glSDL Benchmark v2.0
SDL video benchmark using: directdraw, windib, glSDL, OpenGL and Direct3D

- Roberto Prieto - contact@megastormsystems.com
- MegaStorm Systems (c) 2013 - http://www.megastormsystems.com
- Using SDL 1.2 experimental (SDL 1.2.9 CVS and glSDL backend) and DirectX
- Using SDL 2.0 with Direct3D, OpenGL and Software renderers
- Special greetings to Sam Latinga, David Olofson and Sthephane Marchesin


· Intel(R) Pentium(R) M processor 1.60GHz 1.60GHz (x86 Family 6 Model 13 Stepping 6)
· CPU Speed: 1598 Mhz
· System memory total/available: 1022Mb / 372Mb
· ATI Technologies Inc. - ATI MOBILITY RADEON 9600/9700 Series (Omega 3 x86/SSE2 - 2.0.6458 WinXP Release
· Screen resolution 800x600x32bits

· Test 1 using 'DirectX/GPU' 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
-> 612.58 frames per second

· Test 2 using 'DirectX/GPU' 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
-> 107.61 frames per second

· Test 3 using 'DirectX/GPU' 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
-> 705.51 frames per second

· Test 4 using 'DirectX/GPU' 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
-> 103.85 frames per second

· Test 5 using 'OpenGL' 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
-> 543.58 frames per second

· Test 6 using 'OpenGL' 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
-> 143.70 frames per second

· Test 7 using 'OpenGL' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 799.91 frames per second

· Test 8 using 'OpenGL' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 143.84 frames per second

· Test 9 using 'DirectX/CPU' 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
-> 211.45 frames per second

· Test 10 using 'DirectX/CPU' 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
-> 102.90 frames per second

· Test 11 using 'Windib/CPU' 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
-> 252.59 frames per second

· Test 12 using 'Windib/CPU' 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
-> 112.12 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectX/GPU705.51103.85612.58107.61
SDL using OpenGL799.91143.84543.58143.70
SDL using DirectX/CPU211.45102.90----
SDL using Windib/CPU252.59112.12----
SDL 2.0 using direct3d872.82172.50----
SDL 2.0 using opengl885.64145.40----
SDL 2.0 using software145.9036.30----

· End of execution