SDL_CreateTexture() w / SDL_TEXTUREACCESS_STREAMING + SDL_UpdateTexture() seems to work quite well with the correct pixel format.
My system uses the default rendering tool:
Renderer name: direct3d Texture formats: SDL_PIXELFORMAT_ARGB8888 SDL_PIXELFORMAT_YV12 SDL_PIXELFORMAT_IYUV
(although opengl info is the same :)
Renderer name: opengl Texture formats: SDL_PIXELFORMAT_ARGB8888 SDL_PIXELFORMAT_YV12 SDL_PIXELFORMAT_IYUV
SDL_PIXELFORMAT_ARGB8888 gives me ~ 1 ms / frame:
#include <SDL2/SDL.h> #include <SDL2/SDL_render.h> #include <iostream> #include <vector> using namespace std; int main( int argc, char** argv ) { SDL_Init( SDL_INIT_EVERYTHING ); atexit( SDL_Quit ); SDL_Window* window = SDL_CreateWindow ( "SDL2", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 600, 600, SDL_WINDOW_SHOWN ); SDL_Renderer* renderer = SDL_CreateRenderer ( window, -1, SDL_RENDERER_ACCELERATED ); SDL_RendererInfo info; SDL_GetRendererInfo( renderer, &info ); cout << "Renderer name: " << info.name << endl; cout << "Texture formats: " << endl; for( Uint32 i = 0; i < info.num_texture_formats; i++ ) { cout << SDL_GetPixelFormatName( info.texture_formats[i] ) << endl; } const unsigned int texWidth = 1024; const unsigned int texHeight = 1024; SDL_Texture* texture = SDL_CreateTexture ( renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, texWidth, texHeight ); vector< unsigned char > pixels( texWidth * texHeight * 4, 0 ); SDL_Event event; bool running = true; while( running ) { const Uint64 start = SDL_GetPerformanceCounter(); SDL_SetRenderDrawColor( renderer, 0, 0, 0, SDL_ALPHA_OPAQUE ); SDL_RenderClear( renderer ); while( SDL_PollEvent( &event ) ) { if( ( SDL_QUIT == event.type ) || ( SDL_KEYDOWN == event.type && SDL_SCANCODE_ESCAPE == event.key.keysym.scancode ) ) { running = false; break; } } // splat down some random pixels for( unsigned int i = 0; i < 1000; i++ ) { const unsigned int x = rand() % texWidth; const unsigned int y = rand() % texHeight; const unsigned int offset = ( texWidth * 4 * y ) + x * 4; pixels[ offset + 0 ] = rand() % 256; // b pixels[ offset + 1 ] = rand() % 256; // g pixels[ offset + 2 ] = rand() % 256; // r pixels[ offset + 3 ] = SDL_ALPHA_OPAQUE; // a } //unsigned char* lockedPixels; //int pitch; //SDL_LockTexture // ( // texture, // NULL, // reinterpret_cast< void** >( &lockedPixels ), // &pitch // ); //std::copy( pixels.begin(), pixels.end(), lockedPixels ); //SDL_UnlockTexture( texture ); SDL_UpdateTexture ( texture, NULL, &pixels[0], texWidth * 4 ); SDL_RenderCopy( renderer, texture, NULL, NULL ); SDL_RenderPresent( renderer ); const Uint64 end = SDL_GetPerformanceCounter(); const static Uint64 freq = SDL_GetPerformanceFrequency(); const double seconds = ( end - start ) / static_cast< double >( freq ); cout << "Frame time: " << seconds * 1000.0 << "ms" << endl; } SDL_DestroyRenderer( renderer ); SDL_DestroyWindow( window ); SDL_Quit(); }
Make sure that you do not have vsync support (forcibly in the driver, starting the linker, etc.), otherwise all your frame times will be ~ 16 ms (or whatever you set on the display).