[PATCH 14/20] glamor: stub out lines

Keith Packard keithp at keithp.com
Thu Mar 20 15:22:21 PDT 2014


Markus Wick <markus at selfnet.de> writes:

> I think this functions are worth to reimplement. eg horizontal lines are 
> used a lot and very slow on mi.

Having sped up the underlying functions, they're not terrible at this
point:

    2000000 reps @   0.0035 msec (288000.0/sec): 500-pixel horizontal line segment

But, yeah, doing a 'real' implementation would be awesome. For
comparison, fbdev does:

   30000000 reps @   0.0002 msec (4850000.0/sec): 500-pixel horizontal line segment

> How are the interpolation requirement for a line? Is it possible to 
> achive them with an opengl quad?

zero-width line pixelization semantics are pretty weak and we should be
able to hit them with GL quads. Getting the 'notlast' cap semantic
working is about the only trick necessary.

-- 
keith.packard at intel.com
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