Revert "unused"

This reverts commit 8aab927127.
This commit is contained in:
Ryan Oldenburg 2021-01-30 16:25:57 -06:00
parent a801e9d359
commit 90a88e4393
2 changed files with 240 additions and 240 deletions

View file

@ -124,18 +124,18 @@ proc `-`*(c: Color, v: float32): Color {.inline.} =
result.b = c.b - v result.b = c.b - v
result.a = c.a - v result.a = c.a - v
# proc screen(backdrop, source: float32): float32 {.inline.} = proc screen(backdrop, source: float32): float32 {.inline.} =
# 1 - (1 - backdrop) * (1 - source) 1 - (1 - backdrop) * (1 - source)
# proc hardLight(backdrop, source: float32): float32 {.inline.} = proc hardLight(backdrop, source: float32): float32 {.inline.} =
# if source <= 0.5: if source <= 0.5:
# backdrop * 2 * source backdrop * 2 * source
# else: else:
# screen(backdrop, 2 * source - 1) screen(backdrop, 2 * source - 1)
# proc softLight(backdrop, source: float32): float32 {.inline.} = proc softLight(backdrop, source: float32): float32 {.inline.} =
# ## Pegtop ## Pegtop
# (1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop (1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop
proc Lum(C: Color): float32 {.inline.} = proc Lum(C: Color): float32 {.inline.} =
0.3 * C.r + 0.59 * C.g + 0.11 * C.b 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.g /= result.a
result.b /= result.a result.b /= result.a
# proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} = proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} =
# result = source result = source
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} = proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = min(backdrop.r, source.r) result.r = min(backdrop.r, source.r)
# result.g = min(backdrop.g, source.g) result.g = min(backdrop.g, source.g)
# result.b = min(backdrop.b, source.b) result.b = min(backdrop.b, source.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} = proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = backdrop.r * source.r result.r = backdrop.r * source.r
# result.g = backdrop.g * source.g result.g = backdrop.g * source.g
# result.b = backdrop.b * source.b result.b = backdrop.b * source.b
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} = proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = backdrop.r + source.r - 1 result.r = backdrop.r + source.r - 1
# result.g = backdrop.g + source.g - 1 result.g = backdrop.g + source.g - 1
# result.b = backdrop.b + source.b - 1 result.b = backdrop.b + source.b - 1
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} = proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} =
# proc blend(backdrop, source: float32): float32 {.inline.} = proc blend(backdrop, source: float32): float32 {.inline.} =
# if backdrop == 1: if backdrop == 1:
# 1.0 1.0
# elif source == 0: elif source == 0:
# 0.0 0.0
# else: else:
# 1.0 - min(1, (1 - backdrop) / source) 1.0 - min(1, (1 - backdrop) / source)
# result.r = blend(backdrop.r, source.r) result.r = blend(backdrop.r, source.r)
# result.g = blend(backdrop.g, source.g) result.g = blend(backdrop.g, source.g)
# result.b = blend(backdrop.b, source.b) result.b = blend(backdrop.b, source.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} = proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = max(backdrop.r, source.r) result.r = max(backdrop.r, source.r)
# result.g = max(backdrop.g, source.g) result.g = max(backdrop.g, source.g)
# result.b = max(backdrop.b, source.b) result.b = max(backdrop.b, source.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} = proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = screen(backdrop.r, source.r) result.r = screen(backdrop.r, source.r)
# result.g = screen(backdrop.g, source.g) result.g = screen(backdrop.g, source.g)
# result.b = screen(backdrop.b, source.b) result.b = screen(backdrop.b, source.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} = proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = backdrop.r + source.r result.r = backdrop.r + source.r
# result.g = backdrop.g + source.g result.g = backdrop.g + source.g
# result.b = backdrop.b + source.b result.b = backdrop.b + source.b
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} = proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} =
# proc blend(backdrop, source: float32): float32 {.inline.} = proc blend(backdrop, source: float32): float32 {.inline.} =
# if backdrop == 0: if backdrop == 0:
# 0.0 0.0
# elif source == 1: elif source == 1:
# 1.0 1.0
# else: else:
# min(1, backdrop / (1 - source)) min(1, backdrop / (1 - source))
# result.r = blend(backdrop.r, source.r) result.r = blend(backdrop.r, source.r)
# result.g = blend(backdrop.g, source.g) result.g = blend(backdrop.g, source.g)
# result.b = blend(backdrop.b, source.b) result.b = blend(backdrop.b, source.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} = proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = hardLight(source.r, backdrop.r) result.r = hardLight(source.r, backdrop.r)
# result.g = hardLight(source.g, backdrop.g) result.g = hardLight(source.g, backdrop.g)
# result.b = hardLight(source.b, backdrop.b) result.b = hardLight(source.b, backdrop.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} = proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = hardLight(backdrop.r, source.r) result.r = hardLight(backdrop.r, source.r)
# result.g = hardLight(backdrop.g, source.g) result.g = hardLight(backdrop.g, source.g)
# result.b = hardLight(backdrop.b, source.b) result.b = hardLight(backdrop.b, source.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} = proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = softLight(backdrop.r, source.r) result.r = softLight(backdrop.r, source.r)
# result.g = softLight(backdrop.g, source.g) result.g = softLight(backdrop.g, source.g)
# result.b = softLight(backdrop.b, source.b) result.b = softLight(backdrop.b, source.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} = proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} =
# result.r = abs(backdrop.r - source.r) result.r = abs(backdrop.r - source.r)
# result.g = abs(backdrop.g - source.g) result.g = abs(backdrop.g - source.g)
# result.b = abs(backdrop.b - source.b) result.b = abs(backdrop.b - source.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} = proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} =
# proc blend(backdrop, source: float32): float32 {.inline.} = proc blend(backdrop, source: float32): float32 {.inline.} =
# backdrop + source - 2 * backdrop * source backdrop + source - 2 * backdrop * source
# result.r = blend(backdrop.r, source.r) result.r = blend(backdrop.r, source.r)
# result.g = blend(backdrop.g, source.g) result.g = blend(backdrop.g, source.g)
# result.b = blend(backdrop.b, source.b) result.b = blend(backdrop.b, source.b)
# result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
proc blendColorFloats*(backdrop, source: Color): Color {.inline.} = proc blendColorFloats*(backdrop, source: Color): Color {.inline.} =
result = SetLum(source, Lum(backdrop)) 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 = SetLum(SetSat(backdrop, Sat(source)), Lum(backdrop))
result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
# proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} = proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} =
# result = backdrop result = backdrop
# result.a = min(backdrop.a, source.a) result.a = min(backdrop.a, source.a)
# proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} = proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} =
# result = backdrop result = backdrop
# result.a = backdrop.a * (1 - source.a) result.a = backdrop.a * (1 - source.a)
# proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} = proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} =
# result = backdrop result = backdrop
# result.a = backdrop.a * source.a result.a = backdrop.a * source.a
# proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} = proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} =
# result = backdrop result = backdrop
# result.a = abs(backdrop.a - source.a) result.a = abs(backdrop.a - source.a)
# proc blendOverwriteFloats*(backdrop, source: Color): Color {.inline.} = proc blendOverwriteFloats*(backdrop, source: Color): Color {.inline.} =
# source source
when defined(amd64) and not defined(pixieNoSimd): when defined(amd64) and not defined(pixieNoSimd):
proc alphaFix(backdrop, source: ColorRGBA, vb, vs, vm: M128): ColorRGBA = proc alphaFix(backdrop, source: ColorRGBA, vb, vs, vm: M128): ColorRGBA =

View file

@ -1,4 +1,4 @@
import benchy, chroma, pixie/images import benchy, chroma, vmath, pixie/images
include pixie/blends include pixie/blends
@ -18,13 +18,13 @@ timeIt "blendNormal":
reset() reset()
# timeIt "blendNormalFloats": timeIt "blendNormalFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendNormalFloats( backdrop.data[i] = blendNormalFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendDarken": timeIt "blendDarken":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -32,13 +32,13 @@ timeIt "blendDarken":
reset() reset()
# timeIt "blendDarkenFloats": timeIt "blendDarkenFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendDarkenFloats( backdrop.data[i] = blendDarkenFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendMultiply": timeIt "blendMultiply":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -46,13 +46,13 @@ timeIt "blendMultiply":
reset() reset()
# timeIt "blendMultiplyFloats": timeIt "blendMultiplyFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendMultiplyFloats( backdrop.data[i] = blendMultiplyFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendLinearBurn": timeIt "blendLinearBurn":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -60,13 +60,13 @@ timeIt "blendLinearBurn":
reset() reset()
# timeIt "blendLinearBurnFloats": timeIt "blendLinearBurnFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendLinearBurnFloats( backdrop.data[i] = blendLinearBurnFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendColorBurn": timeIt "blendColorBurn":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -74,13 +74,13 @@ timeIt "blendColorBurn":
reset() reset()
# timeIt "blendColorBurnFloats": timeIt "blendColorBurnFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendColorBurnFloats( backdrop.data[i] = blendColorBurnFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendLighten": timeIt "blendLighten":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -88,13 +88,13 @@ timeIt "blendLighten":
reset() reset()
# timeIt "blendLightenFloats": timeIt "blendLightenFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendLightenFloats( backdrop.data[i] = blendLightenFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendScreen": timeIt "blendScreen":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -102,13 +102,13 @@ timeIt "blendScreen":
reset() reset()
# timeIt "blendScreenFloats": timeIt "blendScreenFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendScreenFloats( backdrop.data[i] = blendScreenFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendLinearDodge": timeIt "blendLinearDodge":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -116,13 +116,13 @@ timeIt "blendLinearDodge":
reset() reset()
# timeIt "blendLinearDodgeFloats": timeIt "blendLinearDodgeFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendLinearDodgeFloats( backdrop.data[i] = blendLinearDodgeFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendColorDodge": timeIt "blendColorDodge":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -130,13 +130,13 @@ timeIt "blendColorDodge":
reset() reset()
# timeIt "blendColorDodgeFloats": timeIt "blendColorDodgeFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendColorDodgeFloats( backdrop.data[i] = blendColorDodgeFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendOverlay": timeIt "blendOverlay":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -144,13 +144,13 @@ timeIt "blendOverlay":
reset() reset()
# timeIt "blendOverlayFloats": timeIt "blendOverlayFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendOverlayFloats( backdrop.data[i] = blendOverlayFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendSoftLight": timeIt "blendSoftLight":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -158,13 +158,13 @@ timeIt "blendSoftLight":
reset() reset()
# timeIt "blendSoftLightFloats": timeIt "blendSoftLightFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendSoftLightFloats( backdrop.data[i] = blendSoftLightFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendHardLight": timeIt "blendHardLight":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -172,13 +172,13 @@ timeIt "blendHardLight":
reset() reset()
# timeIt "blendHardLightFloats": timeIt "blendHardLightFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendHardLightFloats( backdrop.data[i] = blendHardLightFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendDifference": timeIt "blendDifference":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -186,13 +186,13 @@ timeIt "blendDifference":
reset() reset()
# timeIt "blendDifferenceFloats": timeIt "blendDifferenceFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendDifferenceFloats( backdrop.data[i] = blendDifferenceFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendExclusion": timeIt "blendExclusion":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -200,13 +200,13 @@ timeIt "blendExclusion":
reset() reset()
# timeIt "blendExclusionFloats": timeIt "blendExclusionFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendExclusionFloats( backdrop.data[i] = blendExclusionFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendHue": timeIt "blendHue":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -214,13 +214,13 @@ timeIt "blendHue":
reset() reset()
# timeIt "blendHueFloats": timeIt "blendHueFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendHueFloats( backdrop.data[i] = blendHueFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendSaturation": timeIt "blendSaturation":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -228,11 +228,11 @@ timeIt "blendSaturation":
reset() reset()
# timeIt "blendSaturationFloats": timeIt "blendSaturationFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendSaturationFloats( backdrop.data[i] = blendSaturationFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
reset() reset()
@ -242,13 +242,13 @@ timeIt "blendColor":
reset() reset()
# timeIt "blendColorFloats": timeIt "blendColorFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendColorFloats( backdrop.data[i] = blendColorFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendLuminosity": timeIt "blendLuminosity":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -256,13 +256,13 @@ timeIt "blendLuminosity":
reset() reset()
# timeIt "blendLuminosityFloats": timeIt "blendLuminosityFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendLuminosityFloats( backdrop.data[i] = blendLuminosityFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendMask": timeIt "blendMask":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -270,13 +270,13 @@ timeIt "blendMask":
reset() reset()
# timeIt "blendMaskFloats": timeIt "blendMaskFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendMaskFloats( backdrop.data[i] = blendMaskFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendSubtractMask": timeIt "blendSubtractMask":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -284,13 +284,13 @@ timeIt "blendSubtractMask":
reset() reset()
# timeIt "blendSubtractMaskFloats": timeIt "blendSubtractMaskFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendSubtractMaskFloats( backdrop.data[i] = blendSubtractMaskFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendIntersectMask": timeIt "blendIntersectMask":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -298,13 +298,13 @@ timeIt "blendIntersectMask":
reset() reset()
# timeIt "blendIntersectMaskFloats": timeIt "blendIntersectMaskFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendIntersectMaskFloats( backdrop.data[i] = blendIntersectMaskFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendExcludeMask": timeIt "blendExcludeMask":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -312,13 +312,13 @@ timeIt "blendExcludeMask":
reset() reset()
# timeIt "blendExcludeMaskFloats": timeIt "blendExcludeMaskFloats":
# for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
# backdrop.data[i] = blendExcludeMaskFloats( backdrop.data[i] = blendExcludeMaskFloats(
# backdrop.data[i].color, source.data[i].color backdrop.data[i].color, source.data[i].color
# ).rgba ).rgba
# reset() reset()
timeIt "blendNormalPremultiplied": timeIt "blendNormalPremultiplied":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len: