Author Topic: State of SDL on the native firmware  (Read 4220 times)

pinkeen

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State of SDL on the native firmware
« on: June 20, 2010, 10:01:45 pm »
I think that it's quite feasible to port SDL to native dingoo os. Has anybody done that? If yes, what's the state of the port, is it functional?

Imagine how many games would work almost out-of-the-box then...

SiENcE

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Re: State of SDL on the native firmware
« Reply #1 on: June 20, 2010, 10:06:56 pm »
I think flatmush started something, but I don't know that state.

Harteex

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Re: State of SDL on the native firmware
« Reply #2 on: June 20, 2010, 10:12:43 pm »
I'm currently porting SDL.

I got the following working so far:
video (320x240 16bit only for now)
file access
events
keys (mapped to keyboard)

Still need to work on:
audio
timers
threads (maybe)


If anyone wants to join in and help you're welcome...
Edit: Most of my progress so far is available in SVN (dingoo_sdk)
« Last Edit: June 20, 2010, 10:15:47 pm by Harteex »

pinkeen

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Re: State of SDL on the native firmware
« Reply #3 on: June 20, 2010, 10:26:19 pm »
I'm currently porting SDL.

That's really great!
video (320x240 16bit only for now)

The lcd is 16bit. So you're talking about alpha channel? Few year's ago (last time I checked) alpha channeled blits in sdl were sooo slow. How is itnow? Because thats a great feature and a must unless you're using pixelart graphics.

Harteex

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Re: State of SDL on the native firmware
« Reply #4 on: June 21, 2010, 05:17:51 pm »
video (320x240 16bit only for now)

The lcd is 16bit. So you're talking about alpha channel? Few year's ago (last time I checked) alpha channeled blits in sdl were sooo slow. How is itnow? Because thats a great feature and a must unless you're using pixelart graphics.

I meant bit depth, it's currently only supporting the same bit depth as the LCD (I don't convert anything). Converting on the fly would probably be slow anyway.
I have no idea about the performance yet.

darfgarf

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Re: State of SDL on the native firmware
« Reply #5 on: June 21, 2010, 05:19:56 pm »
Converting on the fly would probably be slow anyway.

so how does eltas patched sdl do it? as you can feed that a 32 bit surface and it quite happily turns it into a 16 bit one  ;D

pinkeen

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Re: State of SDL on the native firmware
« Reply #6 on: June 21, 2010, 05:25:31 pm »
I was asking, if blitting a surface with alpha channel onto another surface (with or without alpha) works. So you can have nice anti-aliased sprites.

Sorry if my post was confusing.

Harteex

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Re: State of SDL on the native firmware
« Reply #7 on: June 21, 2010, 07:57:29 pm »
Converting on the fly would probably be slow anyway.

so how does eltas patched sdl do it? as you can feed that a 32 bit surface and it quite happily turns it into a 16 bit one  ;D

Well converting is always slower, but I guess some games are simple enough and don't require that much speed.
But this is the display that's only 16 bit, you can probably still create 32 bit surfaces and blit them and let SDL convert it for you.

I was asking, if blitting a surface with alpha channel onto another surface (with or without alpha) works. So you can have nice anti-aliased sprites.

Sorry if my post was confusing.

I haven't really used SDL for much, but I guess you could still create 32 bit surfaces with alpha, and let SDL convert it... might be slow. Maybe SDL can also handle alpha with 16 bit surfaces too with some kind of mask, I don't know :P

Feel free to grab it from SVN and play around with it if you want.

protomank

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Re: State of SDL on the native firmware
« Reply #8 on: August 20, 2010, 02:49:15 pm »
Thanks for your effort into porting SDL. It will be a lot usefull to me and others.
Rockbot Lead game designer.

 

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