parent
a801e9d359
commit
90a88e4393
2 changed files with 240 additions and 240 deletions
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@ -124,18 +124,18 @@ proc `-`*(c: Color, v: float32): Color {.inline.} =
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result.b = c.b - v
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result.b = c.b - v
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result.a = c.a - v
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result.a = c.a - v
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# proc screen(backdrop, source: float32): float32 {.inline.} =
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proc screen(backdrop, source: float32): float32 {.inline.} =
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# 1 - (1 - backdrop) * (1 - source)
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1 - (1 - backdrop) * (1 - source)
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# proc hardLight(backdrop, source: float32): float32 {.inline.} =
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proc hardLight(backdrop, source: float32): float32 {.inline.} =
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# if source <= 0.5:
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if source <= 0.5:
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# backdrop * 2 * source
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backdrop * 2 * source
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# else:
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else:
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# screen(backdrop, 2 * source - 1)
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screen(backdrop, 2 * source - 1)
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# proc softLight(backdrop, source: float32): float32 {.inline.} =
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proc softLight(backdrop, source: float32): float32 {.inline.} =
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# ## Pegtop
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## Pegtop
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# (1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop
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(1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop
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proc Lum(C: Color): float32 {.inline.} =
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proc Lum(C: Color): float32 {.inline.} =
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0.3 * C.r + 0.59 * C.g + 0.11 * C.b
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0.3 * C.r + 0.59 * C.g + 0.11 * C.b
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@ -183,103 +183,103 @@ proc alphaFix(backdrop, source, mixed: Color): Color =
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result.g /= result.a
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result.g /= result.a
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result.b /= result.a
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result.b /= result.a
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# proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} =
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# result = source
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result = source
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = min(backdrop.r, source.r)
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result.r = min(backdrop.r, source.r)
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# result.g = min(backdrop.g, source.g)
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result.g = min(backdrop.g, source.g)
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# result.b = min(backdrop.b, source.b)
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result.b = min(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = backdrop.r * source.r
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result.r = backdrop.r * source.r
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# result.g = backdrop.g * source.g
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result.g = backdrop.g * source.g
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# result.b = backdrop.b * source.b
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result.b = backdrop.b * source.b
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = backdrop.r + source.r - 1
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result.r = backdrop.r + source.r - 1
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# result.g = backdrop.g + source.g - 1
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result.g = backdrop.g + source.g - 1
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# result.b = backdrop.b + source.b - 1
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result.b = backdrop.b + source.b - 1
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} =
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# proc blend(backdrop, source: float32): float32 {.inline.} =
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proc blend(backdrop, source: float32): float32 {.inline.} =
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# if backdrop == 1:
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if backdrop == 1:
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# 1.0
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1.0
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# elif source == 0:
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elif source == 0:
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# 0.0
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0.0
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# else:
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else:
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# 1.0 - min(1, (1 - backdrop) / source)
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1.0 - min(1, (1 - backdrop) / source)
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# result.r = blend(backdrop.r, source.r)
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result.r = blend(backdrop.r, source.r)
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# result.g = blend(backdrop.g, source.g)
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result.g = blend(backdrop.g, source.g)
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# result.b = blend(backdrop.b, source.b)
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result.b = blend(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = max(backdrop.r, source.r)
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result.r = max(backdrop.r, source.r)
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# result.g = max(backdrop.g, source.g)
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result.g = max(backdrop.g, source.g)
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# result.b = max(backdrop.b, source.b)
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result.b = max(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = screen(backdrop.r, source.r)
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result.r = screen(backdrop.r, source.r)
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# result.g = screen(backdrop.g, source.g)
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result.g = screen(backdrop.g, source.g)
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# result.b = screen(backdrop.b, source.b)
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result.b = screen(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = backdrop.r + source.r
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result.r = backdrop.r + source.r
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# result.g = backdrop.g + source.g
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result.g = backdrop.g + source.g
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# result.b = backdrop.b + source.b
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result.b = backdrop.b + source.b
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} =
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# proc blend(backdrop, source: float32): float32 {.inline.} =
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proc blend(backdrop, source: float32): float32 {.inline.} =
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# if backdrop == 0:
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if backdrop == 0:
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# 0.0
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0.0
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# elif source == 1:
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elif source == 1:
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# 1.0
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1.0
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# else:
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else:
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# min(1, backdrop / (1 - source))
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min(1, backdrop / (1 - source))
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# result.r = blend(backdrop.r, source.r)
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result.r = blend(backdrop.r, source.r)
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# result.g = blend(backdrop.g, source.g)
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result.g = blend(backdrop.g, source.g)
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# result.b = blend(backdrop.b, source.b)
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result.b = blend(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = hardLight(source.r, backdrop.r)
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result.r = hardLight(source.r, backdrop.r)
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# result.g = hardLight(source.g, backdrop.g)
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result.g = hardLight(source.g, backdrop.g)
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# result.b = hardLight(source.b, backdrop.b)
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result.b = hardLight(source.b, backdrop.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = hardLight(backdrop.r, source.r)
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result.r = hardLight(backdrop.r, source.r)
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# result.g = hardLight(backdrop.g, source.g)
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result.g = hardLight(backdrop.g, source.g)
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# result.b = hardLight(backdrop.b, source.b)
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result.b = hardLight(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = softLight(backdrop.r, source.r)
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result.r = softLight(backdrop.r, source.r)
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# result.g = softLight(backdrop.g, source.g)
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result.g = softLight(backdrop.g, source.g)
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# result.b = softLight(backdrop.b, source.b)
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result.b = softLight(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = abs(backdrop.r - source.r)
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result.r = abs(backdrop.r - source.r)
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# result.g = abs(backdrop.g - source.g)
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result.g = abs(backdrop.g - source.g)
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# result.b = abs(backdrop.b - source.b)
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result.b = abs(backdrop.b - source.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} =
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# proc blend(backdrop, source: float32): float32 {.inline.} =
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proc blend(backdrop, source: float32): float32 {.inline.} =
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# backdrop + source - 2 * backdrop * source
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backdrop + source - 2 * backdrop * source
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# result.r = blend(backdrop.r, source.r)
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result.r = blend(backdrop.r, source.r)
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# result.g = blend(backdrop.g, source.g)
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result.g = blend(backdrop.g, source.g)
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# result.b = blend(backdrop.b, source.b)
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result.b = blend(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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proc blendColorFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendColorFloats*(backdrop, source: Color): Color {.inline.} =
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result = SetLum(source, Lum(backdrop))
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result = SetLum(source, Lum(backdrop))
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@ -297,24 +297,24 @@ proc blendSaturationFloats*(backdrop, source: Color): Color {.inline.} =
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result = SetLum(SetSat(backdrop, Sat(source)), Lum(backdrop))
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result = SetLum(SetSat(backdrop, Sat(source)), Lum(backdrop))
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result = alphaFix(backdrop, source, result)
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result = alphaFix(backdrop, source, result)
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# proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} =
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# result = backdrop
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result = backdrop
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# result.a = min(backdrop.a, source.a)
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result.a = min(backdrop.a, source.a)
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# proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} =
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# result = backdrop
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result = backdrop
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# result.a = backdrop.a * (1 - source.a)
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result.a = backdrop.a * (1 - source.a)
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# proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} =
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# result = backdrop
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result = backdrop
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# result.a = backdrop.a * source.a
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result.a = backdrop.a * source.a
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# proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} =
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# result = backdrop
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result = backdrop
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# result.a = abs(backdrop.a - source.a)
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result.a = abs(backdrop.a - source.a)
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# proc blendOverwriteFloats*(backdrop, source: Color): Color {.inline.} =
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proc blendOverwriteFloats*(backdrop, source: Color): Color {.inline.} =
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# source
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source
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when defined(amd64) and not defined(pixieNoSimd):
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when defined(amd64) and not defined(pixieNoSimd):
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proc alphaFix(backdrop, source: ColorRGBA, vb, vs, vm: M128): ColorRGBA =
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proc alphaFix(backdrop, source: ColorRGBA, vb, vs, vm: M128): ColorRGBA =
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@ -1,4 +1,4 @@
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import benchy, chroma, pixie/images
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import benchy, chroma, vmath, pixie/images
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include pixie/blends
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include pixie/blends
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@ -18,13 +18,13 @@ timeIt "blendNormal":
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reset()
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reset()
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# timeIt "blendNormalFloats":
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timeIt "blendNormalFloats":
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# for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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# backdrop.data[i] = blendNormalFloats(
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backdrop.data[i] = blendNormalFloats(
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# backdrop.data[i].color, source.data[i].color
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backdrop.data[i].color, source.data[i].color
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# ).rgba
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).rgba
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# reset()
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reset()
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timeIt "blendDarken":
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timeIt "blendDarken":
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for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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reset()
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reset()
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# timeIt "blendDarkenFloats":
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timeIt "blendDarkenFloats":
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# for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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# backdrop.data[i] = blendDarkenFloats(
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backdrop.data[i] = blendDarkenFloats(
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# backdrop.data[i].color, source.data[i].color
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backdrop.data[i].color, source.data[i].color
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# ).rgba
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).rgba
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# reset()
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reset()
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timeIt "blendMultiply":
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timeIt "blendMultiply":
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for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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reset()
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reset()
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# timeIt "blendMultiplyFloats":
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timeIt "blendMultiplyFloats":
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# for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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# backdrop.data[i] = blendMultiplyFloats(
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backdrop.data[i] = blendMultiplyFloats(
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# backdrop.data[i].color, source.data[i].color
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backdrop.data[i].color, source.data[i].color
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# ).rgba
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).rgba
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# reset()
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reset()
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timeIt "blendLinearBurn":
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timeIt "blendLinearBurn":
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for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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reset()
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reset()
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# timeIt "blendLinearBurnFloats":
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timeIt "blendLinearBurnFloats":
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# for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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# backdrop.data[i] = blendLinearBurnFloats(
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backdrop.data[i] = blendLinearBurnFloats(
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# backdrop.data[i].color, source.data[i].color
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backdrop.data[i].color, source.data[i].color
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# ).rgba
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).rgba
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# reset()
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reset()
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timeIt "blendColorBurn":
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timeIt "blendColorBurn":
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for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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reset()
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reset()
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# timeIt "blendColorBurnFloats":
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timeIt "blendColorBurnFloats":
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# for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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# backdrop.data[i] = blendColorBurnFloats(
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backdrop.data[i] = blendColorBurnFloats(
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# backdrop.data[i].color, source.data[i].color
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backdrop.data[i].color, source.data[i].color
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# ).rgba
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).rgba
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# reset()
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reset()
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timeIt "blendLighten":
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timeIt "blendLighten":
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for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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reset()
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reset()
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# timeIt "blendLightenFloats":
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timeIt "blendLightenFloats":
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# for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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# backdrop.data[i] = blendLightenFloats(
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backdrop.data[i] = blendLightenFloats(
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# backdrop.data[i].color, source.data[i].color
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backdrop.data[i].color, source.data[i].color
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# ).rgba
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).rgba
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# reset()
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reset()
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timeIt "blendScreen":
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timeIt "blendScreen":
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for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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reset()
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reset()
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# timeIt "blendScreenFloats":
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timeIt "blendScreenFloats":
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# for i in 0 ..< backdrop.data.len:
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for i in 0 ..< backdrop.data.len:
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# backdrop.data[i] = blendScreenFloats(
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backdrop.data[i] = blendScreenFloats(
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# backdrop.data[i].color, source.data[i].color
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backdrop.data[i].color, source.data[i].color
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||||||
# ).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:
|
||||||
|
|
Loading…
Reference in a new issue