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Old 04-24-2012, 03:29 AM   #41
geekmaster
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Posts: 6,433
Karma: 10773670
Join Date: Nov 2011
Location: Multiverse 6627A
Device: K1 to PW3
Quote:
Originally Posted by kiri87 View Post
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?


Last edited by geekmaster; 04-24-2012 at 03:32 AM.
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