Quote:
Originally Posted by kiri87
This is awesome on so many levels. After running sparkle-1.0, I was impressed, but after running hoser-2.0 on my K3, my mind blown  . Thank you for this fantastic piece of code (even though it's still beyond my ability to understand) and for motivating other people to start learning.
|
Thank you for thanking me! It is nice to get some feedback so I know at least *somebody* appreciates my efforts here.
I actually tried this partial update method now used in hoser-2.0 awhile ago on older animation code and it was SLOWER than eips and the /proc interface.
It could be that to use it effectively for full screen updates, you may need to double-buffer by using a virtual framebuffer like I did in hoser (/tmp/wb0) where all the changes are written, and then when time to update the eink it gets dithered to the real framebuffer (/dev/fb0).
I also thought of another potential speedup by relieving even more contention between my code and the system eink drivers when using the same /dev/fb0 buffer at the same time. I could use a second virtual framebuffer with identical dimensions to the real framebuffer, then just before an eink update I would dither to that second virtual buffer instead of to /dev/fb0, and only at the last instant do a fast COPY of the entire dithered virtual buffer to the real /dev/fb0 framebuffer.
At least, I *think* that should make it all faster, and faster is better, right?