pokey@well.UUCP (Jef Poskanzer) (12/31/88)
[Those who read comp.sys.sun have already seen a version of this message. I am re-posting it here to get better coverage, and because I have made some changes to the code since I submitted it to sun-spots a few weeks ago.] I was playing around with screenload recently, and added a -t for tiling flag. But I was not happy with the speed. Just from watching a small bitmap get tiled over the full screen, it looks like pr_replrop is doing a simple linear replication. Now, any graphics hacker knows that since edge handling is expensive in bit blitting, a large blit goes faster than N smaller blits with the same area. So I whipped up a quick binary replication wrapper routine, and did some timings. For tiling a small bitmap over the full screen, on a 3/50, my replrop goes four times faster than Sun's. The routine is appended. This should be 100% compatible with pr_replrop. If anyone finds any cases where this isn't so, please let me know. Also, I would be interested in hearing whether similar speedups are seen on other configurations, such as color frame buffers. --- Jef Jef Poskanzer jef@rtsg.ee.lbl.gov ...well!pokey jef_pr_replrop(dpr, dx, dy, dw, dh, op, spr, sx, sy) Pixrect *dpr, *spr; int dx, dy, dw, dh, op, sx, sy; { register int w, h, status; if ( spr == (Pixrect *) 0 ) { /* Special case the NULL pixrect. */ w = dw; h = dh; } else { w = spr->pr_size.x; /* Avoid tiny horizontal blits. */ while ( w < 256 ) w *= 2; if ( w > dw ) w = dw; h = spr->pr_size.y; /* But no edge effects vertically, so no problem. */ if ( h > dh ) h = dh; } if (status = pr_replrop(dpr, dx, dy, w, h, op, spr, sx, sy)) return status; while ( w < dw || h < dh ) { if ( w < dw ) if (status = pr_rop(dpr, dx + w, dy, w, h, PIX_SRC, dpr, dx, dy)) return status; if ( h < dh ) if (status = pr_rop(dpr, dx, dy + h, w, h, PIX_SRC, dpr, dx, dy)) return status; if ( w < dw && h < dh ) if (status = pr_rop(dpr, dx + w, dy + h, w, h, PIX_SRC, dpr, dx, dy)) return status; w *= 2; h *= 2; } return 0; }