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-K6(tm) 3D processor (x86 Family 5 Model 8 Stepping 12)
· CPU Speed: 400 Mhz
· System memory total/available: 351Mb / 214Mb
· Microsoft Corporation - GDI Generic - 1.1.0
· 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
-> 25.67 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
-> 7.65 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
-> 36.49 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
-> 7.98 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
-> 5.79 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
-> 1.07 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
-> 7.83 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
-> 1.07 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
-> 10.79 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
-> 1.71 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectDraw36.497.9825.677.65
SDL using OpenGL7.831.075.791.07
SDL using software10.791.71----
DirectDraw pure mode------It didnīt run
Direct3D pure mode------It didnīt run

· End of execution