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2007-11-13
, 01:36
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Posts: 68 |
Thanked: 84 times |
Joined on Mar 2007
@ Lappeenranta, Finland
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#71
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2007-11-13
, 06:54
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Posts: 503 |
Thanked: 267 times |
Joined on Jul 2006
@ Helsinki
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#72
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It would obviously be better to have scaling of the RGB formats directly and not have to waste time with the color conversion, and I don't see how it could hurt to have a request for the feature. I'm fairly new to all this maemo stuff, and software development in general, so it would probably be better if someone with a bit more knowledge about these things than me would write the request.
Actually as I've written in the quake2 thread, I've optimized the conversion to a point, where even with overhead caused by it, the SDL_DisplayYUVOverlay with a 400x240 image scaled to 800x480 seems to be so much faster than doing SDL_UpdateRect with XSP pixel doubling that it actually gets better fps with the overlay. Also, with overlay, I can do partial screen updates, which I believe is broken with XSP. Though I've not yet made an version of UQM to use the faster version, since it will need some changes to make it work with 16-bit surfaces, where quetoo uses only 8-bit, and I've been a bit busy with other things lately.
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2007-11-13
, 15:52
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Posts: 1,107 |
Thanked: 720 times |
Joined on Mar 2007
@ Germany
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#73
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2007-11-14
, 07:23
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Posts: 503 |
Thanked: 267 times |
Joined on Jul 2006
@ Helsinki
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#74
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2007-11-15
, 00:25
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Posts: 1,107 |
Thanked: 720 times |
Joined on Mar 2007
@ Germany
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#75
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Then it also requires conversion to 16bpp on blitting right now degrading performance.
LCD controllers of both Nokia 770 and N800 support 32bpp RGB modes in hardware according to documentation, but kernel framebuffer driver does not have code to support this color depth. Most likely adding support for 32bpp to framebuffer driver is simple (fanoush already has a patch to fix broken YUV420 mode on Nokia 770, and this work is somewhat similar), it should just copy some existing video mode support code and set a different value in LCD controller register. But more problems have to be solved in userland as we don't have any flexibility in video modes selection (the same problem as with setting low resolution). Another problem is that 32bpp mode will require twice the video memory and will double RFBI/SOSSI bandwidth requirement which will be quite bad for N800 with slow video bus. But if we assume that 32bpp mode will be always used together with pixel doubling (or upscaling 2x and more), it should fit video memory size and layout fine (it will be enough to store two 400x240 32bpp screens and even implement double buffering).
Do many games want 32bpp video mode? Will they be fine with 400x240 resolution restriction?
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2007-12-03
, 01:35
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Posts: 39 |
Thanked: 7 times |
Joined on May 2007
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#76
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2007-12-21
, 11:59
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Posts: 1,034 |
Thanked: 784 times |
Joined on Dec 2007
@ Annapolis, MD
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#77
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2008-02-17
, 17:52
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Posts: 12 |
Thanked: 3 times |
Joined on Feb 2008
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#78
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2008-02-17
, 23:15
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Posts: 4,708 |
Thanked: 4,649 times |
Joined on Oct 2007
@ Bulgaria
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#79
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2008-02-19
, 20:05
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Posts: 12 |
Thanked: 3 times |
Joined on Feb 2008
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#80
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