glSDL Benchmark v1.3 - SDL video benchmark using: directdraw, windib and glSDL

- Roberto Prieto - contact@megastormsystems.com
- MegaStorm Systems (c) 2012 - 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 and Sthephane Marchesin


· Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (Intel64 Family 6 Model 42 Stepping 7)
· CPU Speed: 3411 Mhz
· System memory total/available: 4095Mb / 4095Mb
· ATI Technologies Inc. - AMD Radeon HD 6900 Series - 4.2.11554 Compatibility Profile Context
· 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
-> 75.19 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
-> 75.11 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
-> 474.91 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
-> 48.62 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
-> 12414.45 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
-> 3080.73 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
-> 5062.55 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
-> 1533.36 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
-> 15.40 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
-> 1.55 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
-> 777.91 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
-> 80.34 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectX/GPU474.9148.6275.1975.11
SDL using OpenGL5062.551533.3612414.453080.73
SDL using DirectX/CPU15.401.55----
SDL using Windib/CPU777.9180.34----

· End of execution