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


· 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: 510Mb / 199Mb
· ATI Technologies Inc. - MOBILITY RADEON 9700 x86/SSE2 - 2.0.5147 WinXP 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
-> 649.15 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
-> 112.59 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
-> 746.32 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
-> 114.34 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
-> 548.26 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
-> 145.17 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
-> 806.18 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
-> 145.77 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
-> 182.92 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
-> 19.46 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectDraw746.32114.34649.15112.59
SDL using OpenGL806.18145.77548.26145.17
SDL using software182.9219.46----
DirectDraw pure mode------115
Direct3D pure mode------176

· End of execution