Well, I didn't want to use DDBs because right now my blitter
architecture is structured to support 16-bit sprite->backbuffer blits
and a 16-to-N-bit backbuffer->frontbuffer blit. I don't mind letting
Windows handle the color transform, I was just hoping that in the cases
where it WAS unity, that it would be fast.
The problem with DDBs is then I have to write a bunch of different
blitters for a bunch of different formats. It may not be all that bad,
e.g. 15, 16, 24 and 32-bit blitters would be reasonably easy to write,
but it would add a considerable amount of ugliness to the code -- and
that's assuming that I don't have to deal with different masks and
offsets for RGB within a format.
Oh well, guess you can't have everything =)
Brian
> Have you tried using DDBs instead of DIBs? You should get
> better performance that way because they should be stored in
> a device friendly way. Might be worth doing a quick DDB v DIB
> performance comparison. I'd certainly be interested in the result :)
>
> Andrew Grant
> Hothouse Creations
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