Merge pull request #82 from guzba/master

much faster blends, couple other little things
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treeform 2021-01-28 21:50:23 -08:00 committed by GitHub
commit d1664de1d7
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4 changed files with 473 additions and 381 deletions

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@ -1,5 +1,5 @@
## Blending modes.
import chroma, math
import chroma, math, common
when defined(amd64) and not defined(pixieNoSimd):
import nimsimd/sse2
@ -34,7 +34,165 @@ type
bmIntersectMask
bmExcludeMask
Mixer* = proc(a, b: ColorRGBA): ColorRGBA
Blender* = proc(a, b: ColorRGBA): ColorRGBA
when defined(release):
{.push checks: off.}
proc min(a, b: uint32): uint32 {.inline.} =
if a < b: a else: b
proc max(a, b: uint32): uint32 {.inline.} =
if a > b: a else: b
proc screenPremultiplied(backdrop, source: uint32): uint8 {.inline.} =
(255 - ((255 - backdrop) * (255 - source)) div 255).uint8
proc hardLightPremultiplied(backdrop, source: uint32): uint8 {.inline.} =
if source <= 127:
((backdrop * 2 * source) div 255).uint8
else:
screenPremultiplied(backdrop, 2 * source - 255)
proc blendAlpha(backdrop, source: uint8): uint8 {.inline.} =
source + ((backdrop.uint32 * (255 - source)) div 255).uint8
proc blendNormalPremultiplied*(backdrop, source: ColorRGBA): ColorRGBA {.inline.} =
if backdrop.a == 0:
return source
if source.a == 255:
return source
if source.a == 0:
return backdrop
let k = (255 - source.a.uint32)
result.r = source.r + ((backdrop.r.uint32 * k) div 255).uint8
result.g = source.g + ((backdrop.g.uint32 * k) div 255).uint8
result.b = source.b + ((backdrop.b.uint32 * k) div 255).uint8
result.a = blendAlpha(backdrop.a, source.a)
proc blendDarkenPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(backdrop.r, source.r)
result.g = min(backdrop.g, source.g)
result.b = min(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendMultiplyPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = ((backdrop.r.uint32 * source.r) div 255).uint8
result.g = ((backdrop.g.uint32 * source.g) div 255).uint8
result.b = ((backdrop.b.uint32 * source.b) div 255).uint8
result.a = blendAlpha(backdrop.a, source.a)
proc blendLinearBurnPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(0, backdrop.r.uint32 + source.r.uint32 - 255).uint8
result.g = min(0, backdrop.g.uint32 + source.g.uint32 - 255).uint8
result.b = min(0, backdrop.b.uint32 + source.b.uint32 - 255).uint8
result.a = blendAlpha(backdrop.a, source.a)
proc blendLightenPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = max(backdrop.r, source.r)
result.g = max(backdrop.g, source.g)
result.b = max(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendColorBurnPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
if backdrop == 255:
255.uint8
elif source == 0:
0
else:
255 - min(255, (255 * (255 - backdrop)) div source).uint8
result.r = blend(backdrop.r, source.r)
result.g = blend(backdrop.g, source.g)
result.b = blend(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendScreenPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = screenPremultiplied(backdrop.r, source.r)
result.g = screenPremultiplied(backdrop.g, source.g)
result.b = screenPremultiplied(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendLinearDodgePremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(backdrop.r.uint32 + source.r, 255).uint8
result.g = min(backdrop.g.uint32 + source.g, 255).uint8
result.b = min(backdrop.b.uint32 + source.b, 255).uint8
result.a = blendAlpha(backdrop.a, source.a)
proc blendColorDodgePremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
if backdrop == 0:
0.uint8
elif source == 255:
255
else:
min(255, (255 * backdrop) div (255 - source)).uint8
result.r = blend(backdrop.r, source.r)
result.g = blend(backdrop.g, source.g)
result.b = blend(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendOverlayPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = hardLightPremultiplied(source.r, backdrop.r)
result.g = hardLightPremultiplied(source.g, backdrop.g)
result.b = hardLightPremultiplied(source.b, backdrop.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendHardLightyPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = hardLightPremultiplied(backdrop.r, source.r)
result.g = hardLightPremultiplied(backdrop.g, source.g)
result.b = hardLightPremultiplied(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendDifferencePremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = max(backdrop.r, source.r) - min(backdrop.r, source.r)
result.g = max(backdrop.g, source.g) - min(backdrop.g, source.g)
result.b = max(backdrop.b, source.b) - min(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendExclusionPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
max(0, backdrop + source - (2 * backdrop * source) div 255).uint8
result.r = blend(backdrop.r.uint32, source.r.uint32)
result.g = blend(backdrop.g.uint32, source.g.uint32)
result.b = blend(backdrop.b.uint32, source.b.uint32)
result.a = blendAlpha(backdrop.a, source.a)
when defined(amd64) and not defined(pixieNoSimd):
proc blendNormalPremultiplied*(backdrop, source: M128i): M128i {.inline.} =
let
alphaMask = mm_set1_epi32(cast[int32](0xff000000))
oddMask = mm_set1_epi16(cast[int16](0xff00))
div255 = mm_set1_epi16(cast[int16](0x8081))
# Shortcuts didn't help (backdrop.a == 0, source.a == 0, source.a == 255)
var
sourceAlpha = mm_and_si128(source, alphaMask)
backdropEven = mm_slli_epi16(backdrop, 8)
backdropOdd = mm_and_si128(backdrop, oddMask)
sourceAlpha = mm_or_si128(sourceAlpha, mm_srli_epi32(sourceAlpha, 16))
let k = mm_sub_epi32(
mm_set1_epi32(cast[int32]([0.uint8, 255, 0, 255])),
sourceAlpha
)
backdropEven = mm_mulhi_epu16(backdropEven, k)
backdropOdd = mm_mulhi_epu16(backdropOdd, k)
backdropEven = mm_srli_epi16(mm_mulhi_epu16(backdropEven, div255), 7)
backdropOdd = mm_srli_epi16(mm_mulhi_epu16(backdropOdd, div255), 7)
mm_add_epi8(
source,
mm_or_si128(backdropEven, mm_slli_epi16(backdropOdd, 8))
)
when defined(release):
{.pop.}
proc `+`*(a, b: Color): Color {.inline.} =
result.r = a.r + b.r
@ -72,18 +230,18 @@ 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
@ -131,103 +289,103 @@ 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))
@ -245,24 +403,24 @@ 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 =
@ -319,95 +477,81 @@ else:
result.b = (b div a div 255).uint8
result.a = a.uint8
proc min(a, b: uint32): uint32 {.inline.} =
if a < b: a else: b
proc screen(backdrop, source: uint32): uint8 {.inline.} =
(255 - ((255 - backdrop) * (255 - source)) div 255).uint8
proc hardLight(backdrop, source: uint32): uint8 {.inline.} =
if source <= 127:
((backdrop * 2 * source) div 255).uint8
else:
screen(backdrop, 2 * source - 255)
proc blendNormal(backdrop, source: ColorRGBA): ColorRGBA =
result = source
result = alphaFix(backdrop, source, result)
blendNormalPremultiplied(
backdrop.toPremultipliedAlpha(),
source.toPremultipliedAlpha()
).toStraightAlpha()
proc blendDarken(backdrop, source: ColorRGBA): ColorRGBA =
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)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendDarkenPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendMultiply(backdrop, source: ColorRGBA): ColorRGBA =
result.r = ((backdrop.r.uint32 * source.r) div 255).uint8
result.g = ((backdrop.g.uint32 * source.g) div 255).uint8
result.b = ((backdrop.b.uint32 * source.b) div 255).uint8
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendMultiplyPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendLinearBurn(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(0, backdrop.r.int16 + source.r.int16 - 255).uint8
result.g = min(0, backdrop.g.int16 + source.g.int16 - 255).uint8
result.b = min(0, backdrop.b.int16 + source.b.int16 - 255).uint8
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendLinearBurnPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendColorBurn(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
if backdrop == 255:
255.uint8
elif source == 0:
0
else:
255 - min(255, (255 * (255 - backdrop)) div source).uint8
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)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendColorBurnPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendLighten(backdrop, source: ColorRGBA): ColorRGBA =
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)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendLightenPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendScreen(backdrop, source: ColorRGBA): ColorRGBA =
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)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendScreenPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendLinearDodge(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(backdrop.r.uint32 + source.r, 255).uint8
result.g = min(backdrop.g.uint32 + source.g, 255).uint8
result.b = min(backdrop.b.uint32 + source.b, 255).uint8
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendLinearDodgePremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendColorDodge(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
if backdrop == 0:
0.uint8
elif source == 255:
255
else:
min(255, (255 * backdrop) div (255 - source)).uint8
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)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendColorDodgePremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendOverlay(backdrop, source: ColorRGBA): ColorRGBA =
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)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendOverlayPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendHardLight(backdrop, source: ColorRGBA): ColorRGBA =
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)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendHardLightyPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
# proc softLight(backdrop, source: int32): uint8 {.inline.} =
@ -435,18 +579,18 @@ proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
blendSoftLightFloats(backdrop.color, source.color).rgba
proc blendDifference(backdrop, source: ColorRGBA): ColorRGBA =
result.r = max(backdrop.r, source.r) - min(backdrop.r, source.r)
result.g = max(backdrop.g, source.g) - min(backdrop.g, source.g)
result.b = max(backdrop.b, source.b) - min(backdrop.b, source.b)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendDifferencePremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendExclusion(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: int32): uint8 {.inline.} =
max(0, backdrop + source - (2 * backdrop * source) div 255).uint8
result.r = blend(backdrop.r.int32, source.r.int32)
result.g = blend(backdrop.g.int32, source.g.int32)
result.b = blend(backdrop.b.int32, source.b.int32)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendExclusionPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendColor(backdrop, source: ColorRGBA): ColorRGBA =
blendColorFloats(backdrop.color, source.color).rgba
@ -466,7 +610,7 @@ proc blendMask(backdrop, source: ColorRGBA): ColorRGBA =
proc blendSubtractMask(backdrop, source: ColorRGBA): ColorRGBA =
result = backdrop
result.a = max(0, (backdrop.a.int32 * (255 - source.a.int32)) div 255).uint8
result.a = max(0, (backdrop.a.uint32 * (255 - source.a.uint32)) div 255).uint8
proc blendIntersectMask(backdrop, source: ColorRGBA): ColorRGBA =
result = backdrop
@ -479,7 +623,7 @@ proc blendExcludeMask(backdrop, source: ColorRGBA): ColorRGBA =
proc blendOverwrite(backdrop, source: ColorRGBA): ColorRGBA =
source
proc mixer*(blendMode: BlendMode): Mixer =
proc blender*(blendMode: BlendMode): Blender =
case blendMode
of bmNormal: blendNormal
of bmDarken: blendDarken
@ -504,55 +648,3 @@ proc mixer*(blendMode: BlendMode): Mixer =
of bmSubtractMask: blendSubtractMask
of bmIntersectMask: blendIntersectMask
of bmExcludeMask: blendExcludeMask
when defined(release):
{.push checks: off.}
proc blendNormalPremultiplied*(backdrop, source: ColorRGBA): ColorRGBA {.inline.} =
if backdrop.a == 0:
return source
if source.a == 255:
return source
if source.a == 0:
return backdrop
let k = (255 - source.a.uint32)
result.r = source.r + ((backdrop.r.uint32 * k) div 255).uint8
result.g = source.g + ((backdrop.g.uint32 * k) div 255).uint8
result.b = source.b + ((backdrop.b.uint32 * k) div 255).uint8
result.a = source.a + ((backdrop.a.uint32 * k) div 255).uint8
when defined(amd64) and not defined(pixieNoSimd):
proc blendNormalPremultiplied*(backdrop, source: M128i): M128i {.inline.} =
let
alphaMask = mm_set1_epi32(cast[int32](0xff000000))
oddMask = mm_set1_epi16(cast[int16](0xff00))
div255 = mm_set1_epi16(cast[int16](0x8081))
# Shortcuts didn't help (backdrop.a == 0, source.a == 0, source.a == 255)
var
sourceAlpha = mm_and_si128(source, alphaMask)
backdropEven = mm_slli_epi16(backdrop, 8)
backdropOdd = mm_and_si128(backdrop, oddMask)
sourceAlpha = mm_or_si128(sourceAlpha, mm_srli_epi32(sourceAlpha, 16))
let k = mm_sub_epi32(
mm_set1_epi32(cast[int32]([0.uint8, 255, 0, 255])),
sourceAlpha
)
backdropEven = mm_mulhi_epu16(backdropEven, k)
backdropOdd = mm_mulhi_epu16(backdropOdd, k)
backdropEven = mm_srli_epi16(mm_mulhi_epu16(backdropEven, div255), 7)
backdropOdd = mm_srli_epi16(mm_mulhi_epu16(backdropOdd, div255), 7)
mm_add_epi8(
source,
mm_or_si128(backdropEven, mm_slli_epi16(backdropOdd, 8))
)
when defined(release):
{.pop.}

View file

@ -18,9 +18,9 @@ proc lerp*(a, b: ColorRGBA, t: float32): ColorRGBA {.inline.} =
proc toPremultipliedAlpha*(c: ColorRGBA): ColorRGBA {.inline.} =
## Converts a color to premultiplied alpha from straight alpha.
result.r = ((c.r.uint16 * c.a.uint16) div 255).uint8
result.g = ((c.g.uint16 * c.a.uint16) div 255).uint8
result.b = ((c.b.uint16 * c.a.uint16) div 255).uint8
result.r = ((c.r.uint32 * c.a.uint32) div 255).uint8
result.g = ((c.g.uint32 * c.a.uint32) div 255).uint8
result.b = ((c.b.uint32 * c.a.uint32) div 255).uint8
result.a = c.a
proc toStraightAlpha*(c: ColorRGBA): ColorRGBA {.inline.} =

View file

@ -387,7 +387,7 @@ proc drawCorrect*(a, b: Image, mat: Mat3, blendMode: BlendMode) =
minFilterBy2 /= 2
matInv = matInv * scale(vec2(0.5, 0.5))
let mixer = blendMode.mixer()
let blender = blendMode.blender()
for y in 0 ..< a.height:
for x in 0 ..< a.width:
let
@ -396,7 +396,7 @@ proc drawCorrect*(a, b: Image, mat: Mat3, blendMode: BlendMode) =
yFloat = srcPos.y - h
rgba = a.getRgbaUnsafe(x, y)
rgba2 = b.getRgbaSmooth(xFloat, yFloat)
a.setRgbaUnsafe(x, y, mixer(rgba, rgba2))
a.setRgbaUnsafe(x, y, blender(rgba, rgba2))
proc drawUber(
a, b: Image,
@ -405,7 +405,7 @@ proc drawUber(
blendMode: BlendMode,
smooth: bool
) =
let mixer = blendMode.mixer()
let blender = blendMode.blender()
for y in 0 ..< a.height:
var
xMin = a.width
@ -439,7 +439,7 @@ proc drawUber(
b.getRgbaSmooth(xFloat, yFloat)
else:
b.getRgbaUnsafe(xFloat.int, yFloat.int)
a.setRgbaUnsafe(x, y, mixer(rgba, rgba2))
a.setRgbaUnsafe(x, y, blender(rgba, rgba2))
if blendMode == bmIntersectMask:
if a.width - xMax > 0:

View file

@ -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: