10-07-2003, 09:36 AM
Why is UGL's pset faster in 320x200x8 than DQB? (UGL psets the same # of pixels in 3/5th the time by my tests)
I'm looking at the source code, and by all rights it seems like it should be slower. I guess I have more to learn about asm optimization.
EDIT: What I mean is, if you copy in the proc that UGL's pset calls, it basically reduces to DQB's (unless I'm missing something).
Blitz, anyone? Can you explain it to me?
All the relevant code is a little too much to post:
DQB 1.71 with source code (I hope it's ok that I'm linking to your site, Adigun - I'll edit it out if it's not)
DQBpset in draw.asm (line 425), which calls GetLayerSeg (line 209) in main.asm
latest version of UGL with source code (ditto Blitz)
uglPSet (line 35) in src\ugl\uglpixel.asm, which calls b8_pSet (line 13) in src\cfmt\b8\8pixel.asm and bnk_RdAccess (line 267) in src\dct\dctbnk.asm (I think, or possibly mem_RdAccess in dctmem.asm)
I'm looking at the source code, and by all rights it seems like it should be slower. I guess I have more to learn about asm optimization.
EDIT: What I mean is, if you copy in the proc that UGL's pset calls, it basically reduces to DQB's (unless I'm missing something).
Blitz, anyone? Can you explain it to me?
All the relevant code is a little too much to post:
DQB 1.71 with source code (I hope it's ok that I'm linking to your site, Adigun - I'll edit it out if it's not)
DQBpset in draw.asm (line 425), which calls GetLayerSeg (line 209) in main.asm
latest version of UGL with source code (ditto Blitz)
uglPSet (line 35) in src\ugl\uglpixel.asm, which calls b8_pSet (line 13) in src\cfmt\b8\8pixel.asm and bnk_RdAccess (line 267) in src\dct\dctbnk.asm (I think, or possibly mem_RdAccess in dctmem.asm)