[Scummvm-devel] Alpha blending (0.13.0)

Vicent Marti tanoku at gmail.com
Fri Feb 13 17:01:22 CET 2009


Any advice on how to perform such benchmarks in Pocket PC / Windows CE
devices? The device emulator developed by Microsoft stupidly enough
doesn't support any kind of hardware emulation (i.e. limiting the
execution speed to match the one of a portable device).

Vicent Martí



On Fri, Feb 13, 2009 at 4:28 PM, Max Horn <max at quendi.de> wrote:
>
> Am 13.02.2009 um 10:13 schrieb Joost Peters:
>
>> Marcus Comstedt schreef:
>>> Hi guys.
>>>
>>> I've fixed the function VectorRendererSpec::blendPixelPtr() on
>>> the release branch to handle the alpha channel correctly, in
>>> order to fix the regression that the menus were looking crap
>>> on the DC.  :-)
>>> [...]
>>> I've tested the code on the Dreamcast and on Linux with the SDL
>>> backend, but it would be good to test it on the PSP as well,
>>> since it has a different alpha format from both these.  Joost?
>>
>> Hi Marcus,
>>
>> Sorry for the delay in replying.   Seems to work fine on PSP as far
>> as I
>> can tell.
>
>
> I should add at this point that yesterday, I modified the
> VectorRendererSpec / VectorRendererAA code on trunnk (*not* the
> release branch) to use Graphics::PixelFormat instead of ColorMasks.
> This way, the same code should work on arbitrary graphics surfaces,
> with arbitrary color formats (well, 16 bit only for now, but it would
> be easy to allow 32 bit pixels, too). Drawback: It will be slower now,
> again. But I have no idea what impact that would have, exactly. In
> particular, very frequently called core routines like blendPixelPtr()
> now use R/G/B/alpha masks stored in (const) member variables, instead
> of compile-time constants. This could conceivably cause slow downs; or
> it might be almost as fast after all. Hard to say from here.
>
> So, what would be really nice is some serious benchmarking / profiling
> of VectorRendererSpec / VectorRendererAA on some low-spec platforms,
> to find out if and where there are bottlenecks. And then we can try to
> make it faster.
>
>
> Cheers,
> Max
>
>
>
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