NEON blitting

Anything and everything about programming graphics with Ultibo
Gavinmc42
Posts: 1595
Joined: Sun Jun 05, 2016 12:38 pm
Location: Brisbane, Australia

NEON blitting

Postby Gavinmc42 » Thu Dec 06, 2018 8:39 am

Came across this, using the NEON for blitting, could it be used for sprites?
https://github.com/tranthamp/neon_test

A google finds some NEON blitting youtubes
https://www.youtube.com/watch?v=8BRGUEBR_7E
More on ARM's pages
https://community.arm.com/tools/b/blog/ ... h-arm-neon

NEON has been on my list of stuff to learn.
Make 2D games faster?
pik33
Posts: 858
Joined: Fri Sep 30, 2016 6:30 pm
Location: Poland
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Re: NEON blitting

Postby pik33 » Thu Dec 06, 2018 10:31 am

Pure ( rectangle to rectangle) blit speed in RPi is linited by its memory speed, so neon will not give us any performance gain.

NEON can give a performance gain if we want to blit and filter the source (make patterns, select a mask or a transparent color, image filtering - blur, softening, sharpening, color change) as it can save some instructions in the code.

To be tested.

Is the NEON opcodes supported in current version of Ultibo Lazarus now? I had a dirty hack which enabled NEON while still allowing use of floating point but this went away with Ultibo upgrades.

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