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perf(graphics): implement faster fill_solid #27

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techmccat
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Added a fill_solid implementation to draw large chunks much faster.
Managed to get my use-case (drawing quadtrees) from 40ish ms to less than 10ms.

I did a bit of testing and it seems to be working as intended when rotated too.

@jamwaffles
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Thanks for the PR! I'll drag my test rig out tonight and test/review on my end.

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First, thanks for taking the time to implement this PR, however I saw the coded and thought I could make a slightly cleaner implementation in #28 (and an animated example with RTIC).

I didn't check yours before I wrote my impl, but I think the impl in this PR would run into issues with rectangles smaller than 8 bits high, as well as the top/bottom partial blocks - I believe they would both clobber any existing data in the current byte as they don't do any kind of bitwise OR-ing with the current value.

Sorry to step on your toes with this, but would you be ok closing this PR in favour of #28?

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techmccat commented Mar 22, 2022

I'm not overwriting anything here though, partial blocks just fall back to the old pixel by pixel drawing.
Your implementation is better in this aspect, and not having recursion is a lot better too.

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I'm not overwriting anything here though, partial blocks just fall back to the old pixel by pixel drawing.

Right, apologies for stating otherwise - I forgot about the recursion when I wrote my comment.

Your implementation is better in this aspect, and not having recursion is a lot better too.

Yeah, definitely nice to steer away from recursing on these small MCUs :)

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