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[directfb-dev] directfb on xscale



i have some basic questions regarding usage of DFB on Xscale.

currently i'm doing some research on a triton devel-kit 2 to estimate
possible gfx performance on an embedded game machine device.

our goal is to do some smooth animations (as big as possible) on 800x600
@ 8 and 16 bpp at 20-25 fps. is this even a realistic approach? i think
the bigest performance killer is the color conversation between
destination and target surface.

i can copy 480KB (size of frame in 800x600@8bit) about 60 times a second
with a very simple memcopy programm (2 malloced memory blocks), so i
guess this is the top line possible.

my next aproach was a basic DFB test programm, that loads 2 png files
(each 256 colors without alpha, i hope) and tried to blit one as the
screen background and the other over that background. this is awfully
slow. i can follow the blitt easily with naked eye. (1 fps, i think)

is there something i can do about the palette to speed things up? how
can i find out, what's goin' wrong?

thank you very much...
clemens


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