[SDL] 2D API evolution (SDL 1.3/2.0)
René Dudfield
renesd at gmail.com
Sun Aug 27 02:29:10 PDT 2006
That's the advantage of run time assembled shaders.
Did you generate functions for each blitter?
If you put them in one big function it saves quite a bit of space.
Since you remove 800 function declarations, and 800 variable setups.
Just use big switch statements. You can still use different loops.
Probably still quite large though :)
On 8/27/06, Sam Lantinga <slouken at devolution.com> wrote:
> > > So, using a single four point 2D transforming blit call on the backend
> > > level does seem like a good idea to me. It's clean, simple, does what
> > > we need, and plugs trivially right into the relevant 3D APIs.
>
> > > Ok... This sounds too easy. What are we missing? ;-)
>
> > Implementation? :)
> > Adding a feature to the existing software blitters is a daunting prospect,
> > since the complexity increases exponentially.
>
> On an amusing note, I put together a script to generate the blit combinations
> needed for 32-bit pixel formats in 1.3, and it generated on the order of 800
> blitters, and the resulting object code was as big as the entire rest of the
> library combined.
>
> I think I'll need to pare down some functionality and add some multi-purpose
> blitters in order to make this reasonable... :)
>
> -Sam Lantinga, Senior Software Engineer, Blizzard Entertainment
>
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