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) XP 2400+ (x86 Family 6 Model 8 Stepping 1)
· CPU Speed: 1999 Mhz
· System memory total/available: 511Mb / 264Mb
· ATI Technologies Inc. - RADEON 9200SE DDR x86/MMX/3DNow!/SSE - 1.3.4955 Win2000 Release
· 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
-> 85.04 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
-> 28.35 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
-> 269.36 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
-> 34.79 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
-> 375.32 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
-> 52.89 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
-> 359.39 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
-> 51.93 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
-> 80.87 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
-> 10.78 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectDraw269.3634.7985.0428.35
SDL using OpenGL359.3951.93375.3252.89
SDL using software80.8710.78----
DirectDraw pure mode------It didnīt run
Direct3D pure mode------It didnīt run

· End of execution