benchmarks, use floats until proven faster with ints
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c18f0d5f3e
commit
a449efc386
2 changed files with 73 additions and 70 deletions
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@ -170,9 +170,7 @@ proc blendExclusionFloat(Cb, Cs: float32): float32 {.inline.} =
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Cb + Cs - 2 * Cb * Cs
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proc blendNormalFloats(Cb, Cs: Color): Color {.inline.} =
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result.r = Cs.r
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result.g = Cs.g
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result.b = Cs.b
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result = Cs
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result = alphaFix(Cb, Cs, result)
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proc blendDarkenFloats(Cb, Cs: Color): Color {.inline.} =
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@ -270,27 +268,19 @@ proc blendSaturationFloats(Cb, Cs: Color): Color {.inline.} =
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alphaFix(Cb, Cs, mixed)
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proc blendMaskFloats(target, blend: Color): Color {.inline.} =
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result.r = target.r
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result.g = target.g
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result.b = target.b
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result = target
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result.a = min(target.a, blend.a)
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proc blendSubtractMaskFloats(target, blend: Color): Color {.inline.} =
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result.r = target.r
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result.g = target.g
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result.b = target.b
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result = target
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result.a = target.a * (1 - blend.a)
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proc blendIntersectMaskFloats(target, blend: Color): Color {.inline.} =
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result.r = target.r
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result.g = target.g
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result.b = target.b
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result = target
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result.a = target.a * blend.a
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proc blendExcludeMaskFloats(target, blend: Color): Color {.inline.} =
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result.r = target.r
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result.g = target.g
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result.b = target.b
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result = target
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result.a = abs(target.a - blend.a)
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proc blendOverwriteFloats(target, blend: Color): Color {.inline.} =
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@ -312,91 +302,47 @@ proc alphaFix(Cb, Cs, mixed: ColorRGBA): ColorRGBA {.inline.} =
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result.b = (b div a div 255).uint8
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result.a = a.uint8
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proc screen(a, b: uint8): uint8 {.inline.} =
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(255 - ((255 - a).uint32 * (255 - b).uint32) div 255).uint8
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proc hardLight(a, b: uint8): uint8 {.inline.} =
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if b <= 127:
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((a * 2 * b) div 255).uint8
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else:
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screen(a, max(0, (2 * b.int32 - 255)).uint8)
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proc blendNormal(a, b: ColorRGBA): ColorRGBA =
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result.r = b.r
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result.g = b.g
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result.b = b.b
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result = alphaFix(a, b, result)
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blendNormalFloats(a.color, b.color).rgba
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proc blendDarken(a, b: ColorRGBA): ColorRGBA =
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result.r = min(a.r, b.r)
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result.g = min(a.g, b.g)
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result.b = min(a.b, b.b)
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result = alphaFix(a, b, result)
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blendDarkenFloats(a.color, b.color).rgba
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proc blendMultiply(a, b: ColorRGBA): ColorRGBA =
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result.r = ((a.r.uint32 * b.r.uint32) div 255).uint8
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result.g = ((a.g.uint32 * b.g.uint32) div 255).uint8
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result.b = ((a.b.uint32 * b.b.uint32) div 255).uint8
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result = alphaFix(a, b, result)
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blendMultiplyFloats(a.color, b.color).rgba
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proc blendLinearBurn(a, b: ColorRGBA): ColorRGBA =
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result.r = max(0, a.r.int32 + b.r.int32 - 255).uint8
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result.g = max(0, a.g.int32 + b.g.int32 - 255).uint8
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result.b = max(0, a.b.int32 + b.b.int32 - 255).uint8
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result = alphaFix(a, b, result)
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blendLinearBurnFloats(a.color, b.color).rgba
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proc blendColorBurn(a, b: ColorRGBA): ColorRGBA =
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blendColorBurnFloats(a.color, b.color).rgba
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proc blendLighten(a, b: ColorRGBA): ColorRGBA =
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result.r = max(a.r, b.r)
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result.g = max(a.g, b.g)
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result.b = max(a.b, b.b)
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result = alphaFix(a, b, result)
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blendLightenFloats(a.color, b.color).rgba
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proc blendScreen(a, b: ColorRGBA): ColorRGBA =
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result.r = screen(a.r, b.r)
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result.g = screen(a.g, b.g)
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result.b = screen(a.b, b.b)
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result = alphaFix(a, b, result)
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blendScreenFloats(a.color, b.color).rgba
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proc blendLinearDodge(a, b: ColorRGBA): ColorRGBA =
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result.r = (a.r.uint32 + b.r).uint8
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result.r = (a.g.uint32 + b.g).uint8
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result.r = (a.b.uint32 + b.b).uint8
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result = alphaFix(a, b, result)
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blendLinearDodgeFloats(a.color, b.color).rgba
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proc blendColorDodge(a, b: ColorRGBA): ColorRGBA =
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blendColorDodgeFloats(a.color, b.color).rgba
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proc blendOverlay(a, b: ColorRGBA): ColorRGBA =
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result.r = hardLight(b.r, a.r)
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result.g = hardLight(b.g, a.g)
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result.b = hardLight(b.b, a.b)
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result = alphaFix(a, b, result)
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blendOverlayFloats(a.color, b.color).rgba
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proc blendHardLight(a, b: ColorRGBA): ColorRGBA =
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result.r = hardLight(a.r, b.r)
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result.g = hardLight(a.g, b.g)
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result.b = hardLight(a.b, b.b)
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result = alphaFix(a, b, result)
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blendHardLightFloats(a.color, b.color).rgba
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proc blendSoftLight(a, b: ColorRGBA): ColorRGBA =
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blendSoftLightFloats(a.color, b.color).rgba
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proc blendDifference(a, b: ColorRGBA): ColorRGBA =
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result.r = max(a.r, b.r) - min(a.r, b.r)
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result.g = max(a.g, b.g) - min(a.g, b.g)
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result.b = max(a.b, b.b) - min(a.b, b.b)
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result = alphaFix(a, b, result)
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blendDifferenceFloats(a.color, b.color).rgba
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proc blendExclusion(a, b: ColorRGBA): ColorRGBA =
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template blend(a, b: int32): uint8 =
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max(0, a + b - (2 * a * b) div 255).uint8
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result.r = blend(a.r.int32, b.r.int32)
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result.g = blend(a.g.int32, b.g.int32)
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result.b = blend(a.b.int32, b.b.int32)
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result = alphaFix(a, b, result)
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blendExclusionFloats(a.color, b.color).rgba
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proc blendColor(a, b: ColorRGBA): ColorRGBA =
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blendColorFloats(a.color, b.color).rgba
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@ -14,3 +14,60 @@ timeIt "bmDarken":
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timeIt "bmMultiply":
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a.draw(b, vec2(0, 0), bmMultiply)
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timeIt "bmLinearBurn":
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a.draw(b, vec2(0, 0), bmLinearBurn)
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timeIt "bmColorBurn":
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a.draw(b, vec2(0, 0), bmColorBurn)
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timeIt "bmLighten":
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a.draw(b, vec2(0, 0), bmLighten)
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timeIt "bmScreen":
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a.draw(b, vec2(0, 0), bmScreen)
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timeIt "bmLinearDodge":
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a.draw(b, vec2(0, 0), bmLinearDodge)
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timeIt "bmColorDodge":
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a.draw(b, vec2(0, 0), bmColorDodge)
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timeIt "bmOverlay":
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a.draw(b, vec2(0, 0), bmOverlay)
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timeIt "bmSoftLight":
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a.draw(b, vec2(0, 0), bmSoftLight)
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timeIt "bmHardLight":
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a.draw(b, vec2(0, 0), bmHardLight)
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timeIt "bmDifference":
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a.draw(b, vec2(0, 0), bmDifference)
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timeIt "bmExclusion":
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a.draw(b, vec2(0, 0), bmExclusion)
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timeIt "bmHue":
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a.draw(b, vec2(0, 0), bmHue)
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timeIt "bmSaturation":
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a.draw(b, vec2(0, 0), bmSaturation)
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timeIt "bmColor":
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a.draw(b, vec2(0, 0), bmColor)
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timeIt "bmLuminosity":
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a.draw(b, vec2(0, 0), bmLuminosity)
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timeIt "bmMask":
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a.draw(b, vec2(0, 0), bmMask)
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timeIt "bmSubtractMask":
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a.draw(b, vec2(0, 0), bmSubtractMask)
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timeIt "bmIntersectMask":
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a.draw(b, vec2(0, 0), bmIntersectMask)
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timeIt "bmExcludeMask":
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a.draw(b, vec2(0, 0), bmExcludeMask)
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