LoadImage & 32bpp bitmaps

Uwe Bonnes bon at elektron.ikp.physik.tu-darmstadt.de
Fri Jul 8 16:12:40 CDT 2005


>>>>> "Ge" == Ge van Geldorp <gvg at reactos.com> writes:

    >> From: Kevin Koltzau
    >> 
    >> The solution IMO is to use a real DIB engine

    Ge> Since ReactOS never had the benefit of being able to use X11
    Ge> functions, we've already done a lot of work on a DIB engine. As with
    Ge> just about everything in ReactOS, it is not complete yet. However,
    Ge> often-used stuff like BitBlt is fully supported, just don't expect
    Ge> Bezier curves drawn with a 3 pixel wide pen using a PATPAINT rop to
    Ge> work.

    Ge> Recently we've added a code generator which generates pretty fast
    Ge> code for BitBlt operations. At the moment, it only works for 16bpp
    Ge> destinations, but I expect to add the other depths very soon. Timing
    Ge> tests show that this code is significantly faster than the XP
    Ge> non-hardware-accellerated code.

    Ge> It will take some effort to port this to Wine, since the internal
    Ge> datastructures used are different (we're bound by the DDK engine
    Ge> types like SURFOBJ). If there is interest in this from the Wine
    Ge> side, I'd be happy to provide assistance.

Please do so.

I will be happy to test. 

-- 
Uwe Bonnes                bon at elektron.ikp.physik.tu-darmstadt.de

Institut fuer Kernphysik  Schlossgartenstrasse 9  64289 Darmstadt
--------- Tel. 06151 162516 -------- Fax. 06151 164321 ----------



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