Narishma wrote:What functions do you think should be accelerated?
I was under the impression that SDL does it's things purely in software and isn't accelerated on any platform.
The upcoming
2.0 release will be,
they say that it's around the corner already. Hopefully.
Video - Complete
- Add support for multiple windows
- Create 3D accelerated texture based rendering API
- Create API for enabling/disabling the screensaver
- Add support for selecting video mode refresh rate
- Create API for clipboard support (check out PyGame)
- Add support for multiple displays
- Add concept of viewport to fullscreen windows
- Add support for synchronizing 2D updates with vblank, using SDL_HINT_RENDER_VSYNC
- Add support for render targets
From:
SDL wiki roadmap
A bit more detailed (about gfx improvements):
- Multiple windows! You don't need to have a single video surface anymore!
This is a new API (but SDL_SetVideoMode() still exists in the
compatibility layer).
- Multiple displays: SDL exposes details of what physical monitors are
hooked up to a machine and lets you control them individually.
- Formal API for positioning SDL windows: it sort of comes with the
multiple window/display support. No more setting environment variables
for this!
- Video device enumeration: you can get an idea of what APIs and hardware
are available to you.
- 2D acceleration: SDL can use OpenGL or Direct3D behind the scenes with
the 2D interfaces, so we can get acceleration on modern systems where
X11 or DirectDraw just aren't the fast paths anymore. The framebuffer-
oriented interfaces, like X11, are still there, though, for legacy
platforms and hardware.
- Texture support: the 2D interfaces now concern themselves with "textures"
and not surfaces. The assumption is that, even in 2D graphics, you now
want to try to push all the effort to the hardware when you can,
falling back to software where you can't. On the most basic level, this
just means you can't get at pixel-based framebuffers without locking
the "texture" and doing so may be much more expensive than in 1.2, but
in many common scenarios, a well-designed program can be significantly
more efficient in 1.3. There are some basic texture operations to offload
common per-pixel operations to hardware so you may not have to lock the
texture and do it yourself. This is meant to be a very simple API,
however: those needing more, even in 2D, should consider using OpenGL
directly.
From:
over here
Obviusly Raspberry Pi would need a proper port replacing all those OpenGL calls with GLES, hard work indeed, but not so utopian.