[gs-devel] Poor shading performance. (shfill)
Igor V. Melichev
igor.melichev at artifex.com
Sun Apr 13 16:26:46 PDT 2003
The patch
http://www.ghostscript.com/pipermail/gs-cvs/2003-April/003166.html
restores the shfill performance to the performance of the
PSEUDO_RASTERIZATION=0 code.
The reason of the slowdown was the disabling of the scanline algorithm.
I've counted the number of rectangles generated with test3.eps at 72 dpi.
Here are results :
Before the patch :
PSEUDO_RASTERIZATION=0 -> 3164160 rectangles
PSEUDO_RASTERIZATION=1 -> 11560658 rectangles
After the patch :
PSEUDO_RASTERIZATION=0 -> 3164160 rectangles
PSEUDO_RASTERIZATION=1 -> 3164560 rectangles
The additional 400 rectangles are from the unequivalence
described in my recent message about the coordinate rounding.
IMO the 400 rectangles (0.0012%) are not important.
I wonder why the scanline algorithm generates 4 times lesser
number of rectangles than the trapezoid algorithm.
IMO it's a problem. But this is another story.
In any case, even 3M rectangles with -r72 is dangerously big,
and therefore the shfill to be improved.
Igor.
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