better
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@ -108,8 +108,8 @@ proc toPremultipliedAlphaAvx2*(data: var seq[ColorRGBA | ColorRGBX]) {.simd.} =
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let
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alphaMask = mm256_set1_epi32(cast[int32](0xff000000))
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shuffleControl = mm256_set_epi8(
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15, 0, 15, 0, 11, 0, 11, 0, 7, 0, 7, 0, 3, 0, 3, 0,
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15, 0, 15, 0, 11, 0, 11, 0, 7, 0, 7, 0, 3, 0, 3, 0
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15, -1, 15, -1, 11, -1, 11, -1, 7, -1, 7, -1, 3, -1, 3, -1,
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15, -1, 15, -1, 11, -1, 11, -1, 7, -1, 7, -1, 3, -1, 3, -1
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)
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oddMask = mm256_set1_epi16(0xff00)
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vec128 = mm256_set1_epi16(128)
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@ -390,8 +390,8 @@ proc blitLineNormalAvx2*(
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vec255 = mm256_set1_epi8(255)
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vecAlpha255 = mm256_set1_epi32(cast[int32]([0.uint8, 255, 0, 255]))
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shuffleControl = mm256_set_epi8(
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15, 0, 15, 0, 11, 0, 11, 0, 7, 0, 7, 0, 3, 0, 3, 0,
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15, 0, 15, 0, 11, 0, 11, 0, 7, 0, 7, 0, 3, 0, 3, 0
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15, -1, 15, -1, 11, -1, 11, -1, 7, -1, 7, -1, 3, -1, 3, -1,
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15, -1, 15, -1, 11, -1, 11, -1, 7, -1, 7, -1, 3, -1, 3, -1
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)
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var i: int
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@ -439,8 +439,8 @@ proc blitLineMaskAvx2*(
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div255 = mm256_set1_epi16(cast[int16](0x8081))
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vec255 = mm256_set1_epi8(255)
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shuffleControl = mm256_set_epi8(
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15, 0, 15, 0, 11, 0, 11, 0, 7, 0, 7, 0, 3, 0, 3, 0,
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15, 0, 15, 0, 11, 0, 11, 0, 7, 0, 7, 0, 3, 0, 3, 0
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15, -1, 15, -1, 11, -1, 11, -1, 7, -1, 7, -1, 3, -1, 3, -1,
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15, -1, 15, -1, 11, -1, 11, -1, 7, -1, 7, -1, 3, -1, 3, -1
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)
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var i: int
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