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This repository has been archived by the owner on Nov 3, 2020. It is now read-only.
Currently it writes pixels byte by byte when we could be doing it by 32-bit pixels at a time. In unrelated artificial tests this gives me a ~585% speed up (from an "unplayable" 11 FPS to a playable 60 FPS) just filling a canvas.
Note that this makes it endian-dependent. Honestly I don't forsee a lot of big endian devices using this, but we could always detect endianness and use a branch (ideally by swapping out which makePixel(r, g, b) -> uint32 function we use.)
We should probably implement the native color map lookup table generation and pre-compute the 32-bit values instead of RGB. (#17)
The text was updated successfully, but these errors were encountered:
Currently it writes pixels byte by byte when we could be doing it by 32-bit pixels at a time. In unrelated artificial tests this gives me a ~585% speed up (from an "unplayable" 11 FPS to a playable 60 FPS) just filling a canvas.
Note that this makes it endian-dependent. Honestly I don't forsee a lot of big endian devices using this, but we could always detect endianness and use a branch (ideally by swapping out which
makePixel(r, g, b) -> uint32
function we use.)We should probably implement the native color map lookup table generation and pre-compute the 32-bit values instead of RGB. (#17)
The text was updated successfully, but these errors were encountered: