I am trying to speed up drawing a full-screen texture that changes every frame. On my system, I can get around 1000 FPS using GDI and BitBlt (), but I thought I could improve performance using Direct3D and dynamic textures. Instead, I get only 250 FPS.
I am working on a Mac Pro with an ATI HD 4870 with current drivers.
I tried using dynamic textures and this gives me a small gain (~ 15FPS), and I tried using a texture chain to avoid pipelines, and this has no effect.
I looked through quite a lot and very little information about using dynamic textures in this way.
Am I missing something fundamental?
Device Setup:
pparams.BackBufferCount = 1;
pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
Texture Creation:
device-> CreateTexture (width, height, 1, D3DUSAGE_DYNAMIC,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, & texture, NULL);
Texture Update:
texture-> LockRect (0, & locked, NULL, D3DLOCK_DISCARD);
... write texture data
texture-> UnlockRect (0);
device-> DrawPrimitiveUP (D3DPT_TRIANGLEFAN, 2, vertices, sizeof (* vertices));
...
You can get the execution code from http://www.libsdl.org/tmp/SDL-1.3.zip
Thanks!