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authorP. J. McDermott <pjm@nac.net>2013-03-04 20:44:00 (EST)
committer P. J. McDermott <pjm@nac.net>2013-03-04 21:25:08 (EST)
commit4735d4ba2d19dbc47012bef9b31749dba6ad43b3 (patch)
treedfb0e808db7c817515a0207611acccc32efefc4d /games/hello
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src/area.c: Disable RLE on area layers.
This mostly fixes the performance regression introduced by merging the palette cycling and map movement demos. I removed the 10-ms delay between frames in the demo and tested the framerates: Test Framerate with RLE (fps) Framerate without RLE (fps) 1 160.306202859 1730.255164034 2 142.599639495 1758.024691358 3 167.588560668 1797.97979798 4 162.279202279 1764.560099133 5 157.278550917 1625.570776256 avg 158.010431244 1735.278105752 I then restored the delay and watched the CPU usage: CPU usage with RLE CPU usage without RLE ~9.00% ~1.00% This is happening because we're now cycling palettes each frame and, as a result, SDL needs to decode and encode the surfaces each frame to map palettes (though I'm not sure why it needs a decoded surface just to map palettes). (Normally, we probably wouldn't cycle palettes /each frame/, so this is something of an extreme case.) See for example the SDL_UnRLESurface() call at line 551 of src/video/SDL_pixels.c in SDL 1.2.15.
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