> to 32 bit.
>>
>> I wanted to know how much of an issue this would be for
>> other activities running on the XO. Would they be adversely
>> affected by this change?
>>
>> Thanks
>> Shivaprasad
>> ------------------------------------------------------------------------
>>
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>
>
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