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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - radeonsi with glamor has very poor performance with primitives drawing"
href="https://bugs.freedesktop.org/show_bug.cgi?id=68524#c25">Comment # 25</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - radeonsi with glamor has very poor performance with primitives drawing"
href="https://bugs.freedesktop.org/show_bug.cgi?id=68524">bug 68524</a>
from <span class="vcard"><a class="email" href="mailto:awatry@gmail.com" title="Aaron Watry <awatry@gmail.com>"> <span class="fn">Aaron Watry</span></a>
</span></b>
<pre>Created <span class=""><a href="attachment.cgi?id=91802" name="attach_91802" title="First attempt at handling diagonal lines in poly_line code">attachment 91802</a> <a href="attachment.cgi?id=91802&action=edit" title="First attempt at handling diagonal lines in poly_line code">[details]</a></span> <a href='page.cgi?id=splinter.html&bug=68524&attachment=91802'>[review]</a>
First attempt at handling diagonal lines in poly_line code
First attempt at handling diagonal lines without excessive cpu<->gpu traffic
Splits a diagonal line into 2 or more horizontal/vertical lines.
Before:
GtkDrawingArea - Lines - time: 242.57
After:
GtkDrawingArea - Lines - time: 23.01
It's not amazingly fast this way, but it is a 10x performance improvement. The
closer to horizontal/vertical the line is, the better it should perform. The
worst case would be a line with a perfect slope of 1 or -1, which would be
de-constructed to a bunch of points.
I don't know if there's a certain slope that would be a good cutoff for this
handling versus the old method. Someone can feel free to play with that.</pre>
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