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Would it be possible to optimise the code with SSE vectorisation at all? That would require hand optimised assembly. Alternatively I wonder if liboil would have any loops that could be brought in?
On Wed, 2008-11-19 at 09:15 +0100, Jasper van de Gronde wrote:
john cliff wrote:
Very cool, am showing 40-50% speed up on my dual core on the bigger objects, total times quoted in the blurlog for 1vs 2 with 150 odd blurs in the drawing is 3.6sec vs 2.24 took a lot longer than that to render tho, so we're clearly eating a lot of time elsewhere too.
Oh, definitely! With IIR blur and the resampled blur approximation code it's usually quite fast, but it's still one of the more (most?) expensive operations. I'm still thinking about some ways to make it even faster from an algorithmic point of view, but that will take some time. In the reasonably near future I may incorporate some code that takes advantage of the piecewise linear nature of, vector, images for example (but I still have to evaluate how it performs compared to the current options).
In addition, the times in the blurlog are only for the actual blurring code, so do not include any time spent on resampling (if used) or allocation of temporary arrays and such.
Will stick this build on a USB drive and try it on my a dual processor machine at work with 2x quad xeons in it :D
I though the maximum of 8 threads would be quite sufficient for most people and provide a reasonable upper bound to prevent people from doing stuff like selecting 200 threads, but I see I may have been a bit conservative :)
Will try get some better usertime estimates too. Definite step in the right direction tho...
Thanks, you may also want to have a look at profiling: http://wiki.inkscape.org/wiki/index.php/Profiling As I said in another mail this currently doesn't work for me on Vista, but YMMV (and it did work for me on XP).
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