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README.md

BasicBitmap

As the purpose of providing a simple compact, high-performance and platform independent Bitmap library, BasicBitmap is created based on a subset of my vector graphic library: https://github.com/skywind3000/pixellib .

Features

  • Highly optimized C++ code which could be compiled and executed in any platform
  • Multiple pixel formats from 8 to 32 bits: A8R8G8B8, R8G8B8, A4R4G4B4, R5G6B5, A8, etc.
  • Blit in opaque or transparent mode (with a maskcolor/colorkey)
  • Converting between different pixel formats
  • Blending with different compositors
  • Scaling with different filters (nearest, linear, bilinear)
  • High quality resampling to different size (Bicubic/Bilinear)
  • Loading bmp/tga from memory or file and saving bmp to file
  • Loading png/jpg with gdiplus (only in windows xp or above)
  • Saving bmp/ppm files
  • Self-contained and not rely on other libraries
  • Compact and portable, just copy BasicBitmap.h/.cpp into your project
  • Core routines can be replaced by external (eg. SSE2 implementations)
  • Blitting is 40% faster than DirectDraw FastBlt (with AVX/SSE2 optimizing enabled).
  • Blending is 34% faster than GDI's AlphaBlend (with SSE2 enabled).

Performance

Blit Performance

Full window (800x600) blitting (both opacity and transparent), compare to GDI/SDL/DirectDraw:

32 Bits Blit Opacity Transparent
BasicBitmap C++ fps=2325 fps=1368
BasicBitmap AVX/SSE2 fps=2904 fps=2531
GDI fps=2333 fps=1167
SDL fps=2671 fps=1015
DirectDraw fps=2695 fps=2090

Note: use BltFast with DirectDrawSurface7 in System Memory to perform Opacity & Transparent blit. BitBlt and TransparentBlt(msimg32.dll) are used in the GDI testing case.

16 Bits Blit Opacity Transparent
BasicBitmap C++ fps=4494 fps=1253
BasicBitmap AVX/SSE2 fps=9852 fps=2909
DirectDraw BltFast fps=5889 fps=861

Blitting performance in SDL & GDI are slower than DirectDraw, just compare to ddraw as well.

8 Bits Blit Opacity Transparent
BasicBitmap C++ fps=11142 fps=1503
BasicBitmap AVX/SSE2 fps=18181 fps=5449
DirectDraw BltFast fps=14705 fps=4832

DirectDrawSurface in Video Memory takes the benefit of hardware acceleration which is definitely faster than BasicBitmap. If you really need hardware acceleration, use OpenGL/DX as well.

BasicBitmap is a software implementation which aims to achieve the best performance in all other software implementations: like GDI/GDI+, SDL/DirectDraw in System Memory, for examples.

So just compare to DirectDrawSurface in System Memory. Use it in the condition that you only need a lightweight software solution: GUI/Cross Platform/hardware unavailable/image processing/video compositing, etc.

Blending Performance

SRC OVER FPS
BasicBitmap C++ 594
BasicBitmap SSE2 1731
GDI (msimg32.dll) 1137

note: 800x600 full window src-over blending vs GDI's AlphaBlend function (in msimg32.dll).

About

Simple and high-performance and platform independent Bitmap class (34% faster than GDI/GDI+, 40% faster than DDraw)

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