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)2 Duo CPU T7500 @ 2.20GHz (x86 Family 6 Model 15 Stepping 10)
· CPU Speed: 2194 Mhz
· System memory total/available: 2047Mb / 2047Mb
· NVIDIA Corporation - GeForce 8600M GT/PCI/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
-> 930.55 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
-> 121.90 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
-> 1019.04 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
-> 121.78 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
-> 1890.73 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
-> 374.66 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
-> 1914.55 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
-> 354.39 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
-> 205.55 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
-> 142.70 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
-> 440.60 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
-> 274.40 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
SDL using DirectX/GPU1019.04121.78930.55121.90
SDL using OpenGL1914.55354.391890.73374.66
SDL using DirectX/CPU205.55142.70----
SDL using Windib/CPU440.60274.40----
SDL 2.0 using direct3d2356.18513.68----
SDL 2.0 using opengl3500.09651.27----
SDL 2.0 using software404.96137.40----

· End of execution