Hi Vinnie,
if you are using only 1 pixel wide lines, I think that WU algorithm
can be really fast compared to antigrain. Remember that antigrain
producess scanline and span objects, so it needs first to serialize
data thats rendered later.
The SSE2 code I posted here contains bugs, I recommend to extract it
from SVN I also posted (there are fixed all of them, i hope).
> agg::rasterizer_cells_aa<>::line()
>
> This function looks complex and it seems to do a lot of work. What does it do? What is the meaning of the parameter list (x1, y1, x2, y2) ?
I don't know exactly, but I think that it will process one line from
list of lines that was generated from curves (line is main rasterizer
object). Debug versions are slow, but Release should be fast (faster
than cairo or gdi+). You can also try to switch compiler to use SSE2,
this should also help.
- Petr
2009/5/9 Vinnie <
thevinn@...>:
>
>> From: Petr Kobal??ek <
kobalicek.petr@...>
>> I'm repeating here, but some time ago I wrote MMX and
>> SSE2 optimized interpolation between two colors based on
>> linear increments
>
> Those are some nice optimizations! The problem is that my app is spending by far, the majority of its time in:
>
> agg::rasterizer_cells_aa<>::line()
>
> This function looks complex and it seems to do a lot of work. What does it do? What is the meaning of the parameter list (x1, y1, x2, y2) ?
>
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