Feature Requests item #3608083, was opened at 2013-03-14 15:09
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Category: Usage Improvments
Group: None
Status: Open
Priority: 5
Private: No
Submitted By: https://www.google.com/accounts ()
Assigned to: Nobody/Anonymous (nobody)
Summary: multi-threaded rendering

Initial Comment:
Gerbv rendering, mostly in High quality mode, can consume more than a few 
milliseconds, causing latency/slugishness when zooming many complex Gerber 
layers. Unfortunately, the algorithm is using just a fraction of total 
computational power available because it is single-threaded and most CPUs today 
are multi-core. Therefore, I propose making the algorithm multi-threaded for an 
up to 75% latency reduction. One simple path to start partitioning the 
algorithm is to render each layer in a separate thread, possibly using a thread 
pool such that the number of threads is approximately the number of cores, 
slighly larger (map phase, in map-reduce paradigm). Combining the layers 
(reduce phase), which is inevitably sequential (single-threaded), can be done 
simply by summing the layers pixel-by-pixel (8-bit x 4 "colors": RGBA), which 
should be blazing fast.

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