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Asked: May 10, 20262026-05-10T17:05:50+00:00 2026-05-10T17:05:50+00:00

I asked before about pixel-pushing, and have now managed to get far enough to

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I asked before about pixel-pushing, and have now managed to get far enough to get noise to show up on the screen. Here’s how I init:

CGDataProviderRef provider; bitmap = malloc(320*480*4); provider = CGDataProviderCreateWithData(NULL, bitmap, 320*480*4, NULL); CGColorSpaceRef colorSpaceRef; colorSpaceRef = CGColorSpaceCreateDeviceRGB(); ir = CGImageCreate( 320, 480, 8, 32, 4 * 320, colorSpaceRef, kCGImageAlphaNoneSkipLast, provider, NULL, NO, kCGRenderingIntentDefault ); 

Here’s how I render each frame:

for (int i=0; i<320*480*4; i++) { bitmap[i] = rand()%256; } CGRect rect = CGRectMake(0, 0, 320, 480); CGContextDrawImage(context, rect, ir);  

Problem is this is awfully awfully slow, around 5fps. I think my path to publish the buffer must be wrong. Is it even possible to do full-screen pixel-based graphics that I could update at 30fps, without using the 3D chip?

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  1. 2026-05-10T17:05:51+00:00Added an answer on May 10, 2026 at 5:05 pm

    The slowness is almost certainly in the noise generation. If you run this in Instruments you’ll probably see that a ton of time is spent sitting in your loop.

    Another smaller issue is your colorspace. If you use the screen’s colorspace, you’ll avoid a colorspace conversion which is potentially expensive.

    If you can use CoreGraphics routines for your drawing, you’d be better served by creating a CGLayer for the drawing context instead of creating a new object each time.

    The bytesPerRow component is also important for performance. It should be a factor of 32 IIRC. There’s some code available link text that shows how to compute it.

    And yeah, for raw performance, OpenGL.

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