glSDL-Benchmark v1.0 - SDL video benchmark using DirectX and glSDL backend

- 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)
- Special greetings to Sam Latinga, David Olofson and Sthephane Marchesin


· AMD Sempron(tm) 2200+ (x86 Family 6 Model 8 Stepping 1)
· CPU Speed: 1492 Mhz
· System memory total/available: 511Mb / 263Mb
· ATI Technologies Inc. - RADEON 9800 Pro x86/MMX/3DNow!/SSE - 2.0.5147 WinXP Release
· Screen resolution 800x600x32bits

· Test 1 using 'directx' 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
-> 659.67 frames per second

· Test 2 using 'directx' 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
-> 103.15 frames per second

· Test 3 using 'directx' 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
-> 788.40 frames per second

· Test 4 using 'directx' 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
-> 96.70 frames per second

· Test 5 using 'glSDL' 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
-> 749.16 frames per second

· Test 6 using 'glSDL' 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
-> 181.17 frames per second

· Test 7 using 'glSDL' engine.
-> Number of sprites: 100
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 995.55 frames per second

· Test 8 using 'glSDL' engine.
-> Number of sprites: 1000
-> Screen is at 32 bits per pixel
-> Screen is in video memory
-> Sprite is in video memory
-> 181.86 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
DirectDraw788.4096.70659.67103.15
OpenGL995.55181.86749.16181.17

· End of execution