[Scummvm-devel] Bitdepth/pixel format API concerns

Filippos Karapetis philipk79 at hotmail.com
Sat Jun 13 17:50:37 CEST 2009




> Date: Sat, 13 Jun 2009 17:33:54 +0200
> From: lordhoto at gmail.com
> CC: scummvm-devel at lists.sourceforge.net
> Subject: Re: [Scummvm-devel] Bitdepth/pixel format API concerns
> 
> Eugene Sandulenko wrote:
> > On Sat, 13 Jun 2009 12:15:22 +0000 (GMT)
> > Bertrand Augereau <bertrand_augereau at yahoo.fr> wrote:
> >
> >   
> >> Different GPUs have different framebuffers format, and moreover
> >> graphic hardware endianness is not always the CPU endianness (ie
> >> XBox360 vs PS3).
> >>     
> > But should engines bother about that?
> >   
> I guess only in the case these platforms would have too limited 
> performace otherwise. So if the engine is able to convert all data on 
> the first load to the native format, it would be better than doing a 
> conversion every copyRectToScreen call. Of course if the backend is able 
> to do that conversion without any real performance loss it should be by 
> the backend.
> 

Why not use the appropriate set of functions to do that depending on the backend
itself, in a similar fashion to how we handle platform endianness? (like I mentioned
in a previous e-mail). There won't be any performance loss there, as each backend
would use its own set of functions.

> Thus I agree with Max' proposal:
> 
> 1) Let the backend worry about conversion.
> 2) If an engine expires too much performance loss on an specific 
> backend, try to optimize the engine with format conversion on load if 
> possible.

I agree with that too :)

Filippos


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