glSDL Benchmark v2.0
SDL video benchmark using: directdraw, windib, glSDL, OpenGL and Direct3D

- Roberto Prieto - contact@megastormsystems.com
- MegaStorm Systems (c) 2013 - http://www.megastormsystems.com
- Using SDL 1.2 experimental (SDL 1.2.9 CVS and glSDL backend) and DirectX
- Using SDL 2.0 with Direct3D, OpenGL and Software renderers
- Special greetings to Sam Latinga, David Olofson and Sthephane Marchesin


· Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (Intel64 Family 6 Model 58 Stepping 9)
· CPU Speed: 3192 Mhz
· System memory total/available: 4095Mb / 3486Mb
· NVIDIA Corporation - NVS 300/PCIe/SSE2 - 3.3.0
· 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
-> 1050.18 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
-> 155.55 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
-> 213.69 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
-> 22.22 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
-> 919.36 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
-> 225.65 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
-> 918.09 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
-> 221.78 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
-> 1063.98 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
-> 438.96 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
-> 1652.82 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
-> 546.18 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectX/GPU213.6922.221050.18155.55
SDL using OpenGL918.09221.78919.36225.65
SDL using DirectX/CPU1063.98438.96----
SDL using Windib/CPU1652.82546.18----
SDL 2.0 using direct3d1500.64249.48----
SDL 2.0 using opengl2368.33364.73----
SDL 2.0 using software800.18135.47----

· End of execution