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path: root/source/fitz/draw-mesh.c
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2016-02-22Drop const from fz_shade.Tor Andersson
Shading objects are immutable and opaque once constructed. Therefore there is no need for the const keyword.
2016-01-13Add lots of consts.Robin Watts
In general, we should use 'const fz_blah' in device calls whenever the callee should not alter the fz_blah. Push this through. This shows up various places where we fz_keep and fz_drop these const things. I've updated the fz_keep and fz_drops with appropriate casts to remove the consts. We may need to do the union dance to avoid the consts for some compilers, but will only do that if required. I think this is nicer overall, even allowing for the const<->no const problems.
2015-02-17Add ctx parameter and remove embedded contexts for API regularity.Tor Andersson
Purge several embedded contexts: Remove embedded context in fz_output. Remove embedded context in fz_stream. Remove embedded context in fz_device. Remove fz_rebind_stream (since it is no longer necessary). Remove embedded context in svg_device. Remove embedded context in XML parser. Add ctx argument to fz_document functions. Remove embedded context in fz_document. Remove embedded context in pdf_document. Remove embedded context in pdf_obj. Make fz_page independent of fz_document in the interface. We shouldn't need to pass the document to all functions handling a page. If a page is tied to the source document, it's redundant; otherwise it's just pointless. Fix reference counting oddity in fz_new_image_from_pixmap.
2014-02-17Simplify shade vertex preparation and remove redundant memcpy calls.Tor Andersson
2014-01-02Bug 694585: Further improve mesh rendering timesRobin Watts
Add a cached color converter mechanism. Use this for rendering meshes to speed repeated conversions. This reduces a (release build to ppm at default resolution) run from 23.5s to 13.2 seconds.
2014-01-02Bug 694585: Slow rendering of meshesRobin Watts
In the existing code for meshes, we decompose the mesh down into quads (or triangles) and then call a process routine to actually do the work. This process routine typically maps each vertexes position/color and plots it. As each vertex is used several times by neighbouring patches, this results in each vertex being processed several times. The fix in this commit is therefore to break the processing into 'prepare' and 'process' phases. Each vertex is 'prepared' before being used in the 'process' phase. This cuts the number of prepare operations in half. In testing, this reduced the time for a (release build, generating ppm at default resolution) run from 33.4s to 23.5s.
2013-06-20Rearrange source files.Tor Andersson