Use SDL_SWSURFACE if you plan on doing per-pixel manipulations,
or blit surfaces with alpha channels, and require a high framerate.
When you use hardware surfaces, SDL copies the surfaces from video
memory to system memory when you lock them, and back when you unlock
them. This can cause a major performance hit.
Be aware that you may request a hardware surface, but receive a
software surface because the video driver doesn't support hardware
surface. Many platforms can only provide a hardware surface when
using SDL_FULLSCREEN. The SDL_HWSURFACE flag is best used when
the surfaces you'll be blitting can also be stored in video memory.
Change-Id: I07484f931ac2956bb386234a0524066ee70cce1f
Signed-off-by: GiWoong Kim <giwoong.kim@samsung.com>
static int sdl_thread_initialized;
#endif
-#define SDL_FLAGS (SDL_HWSURFACE | SDL_ASYNCBLIT | SDL_HWACCEL | SDL_NOFRAME)
+#define SDL_FLAGS (SDL_SWSURFACE | SDL_ASYNCBLIT | SDL_NOFRAME)
#define SDL_BPP 32
/* Image processing functions using the pixman library */
INFO("SDL_SetVideoMode\n");
if (surface_screen == NULL) {
- ERR("Could not open SDL display (%dx%dx%d): %s\n",
+ ERR("Could not open SDL display (%dx%dx%d) : %s\n",
surface_width, surface_height,
get_emul_sdl_bpp(), SDL_GetError());
return;