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Re: Threaded drawing
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Re: Threaded drawing


  • Subject: Re: Threaded drawing
  • From: Kyle Sluder <email@hidden>
  • Date: Mon, 09 Dec 2013 14:12:50 -0800

On Mon, Dec 9, 2013, at 02:04 PM, Jens Alfke wrote:
>
> >> The single CGContextDrawImage in drawRect: should end up essentially being a memcpy which will be ridiculously fast
>
> The bottleneck for image blitting is copying the pixels from CPU RAM to
> GPU texture RAM. This is often a bottleneck in high-speed image drawing,
> and I know that Quartz goes through contortions to try to eliminate it
> whenever possible.

Which is another reason to seriously consider CATiledLayer… it's
plausible that the context it uses is located in shared memory on
machines with onboard graphics.

--Kyle Sluder

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  • Follow-Ups:
    • Re: Threaded drawing
      • From: Graham Cox <email@hidden>
References: 
 >Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Roland King <email@hidden>)
 >Re: Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Roland King <email@hidden>)
 >Re: Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Seth Willits <email@hidden>)
 >Re: Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Jens Alfke <email@hidden>)

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