From: James W. <jam...@gm...> - 2011-04-17 07:57:40
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Hey Plexus, where did u get the "d3dxcore.h" ... and all the other associated older includes and Libs for win7?? I have the latest DX SDK, and the latest platform SDK for win7, but i cant find those files in either of those packages? Do i need to get an older SDK or something? I have only previously compiled tzt on XP? I use FFDshow as the decoder for most of my codecs, including mjpeg - and they have a 64-bit version of the codecs, which i think i'm using, and i assume must be quite optimissed, so in my primary testing scenario's i don't think the decoding is the bottleneck. My current task/goal, is to take some of the composition code, and re-factor it from asm/mmx into SSE2. which should give maybe double in performance for that specific operation. that is, add/subtract/alpha layer stuff etc. Cheers, PiedPiper > > I too have now Win7/64, and yes, the performance doesn't improve, > which isn't surprising since oTZT uses 10 years old libraries. I'm > thinking about updating, but where do I start ??? The whole render > engine is totally outdated (three words: 565 color depth !!!). > It's just frustrating. Even such simple things like antialiased > scaling for the clone window is far from easy :( > And if I do it old school, it's slow. I thought about going right to > GPU support, but the Documentation is like 300 pages long and a > completely new technology to me :( > > > > PS. has anyone tried a dumb compile to a x86_64 target?? > > Yes, but it doesn't make a difference since most of the critical code > is in assembler and I can't do anything about the codecs (which are > the still the most significant bottleneck). > > > ... pleXus > > P.S. don't blame it on the GDI, it's only used for the clone window. > Blame it on DirectX 7. ;) > BTW: the old GDI is actually quite fast. :) > |