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) 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 - 4.2.12002 Compatibility Profile Context 9.12.0.0
· 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
-> 75.28 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
-> 444.45 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
-> 46.04 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
-> 11157.18 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
-> 3162.27 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
-> 5211.27 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
-> 1535.82 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
-> 1021.55 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
-> 586.67 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
-> 1859.64 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
-> 570.40 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectX/GPU444.4546.0475.2875.11
SDL using OpenGL5211.271535.8211157.183162.27
SDL using DirectX/CPU1021.55586.67----
SDL using Windib/CPU1859.64570.40----
SDL 2.0 using direct3d9381.271380.00----
SDL 2.0 using opengl6996.731316.82----
SDL 2.0 using software1003.09315.85----

· End of execution