glSDL Benchmark v1.1 - SDL video benchmark using DirectX and OpenGL

- Roberto Prieto - megastorm@mi.madritel.es
- MegaStorm Systems (c) 2005 - http://www.megastormsystems.com
- Using SDL 1.2 experimental (SDL 1.2.9 CVS and glSDL backend) and DirectX
- Special greetings to Sam Latinga, David Olofson, Sthephane Marchesin and David Inclan


· AMD Athlon(tm) 64 X2 Dual Core Processor 3800+ (x86 Family 15 Model 35 Stepping 2)
· CPU Speed: 2500 Mhz
· System memory total/available: 2046Mb / 1710Mb
· NVIDIA Corporation - GeForce 7800 GT/PCI/SSE2/3DNOW! - 2.0.1
· Screen resolution 800x600x32bits

· Test 1 using 'software' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Screen has double-buffering enabled
-> Sprite is in video memory
-> Sprite blit uses hardware acceleration
-> 56.17 frames per second

· Test 2 using 'software' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Screen has double-buffering enabled
-> Sprite is in video memory
-> Sprite blit uses hardware acceleration
-> 56.25 frames per second

· Test 3 using 'software' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> Sprite blit uses hardware acceleration
-> 2352.00 frames per second

· Test 4 using 'software' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> Sprite blit uses hardware acceleration
-> 238.75 frames per second

· Test 5 using 'software' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Screen has double-buffering enabled
-> Sprite is in video memory
-> 60.23 frames per second

· Test 6 using 'software' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Screen has double-buffering enabled
-> Sprite is in video memory
-> 60.15 frames per second

· Test 7 using 'software' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 5806.36 frames per second

· Test 8 using 'software' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 1263.09 frames per second

· Test 9 using 'software' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in system memory
-> Sprite is in system memory
-> Sprite blit uses RLE acceleration
-> 124.23 frames per second

· Test 10 using 'software' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in system memory
-> Sprite is in system memory
-> Sprite blit uses RLE acceleration
-> 13.72 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectDraw2352.00238.7556.1756.25
SDL using OpenGL5806.361263.0960.2360.15
SDL using software124.2313.72----
DirectDraw pure mode------It didnīt run
Direct3D pure mode------It didnīt run

· End of execution