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 Athlon(tm) XP 3000+ (x86 Family 6 Model 10 Stepping 0)
· CPU Speed: 2104 Mhz
· System memory total/available: 1023Mb / 672Mb
· ATI Technologies Inc. - RADEON 9700 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
-> 883.28 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
-> 121.60 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
-> 864.30 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
-> 127.24 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
-> 1138.44 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
-> 282.98 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
-> 1551.64 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
-> 308.61 frames per second

 FullscreenFullscreen + doublebuffer
10010001001000
DirectDraw864.30127.24883.28121.60
OpenGL1551.64308.611138.44282.98

· End of execution