From 8aab92712708e509962528256e8a3b0cf25f9406 Mon Sep 17 00:00:00 2001 From: Ryan Oldenburg Date: Thu, 28 Jan 2021 22:39:28 -0600 Subject: [PATCH] unused --- src/pixie/blends.nim | 216 +++++++++++++++--------------- tests/benchmark_blends.nim | 264 ++++++++++++++++++------------------- 2 files changed, 240 insertions(+), 240 deletions(-) diff --git a/src/pixie/blends.nim b/src/pixie/blends.nim index 4b4553e..255db39 100644 --- a/src/pixie/blends.nim +++ b/src/pixie/blends.nim @@ -124,18 +124,18 @@ proc `-`*(c: Color, v: float32): Color {.inline.} = result.b = c.b - v result.a = c.a - v -proc screen(backdrop, source: float32): float32 {.inline.} = - 1 - (1 - backdrop) * (1 - source) +# proc screen(backdrop, source: float32): float32 {.inline.} = +# 1 - (1 - backdrop) * (1 - source) -proc hardLight(backdrop, source: float32): float32 {.inline.} = - if source <= 0.5: - backdrop * 2 * source - else: - screen(backdrop, 2 * source - 1) +# proc hardLight(backdrop, source: float32): float32 {.inline.} = +# if source <= 0.5: +# backdrop * 2 * source +# else: +# screen(backdrop, 2 * source - 1) -proc softLight(backdrop, source: float32): float32 {.inline.} = - ## Pegtop - (1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop +# proc softLight(backdrop, source: float32): float32 {.inline.} = +# ## Pegtop +# (1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop proc Lum(C: Color): float32 {.inline.} = 0.3 * C.r + 0.59 * C.g + 0.11 * C.b @@ -183,103 +183,103 @@ proc alphaFix(backdrop, source, mixed: Color): Color = result.g /= result.a result.b /= result.a -proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} = - result = source - result = alphaFix(backdrop, source, result) +# proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} = +# result = source +# result = alphaFix(backdrop, source, result) -proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} = - result.r = min(backdrop.r, source.r) - result.g = min(backdrop.g, source.g) - result.b = min(backdrop.b, source.b) - result = alphaFix(backdrop, source, result) +# proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = min(backdrop.r, source.r) +# result.g = min(backdrop.g, source.g) +# result.b = min(backdrop.b, source.b) +# result = alphaFix(backdrop, source, result) -proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} = - result.r = backdrop.r * source.r - result.g = backdrop.g * source.g - result.b = backdrop.b * source.b - result = alphaFix(backdrop, source, result) +# proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = backdrop.r * source.r +# result.g = backdrop.g * source.g +# result.b = backdrop.b * source.b +# result = alphaFix(backdrop, source, result) -proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} = - result.r = backdrop.r + source.r - 1 - result.g = backdrop.g + source.g - 1 - result.b = backdrop.b + source.b - 1 - result = alphaFix(backdrop, source, result) +# proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = backdrop.r + source.r - 1 +# result.g = backdrop.g + source.g - 1 +# result.b = backdrop.b + source.b - 1 +# result = alphaFix(backdrop, source, result) -proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} = - proc blend(backdrop, source: float32): float32 {.inline.} = - if backdrop == 1: - 1.0 - elif source == 0: - 0.0 - else: - 1.0 - min(1, (1 - backdrop) / source) - result.r = blend(backdrop.r, source.r) - result.g = blend(backdrop.g, source.g) - result.b = blend(backdrop.b, source.b) - result = alphaFix(backdrop, source, result) +# proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} = +# proc blend(backdrop, source: float32): float32 {.inline.} = +# if backdrop == 1: +# 1.0 +# elif source == 0: +# 0.0 +# else: +# 1.0 - min(1, (1 - backdrop) / source) +# result.r = blend(backdrop.r, source.r) +# result.g = blend(backdrop.g, source.g) +# result.b = blend(backdrop.b, source.b) +# result = alphaFix(backdrop, source, result) -proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} = - result.r = max(backdrop.r, source.r) - result.g = max(backdrop.g, source.g) - result.b = max(backdrop.b, source.b) - result = alphaFix(backdrop, source, result) +# proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = max(backdrop.r, source.r) +# result.g = max(backdrop.g, source.g) +# result.b = max(backdrop.b, source.b) +# result = alphaFix(backdrop, source, result) -proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} = - result.r = screen(backdrop.r, source.r) - result.g = screen(backdrop.g, source.g) - result.b = screen(backdrop.b, source.b) - result = alphaFix(backdrop, source, result) +# proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = screen(backdrop.r, source.r) +# result.g = screen(backdrop.g, source.g) +# result.b = screen(backdrop.b, source.b) +# result = alphaFix(backdrop, source, result) -proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} = - result.r = backdrop.r + source.r - result.g = backdrop.g + source.g - result.b = backdrop.b + source.b - result = alphaFix(backdrop, source, result) +# proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = backdrop.r + source.r +# result.g = backdrop.g + source.g +# result.b = backdrop.b + source.b +# result = alphaFix(backdrop, source, result) -proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} = - proc blend(backdrop, source: float32): float32 {.inline.} = - if backdrop == 0: - 0.0 - elif source == 1: - 1.0 - else: - min(1, backdrop / (1 - source)) - result.r = blend(backdrop.r, source.r) - result.g = blend(backdrop.g, source.g) - result.b = blend(backdrop.b, source.b) - result = alphaFix(backdrop, source, result) +# proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} = +# proc blend(backdrop, source: float32): float32 {.inline.} = +# if backdrop == 0: +# 0.0 +# elif source == 1: +# 1.0 +# else: +# min(1, backdrop / (1 - source)) +# result.r = blend(backdrop.r, source.r) +# result.g = blend(backdrop.g, source.g) +# result.b = blend(backdrop.b, source.b) +# result = alphaFix(backdrop, source, result) -proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} = - result.r = hardLight(source.r, backdrop.r) - result.g = hardLight(source.g, backdrop.g) - result.b = hardLight(source.b, backdrop.b) - result = alphaFix(backdrop, source, result) +# proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = hardLight(source.r, backdrop.r) +# result.g = hardLight(source.g, backdrop.g) +# result.b = hardLight(source.b, backdrop.b) +# result = alphaFix(backdrop, source, result) -proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} = - result.r = hardLight(backdrop.r, source.r) - result.g = hardLight(backdrop.g, source.g) - result.b = hardLight(backdrop.b, source.b) - result = alphaFix(backdrop, source, result) +# proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = hardLight(backdrop.r, source.r) +# result.g = hardLight(backdrop.g, source.g) +# result.b = hardLight(backdrop.b, source.b) +# result = alphaFix(backdrop, source, result) -proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} = - result.r = softLight(backdrop.r, source.r) - result.g = softLight(backdrop.g, source.g) - result.b = softLight(backdrop.b, source.b) - result = alphaFix(backdrop, source, result) +# proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = softLight(backdrop.r, source.r) +# result.g = softLight(backdrop.g, source.g) +# result.b = softLight(backdrop.b, source.b) +# result = alphaFix(backdrop, source, result) -proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} = - result.r = abs(backdrop.r - source.r) - result.g = abs(backdrop.g - source.g) - result.b = abs(backdrop.b - source.b) - result = alphaFix(backdrop, source, result) +# proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} = +# result.r = abs(backdrop.r - source.r) +# result.g = abs(backdrop.g - source.g) +# result.b = abs(backdrop.b - source.b) +# result = alphaFix(backdrop, source, result) -proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} = - proc blend(backdrop, source: float32): float32 {.inline.} = - backdrop + source - 2 * backdrop * source - result.r = blend(backdrop.r, source.r) - result.g = blend(backdrop.g, source.g) - result.b = blend(backdrop.b, source.b) - result = alphaFix(backdrop, source, result) +# proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} = +# proc blend(backdrop, source: float32): float32 {.inline.} = +# backdrop + source - 2 * backdrop * source +# result.r = blend(backdrop.r, source.r) +# result.g = blend(backdrop.g, source.g) +# result.b = blend(backdrop.b, source.b) +# result = alphaFix(backdrop, source, result) proc blendColorFloats*(backdrop, source: Color): Color {.inline.} = result = SetLum(source, Lum(backdrop)) @@ -297,24 +297,24 @@ proc blendSaturationFloats*(backdrop, source: Color): Color {.inline.} = result = SetLum(SetSat(backdrop, Sat(source)), Lum(backdrop)) result = alphaFix(backdrop, source, result) -proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} = - result = backdrop - result.a = min(backdrop.a, source.a) +# proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} = +# result = backdrop +# result.a = min(backdrop.a, source.a) -proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} = - result = backdrop - result.a = backdrop.a * (1 - source.a) +# proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} = +# result = backdrop +# result.a = backdrop.a * (1 - source.a) -proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} = - result = backdrop - result.a = backdrop.a * source.a +# proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} = +# result = backdrop +# result.a = backdrop.a * source.a -proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} = - result = backdrop - result.a = abs(backdrop.a - source.a) +# proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} = +# result = backdrop +# result.a = abs(backdrop.a - source.a) -proc blendOverwriteFloats*(backdrop, source: Color): Color {.inline.} = - source +# proc blendOverwriteFloats*(backdrop, source: Color): Color {.inline.} = +# source when defined(amd64) and not defined(pixieNoSimd): proc alphaFix(backdrop, source: ColorRGBA, vb, vs, vm: M128): ColorRGBA = diff --git a/tests/benchmark_blends.nim b/tests/benchmark_blends.nim index 98a0b07..b424468 100644 --- a/tests/benchmark_blends.nim +++ b/tests/benchmark_blends.nim @@ -1,4 +1,4 @@ -import benchy, chroma, vmath, pixie/images +import benchy, chroma, pixie/images include pixie/blends @@ -18,13 +18,13 @@ timeIt "blendNormal": reset() -timeIt "blendNormalFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendNormalFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendNormalFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendNormalFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendDarken": for i in 0 ..< backdrop.data.len: @@ -32,13 +32,13 @@ timeIt "blendDarken": reset() -timeIt "blendDarkenFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendDarkenFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendDarkenFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendDarkenFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendMultiply": for i in 0 ..< backdrop.data.len: @@ -46,13 +46,13 @@ timeIt "blendMultiply": reset() -timeIt "blendMultiplyFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendMultiplyFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendMultiplyFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendMultiplyFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendLinearBurn": for i in 0 ..< backdrop.data.len: @@ -60,13 +60,13 @@ timeIt "blendLinearBurn": reset() -timeIt "blendLinearBurnFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendLinearBurnFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendLinearBurnFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendLinearBurnFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendColorBurn": for i in 0 ..< backdrop.data.len: @@ -74,13 +74,13 @@ timeIt "blendColorBurn": reset() -timeIt "blendColorBurnFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendColorBurnFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendColorBurnFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendColorBurnFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendLighten": for i in 0 ..< backdrop.data.len: @@ -88,13 +88,13 @@ timeIt "blendLighten": reset() -timeIt "blendLightenFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendLightenFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendLightenFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendLightenFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendScreen": for i in 0 ..< backdrop.data.len: @@ -102,13 +102,13 @@ timeIt "blendScreen": reset() -timeIt "blendScreenFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendScreenFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendScreenFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendScreenFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendLinearDodge": for i in 0 ..< backdrop.data.len: @@ -116,13 +116,13 @@ timeIt "blendLinearDodge": reset() -timeIt "blendLinearDodgeFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendLinearDodgeFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendLinearDodgeFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendLinearDodgeFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendColorDodge": for i in 0 ..< backdrop.data.len: @@ -130,13 +130,13 @@ timeIt "blendColorDodge": reset() -timeIt "blendColorDodgeFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendColorDodgeFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendColorDodgeFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendColorDodgeFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendOverlay": for i in 0 ..< backdrop.data.len: @@ -144,13 +144,13 @@ timeIt "blendOverlay": reset() -timeIt "blendOverlayFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendOverlayFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendOverlayFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendOverlayFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendSoftLight": for i in 0 ..< backdrop.data.len: @@ -158,13 +158,13 @@ timeIt "blendSoftLight": reset() -timeIt "blendSoftLightFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendSoftLightFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendSoftLightFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendSoftLightFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendHardLight": for i in 0 ..< backdrop.data.len: @@ -172,13 +172,13 @@ timeIt "blendHardLight": reset() -timeIt "blendHardLightFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendHardLightFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendHardLightFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendHardLightFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendDifference": for i in 0 ..< backdrop.data.len: @@ -186,13 +186,13 @@ timeIt "blendDifference": reset() -timeIt "blendDifferenceFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendDifferenceFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendDifferenceFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendDifferenceFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendExclusion": for i in 0 ..< backdrop.data.len: @@ -200,13 +200,13 @@ timeIt "blendExclusion": reset() -timeIt "blendExclusionFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendExclusionFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendExclusionFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendExclusionFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendHue": for i in 0 ..< backdrop.data.len: @@ -214,13 +214,13 @@ timeIt "blendHue": reset() -timeIt "blendHueFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendHueFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendHueFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendHueFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendSaturation": for i in 0 ..< backdrop.data.len: @@ -228,11 +228,11 @@ timeIt "blendSaturation": reset() -timeIt "blendSaturationFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendSaturationFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendSaturationFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendSaturationFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba reset() @@ -242,13 +242,13 @@ timeIt "blendColor": reset() -timeIt "blendColorFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendColorFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendColorFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendColorFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendLuminosity": for i in 0 ..< backdrop.data.len: @@ -256,13 +256,13 @@ timeIt "blendLuminosity": reset() -timeIt "blendLuminosityFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendLuminosityFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendLuminosityFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendLuminosityFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendMask": for i in 0 ..< backdrop.data.len: @@ -270,13 +270,13 @@ timeIt "blendMask": reset() -timeIt "blendMaskFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendMaskFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendMaskFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendMaskFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendSubtractMask": for i in 0 ..< backdrop.data.len: @@ -284,13 +284,13 @@ timeIt "blendSubtractMask": reset() -timeIt "blendSubtractMaskFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendSubtractMaskFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendSubtractMaskFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendSubtractMaskFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendIntersectMask": for i in 0 ..< backdrop.data.len: @@ -298,13 +298,13 @@ timeIt "blendIntersectMask": reset() -timeIt "blendIntersectMaskFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendIntersectMaskFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendIntersectMaskFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendIntersectMaskFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendExcludeMask": for i in 0 ..< backdrop.data.len: @@ -312,13 +312,13 @@ timeIt "blendExcludeMask": reset() -timeIt "blendExcludeMaskFloats": - for i in 0 ..< backdrop.data.len: - backdrop.data[i] = blendExcludeMaskFloats( - backdrop.data[i].color, source.data[i].color - ).rgba +# timeIt "blendExcludeMaskFloats": +# for i in 0 ..< backdrop.data.len: +# backdrop.data[i] = blendExcludeMaskFloats( +# backdrop.data[i].color, source.data[i].color +# ).rgba -reset() +# reset() timeIt "blendNormalPremultiplied": for i in 0 ..< backdrop.data.len: