glSDL-Benchmark v1.0 - SDL video benchmark using DirectX and glSDL backend

- 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)
- Special greetings to Sam Latinga, David Olofson and Sthephane Marchesin


· AMD Sempron(tm) 2200+ (x86 Family 6 Model 8 Stepping 1)
· CPU Speed: 1492 Mhz
· System memory total/available: 511Mb / 232Mb
· ATI Technologies Inc. - RADEON 9800 SE x86/MMX/3DNow!/SSE - 1.5.4650 WinXP Release
· Screen resolution 800x600x32bits

· Test 1 using 'directx' 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
-> 532.41 frames per second

· Test 2 using 'directx' 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
-> 103.13 frames per second

· Test 3 using 'directx' 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
-> 730.75 frames per second

· Test 4 using 'directx' 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
-> 109.42 frames per second

· Test 5 using 'glSDL' 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
-> 574.95 frames per second

· Test 6 using 'glSDL' 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
-> 139.68 frames per second

· Test 7 using 'glSDL' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 769.29 frames per second

· Test 8 using 'glSDL' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 141.07 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
DirectDraw730.75109.42532.41103.13
OpenGL769.29141.07574.95139.68

· End of execution