examples: Avoid dividing index to get x, y; calculate index from x, y
Division is more expensive than multiplication, and this doesn't seem to be optimize away, so iterating over `(0..height)` and `(0..width)` provides better performance. It's good to have the example show the best way to write code using softbuffer, and this helps when using examples as a benchmark. This will also be needed if Softbuffer supports formats where `stride` isn't just `width * pixel_size`, and needs alignment.
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3 changed files with 24 additions and 23 deletions
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@ -78,10 +78,11 @@ fn pre_render_frames(width: usize, height: usize) -> Vec<Vec<u32>> {
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let render = |frame_id| {
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let elapsed = ((frame_id as f64) / (60.0)) * 2.0 * PI;
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(0..(width * height))
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.map(|index| {
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let y = ((index / width) as f64) / (height as f64);
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let x = ((index % width) as f64) / (width as f64);
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let coords = (0..height).flat_map(|x| (0..width).map(move |y| (x, y)));
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coords
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.map(|(x, y)| {
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let y = (y as f64) / (height as f64);
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let x = (x as f64) / (width as f64);
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let red =
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((((y + elapsed).sin() * 0.5 + 0.5) * 255.0).round() as u32).clamp(0, 255);
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let green =
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@ -4,17 +4,17 @@ use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::WindowBuilder;
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fn redraw(buffer: &mut [u32], width: usize, height: usize, flag: bool) {
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for (index, color) in buffer.iter_mut().enumerate() {
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let y = index / width;
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let x = index % width;
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if flag && x >= 100 && x < width - 100 && y >= 100 && y < height - 100 {
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*color = 0x00ffffff;
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} else {
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let red = (x & 0xff) ^ (y & 0xff);
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let green = (x & 0x7f) ^ (y & 0x7f);
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let blue = (x & 0x3f) ^ (y & 0x3f);
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*color = (blue | (green << 8) | (red << 16)) as u32;
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for y in 0..height {
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for x in 0..width {
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let value = if flag && x >= 100 && x < width - 100 && y >= 100 && y < height - 100 {
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0x00ffffff
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} else {
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let red = (x & 0xff) ^ (y & 0xff);
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let green = (x & 0x7f) ^ (y & 0x7f);
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let blue = (x & 0x3f) ^ (y & 0x3f);
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(blue | (green << 8) | (red << 16)) as u32
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};
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buffer[y * width + x] = value;
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}
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}
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}
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@ -42,14 +42,14 @@ fn main() {
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.unwrap();
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let mut buffer = surface.buffer_mut().unwrap();
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for index in 0..(width * height) {
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let y = index / width;
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let x = index % width;
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let red = x % 255;
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let green = y % 255;
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let blue = (x * y) % 255;
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buffer[index as usize] = blue | (green << 8) | (red << 16);
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for y in 0..height {
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for x in 0..width {
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let red = x % 255;
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let green = y % 255;
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let blue = (x * y) % 255;
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let index = y as usize * width as usize + x as usize;
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buffer[index] = blue | (green << 8) | (red << 16);
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}
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}
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buffer.present().unwrap();
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