GernotFrisch
Member
- Joined
- Jan 2, 2007
- Messages
- 445
Hi,
my performance dropped a lot since I reduced tearing. Can this function be written any quicker?
	
	
	
		
I thought about making it all with macros to get rid of the loops totally... :/
				
			my performance dropped a lot since I reduced tearing. Can this function be written any quicker?
		Code:
	
		inline void UpdateDisplay(unsigned short* Buffer, bool Landscape)
	{
		// 240x320 display -> 320x240 buffer
		const unsigned short* pSrc;
		unsigned short* pDst;
		pSrc=Buffer; pDst = Screen.pRawFrameBuffer; // /dev/fb0
		const unsigned short* pLine = Buffer + 319; // "Buffer" is my 320x240 buffer
		for(int x=0; x<320; ++x)
		{
			pSrc = pLine;
			for(int y=0; y<240 / 4; ++y)
			{
				*pDst = *pSrc; pSrc += 320; ++pDst;
				*pDst = *pSrc; pSrc += 320; ++pDst;
				*pDst = *pSrc; pSrc += 320; ++pDst;
				*pDst = *pSrc; pSrc += 320; ++pDst;
			}
			--pLine;
		}
	}I thought about making it all with macros to get rid of the loops totally... :/
 
	
 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		 
 
		