[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

Re: [pygame] [BUG] SRCALPHA - unexpected behaviour.



yeah, sse is not everywhere yet.

There are a lot of AMD chips out there without it.  So I think we
should leave the SSE off unless detected.

cheers,


On 8/23/07, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
> Glad to here about the MMX. My SSE patch requires SSE support to be
> explicitly turned off with a NO_SSE flag. But this is at odds with other
> libraries where MMX/SSE support must be turned on: SDL has
> MMX_ASMBLIT/SSE_ASMBLIT, smpeg has USE_MMX. These could be hold-overs
> from earlier days when MMX/SSE support was less common. It is probably
> now safe to assume MMX is available. I am less sure about SSE, thought
> the majority of i386 computers in use today likely support it.
>
>
> René Dudfield wrote:
> > that's all I got around to doing today... I'll apply the other patches
> > later (the mmx fixes, and the fromstring() stuff.)
> >
> > Cheers,
> >
> > On 8/22/07, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
> >
> >> 24 bit surfaces do work when the flags are 0. It was the SRCALPHA flag
> >> that caused problems, whether pygame was initialized or not. It was just
> >> that when the surface depth was set to 24 bits implicitly, then the
> >> SRCALPHA flag was ignored. If explicitly then the SRCALPHA flag was
> >> processed and pygame segfaulted.
> >>
> >>
> >> René Dudfield wrote:
> >>
> >>> ah, I fixed those segfaults in svn.  There were problems with
> >>> get_bytesize, and get_alpha too.
> >>>
> >>> I'm not sure why using a bitdepth of 24 doesn't work without
> >>> initializing pygame...  So that can still be considered a bug that
> >>> needs investigation.
> >>>
> >>>
> >>>
>