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. ## Blending modes.
import chroma, math import chroma, math, common
when defined(amd64) and not defined(pixieNoSimd): when defined(amd64) and not defined(pixieNoSimd):
import nimsimd/sse2 import nimsimd/sse2
@ -34,7 +34,165 @@ type
bmIntersectMask bmIntersectMask
bmExcludeMask 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.} = proc `+`*(a, b: Color): Color {.inline.} =
result.r = a.r + b.r result.r = a.r + b.r
@ -72,18 +230,18 @@ proc `-`*(c: Color, v: float32): Color {.inline.} =
result.b = c.b - v result.b = c.b - v
result.a = c.a - v result.a = c.a - v
proc screen(backdrop, source: float32): float32 {.inline.} = # proc screen(backdrop, source: float32): float32 {.inline.} =
1 - (1 - backdrop) * (1 - source) # 1 - (1 - backdrop) * (1 - source)
proc hardLight(backdrop, source: float32): float32 {.inline.} = # proc hardLight(backdrop, source: float32): float32 {.inline.} =
if source <= 0.5: # if source <= 0.5:
backdrop * 2 * source # backdrop * 2 * source
else: # else:
screen(backdrop, 2 * source - 1) # screen(backdrop, 2 * source - 1)
proc softLight(backdrop, source: float32): float32 {.inline.} = # proc softLight(backdrop, source: float32): float32 {.inline.} =
## Pegtop # ## Pegtop
(1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop # (1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop
proc Lum(C: Color): float32 {.inline.} = proc Lum(C: Color): float32 {.inline.} =
0.3 * C.r + 0.59 * C.g + 0.11 * C.b 0.3 * C.r + 0.59 * C.g + 0.11 * C.b
@ -131,103 +289,103 @@ proc alphaFix(backdrop, source, mixed: Color): Color =
result.g /= result.a result.g /= result.a
result.b /= result.a result.b /= result.a
proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} = # proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} =
result = source # result = source
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} = # proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} =
result.r = min(backdrop.r, source.r) # result.r = min(backdrop.r, source.r)
result.g = min(backdrop.g, source.g) # result.g = min(backdrop.g, source.g)
result.b = min(backdrop.b, source.b) # result.b = min(backdrop.b, source.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} = # proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} =
result.r = backdrop.r * source.r # result.r = backdrop.r * source.r
result.g = backdrop.g * source.g # result.g = backdrop.g * source.g
result.b = backdrop.b * source.b # result.b = backdrop.b * source.b
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} = # proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} =
result.r = backdrop.r + source.r - 1 # result.r = backdrop.r + source.r - 1
result.g = backdrop.g + source.g - 1 # result.g = backdrop.g + source.g - 1
result.b = backdrop.b + source.b - 1 # result.b = backdrop.b + source.b - 1
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} = # proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} =
proc blend(backdrop, source: float32): float32 {.inline.} = # proc blend(backdrop, source: float32): float32 {.inline.} =
if backdrop == 1: # if backdrop == 1:
1.0 # 1.0
elif source == 0: # elif source == 0:
0.0 # 0.0
else: # else:
1.0 - min(1, (1 - backdrop) / source) # 1.0 - min(1, (1 - backdrop) / source)
result.r = blend(backdrop.r, source.r) # result.r = blend(backdrop.r, source.r)
result.g = blend(backdrop.g, source.g) # result.g = blend(backdrop.g, source.g)
result.b = blend(backdrop.b, source.b) # result.b = blend(backdrop.b, source.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} = # proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} =
result.r = max(backdrop.r, source.r) # result.r = max(backdrop.r, source.r)
result.g = max(backdrop.g, source.g) # result.g = max(backdrop.g, source.g)
result.b = max(backdrop.b, source.b) # result.b = max(backdrop.b, source.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} = # proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} =
result.r = screen(backdrop.r, source.r) # result.r = screen(backdrop.r, source.r)
result.g = screen(backdrop.g, source.g) # result.g = screen(backdrop.g, source.g)
result.b = screen(backdrop.b, source.b) # result.b = screen(backdrop.b, source.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} = # proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} =
result.r = backdrop.r + source.r # result.r = backdrop.r + source.r
result.g = backdrop.g + source.g # result.g = backdrop.g + source.g
result.b = backdrop.b + source.b # result.b = backdrop.b + source.b
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} = # proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} =
proc blend(backdrop, source: float32): float32 {.inline.} = # proc blend(backdrop, source: float32): float32 {.inline.} =
if backdrop == 0: # if backdrop == 0:
0.0 # 0.0
elif source == 1: # elif source == 1:
1.0 # 1.0
else: # else:
min(1, backdrop / (1 - source)) # min(1, backdrop / (1 - source))
result.r = blend(backdrop.r, source.r) # result.r = blend(backdrop.r, source.r)
result.g = blend(backdrop.g, source.g) # result.g = blend(backdrop.g, source.g)
result.b = blend(backdrop.b, source.b) # result.b = blend(backdrop.b, source.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} = # proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} =
result.r = hardLight(source.r, backdrop.r) # result.r = hardLight(source.r, backdrop.r)
result.g = hardLight(source.g, backdrop.g) # result.g = hardLight(source.g, backdrop.g)
result.b = hardLight(source.b, backdrop.b) # result.b = hardLight(source.b, backdrop.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} = # proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} =
result.r = hardLight(backdrop.r, source.r) # result.r = hardLight(backdrop.r, source.r)
result.g = hardLight(backdrop.g, source.g) # result.g = hardLight(backdrop.g, source.g)
result.b = hardLight(backdrop.b, source.b) # result.b = hardLight(backdrop.b, source.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} = # proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} =
result.r = softLight(backdrop.r, source.r) # result.r = softLight(backdrop.r, source.r)
result.g = softLight(backdrop.g, source.g) # result.g = softLight(backdrop.g, source.g)
result.b = softLight(backdrop.b, source.b) # result.b = softLight(backdrop.b, source.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} = # proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} =
result.r = abs(backdrop.r - source.r) # result.r = abs(backdrop.r - source.r)
result.g = abs(backdrop.g - source.g) # result.g = abs(backdrop.g - source.g)
result.b = abs(backdrop.b - source.b) # result.b = abs(backdrop.b - source.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} = # proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} =
proc blend(backdrop, source: float32): float32 {.inline.} = # proc blend(backdrop, source: float32): float32 {.inline.} =
backdrop + source - 2 * backdrop * source # backdrop + source - 2 * backdrop * source
result.r = blend(backdrop.r, source.r) # result.r = blend(backdrop.r, source.r)
result.g = blend(backdrop.g, source.g) # result.g = blend(backdrop.g, source.g)
result.b = blend(backdrop.b, source.b) # result.b = blend(backdrop.b, source.b)
result = alphaFix(backdrop, source, result) # result = alphaFix(backdrop, source, result)
proc blendColorFloats*(backdrop, source: Color): Color {.inline.} = proc blendColorFloats*(backdrop, source: Color): Color {.inline.} =
result = SetLum(source, Lum(backdrop)) result = SetLum(source, Lum(backdrop))
@ -245,24 +403,24 @@ proc blendSaturationFloats*(backdrop, source: Color): Color {.inline.} =
result = SetLum(SetSat(backdrop, Sat(source)), Lum(backdrop)) result = SetLum(SetSat(backdrop, Sat(source)), Lum(backdrop))
result = alphaFix(backdrop, source, result) result = alphaFix(backdrop, source, result)
proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} = # proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} =
result = backdrop # result = backdrop
result.a = min(backdrop.a, source.a) # result.a = min(backdrop.a, source.a)
proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} = # proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} =
result = backdrop # result = backdrop
result.a = backdrop.a * (1 - source.a) # result.a = backdrop.a * (1 - source.a)
proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} = # proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} =
result = backdrop # result = backdrop
result.a = backdrop.a * source.a # result.a = backdrop.a * source.a
proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} = # proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} =
result = backdrop # result = backdrop
result.a = abs(backdrop.a - source.a) # result.a = abs(backdrop.a - source.a)
proc blendOverwriteFloats*(backdrop, source: Color): Color {.inline.} = # proc blendOverwriteFloats*(backdrop, source: Color): Color {.inline.} =
source # source
when defined(amd64) and not defined(pixieNoSimd): when defined(amd64) and not defined(pixieNoSimd):
proc alphaFix(backdrop, source: ColorRGBA, vb, vs, vm: M128): ColorRGBA = proc alphaFix(backdrop, source: ColorRGBA, vb, vs, vm: M128): ColorRGBA =
@ -319,95 +477,81 @@ else:
result.b = (b div a div 255).uint8 result.b = (b div a div 255).uint8
result.a = a.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 = proc blendNormal(backdrop, source: ColorRGBA): ColorRGBA =
result = source blendNormalPremultiplied(
result = alphaFix(backdrop, source, result) backdrop.toPremultipliedAlpha(),
source.toPremultipliedAlpha()
).toStraightAlpha()
proc blendDarken(backdrop, source: ColorRGBA): ColorRGBA = proc blendDarken(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(backdrop.r, source.r) let
result.g = min(backdrop.g, source.g) backdrop = backdrop.toPremultipliedAlpha()
result.b = min(backdrop.b, source.b) source = source.toPremultipliedAlpha()
result = alphaFix(backdrop, source, result) result = blendDarkenPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendMultiply(backdrop, source: ColorRGBA): ColorRGBA = proc blendMultiply(backdrop, source: ColorRGBA): ColorRGBA =
result.r = ((backdrop.r.uint32 * source.r) div 255).uint8 let
result.g = ((backdrop.g.uint32 * source.g) div 255).uint8 backdrop = backdrop.toPremultipliedAlpha()
result.b = ((backdrop.b.uint32 * source.b) div 255).uint8 source = source.toPremultipliedAlpha()
result = alphaFix(backdrop, source, result) result = blendMultiplyPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendLinearBurn(backdrop, source: ColorRGBA): ColorRGBA = proc blendLinearBurn(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(0, backdrop.r.int16 + source.r.int16 - 255).uint8 let
result.g = min(0, backdrop.g.int16 + source.g.int16 - 255).uint8 backdrop = backdrop.toPremultipliedAlpha()
result.b = min(0, backdrop.b.int16 + source.b.int16 - 255).uint8 source = source.toPremultipliedAlpha()
result = alphaFix(backdrop, source, result) result = blendLinearBurnPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendColorBurn(backdrop, source: ColorRGBA): ColorRGBA = proc blendColorBurn(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} = let
if backdrop == 255: backdrop = backdrop.toPremultipliedAlpha()
255.uint8 source = source.toPremultipliedAlpha()
elif source == 0: result = blendColorBurnPremultiplied(backdrop, source)
0 result = result.toStraightAlpha()
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)
proc blendLighten(backdrop, source: ColorRGBA): ColorRGBA = proc blendLighten(backdrop, source: ColorRGBA): ColorRGBA =
result.r = max(backdrop.r, source.r) let
result.g = max(backdrop.g, source.g) backdrop = backdrop.toPremultipliedAlpha()
result.b = max(backdrop.b, source.b) source = source.toPremultipliedAlpha()
result = alphaFix(backdrop, source, result) result = blendLightenPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendScreen(backdrop, source: ColorRGBA): ColorRGBA = proc blendScreen(backdrop, source: ColorRGBA): ColorRGBA =
result.r = screen(backdrop.r, source.r) let
result.g = screen(backdrop.g, source.g) backdrop = backdrop.toPremultipliedAlpha()
result.b = screen(backdrop.b, source.b) source = source.toPremultipliedAlpha()
result = alphaFix(backdrop, source, result) result = blendScreenPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendLinearDodge(backdrop, source: ColorRGBA): ColorRGBA = proc blendLinearDodge(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(backdrop.r.uint32 + source.r, 255).uint8 let
result.g = min(backdrop.g.uint32 + source.g, 255).uint8 backdrop = backdrop.toPremultipliedAlpha()
result.b = min(backdrop.b.uint32 + source.b, 255).uint8 source = source.toPremultipliedAlpha()
result = alphaFix(backdrop, source, result) result = blendLinearDodgePremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendColorDodge(backdrop, source: ColorRGBA): ColorRGBA = proc blendColorDodge(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} = let
if backdrop == 0: backdrop = backdrop.toPremultipliedAlpha()
0.uint8 source = source.toPremultipliedAlpha()
elif source == 255: result = blendColorDodgePremultiplied(backdrop, source)
255 result = result.toStraightAlpha()
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)
proc blendOverlay(backdrop, source: ColorRGBA): ColorRGBA = proc blendOverlay(backdrop, source: ColorRGBA): ColorRGBA =
result.r = hardLight(source.r, backdrop.r) let
result.g = hardLight(source.g, backdrop.g) backdrop = backdrop.toPremultipliedAlpha()
result.b = hardLight(source.b, backdrop.b) source = source.toPremultipliedAlpha()
result = alphaFix(backdrop, source, result) result = blendOverlayPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendHardLight(backdrop, source: ColorRGBA): ColorRGBA = proc blendHardLight(backdrop, source: ColorRGBA): ColorRGBA =
result.r = hardLight(backdrop.r, source.r) let
result.g = hardLight(backdrop.g, source.g) backdrop = backdrop.toPremultipliedAlpha()
result.b = hardLight(backdrop.b, source.b) source = source.toPremultipliedAlpha()
result = alphaFix(backdrop, source, result) result = blendHardLightyPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA = proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
# proc softLight(backdrop, source: int32): uint8 {.inline.} = # proc softLight(backdrop, source: int32): uint8 {.inline.} =
@ -435,18 +579,18 @@ proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
blendSoftLightFloats(backdrop.color, source.color).rgba blendSoftLightFloats(backdrop.color, source.color).rgba
proc blendDifference(backdrop, source: ColorRGBA): ColorRGBA = proc blendDifference(backdrop, source: ColorRGBA): ColorRGBA =
result.r = max(backdrop.r, source.r) - min(backdrop.r, source.r) let
result.g = max(backdrop.g, source.g) - min(backdrop.g, source.g) backdrop = backdrop.toPremultipliedAlpha()
result.b = max(backdrop.b, source.b) - min(backdrop.b, source.b) source = source.toPremultipliedAlpha()
result = alphaFix(backdrop, source, result) result = blendDifferencePremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendExclusion(backdrop, source: ColorRGBA): ColorRGBA = proc blendExclusion(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: int32): uint8 {.inline.} = let
max(0, backdrop + source - (2 * backdrop * source) div 255).uint8 backdrop = backdrop.toPremultipliedAlpha()
result.r = blend(backdrop.r.int32, source.r.int32) source = source.toPremultipliedAlpha()
result.g = blend(backdrop.g.int32, source.g.int32) result = blendExclusionPremultiplied(backdrop, source)
result.b = blend(backdrop.b.int32, source.b.int32) result = result.toStraightAlpha()
result = alphaFix(backdrop, source, result)
proc blendColor(backdrop, source: ColorRGBA): ColorRGBA = proc blendColor(backdrop, source: ColorRGBA): ColorRGBA =
blendColorFloats(backdrop.color, source.color).rgba blendColorFloats(backdrop.color, source.color).rgba
@ -466,7 +610,7 @@ proc blendMask(backdrop, source: ColorRGBA): ColorRGBA =
proc blendSubtractMask(backdrop, source: ColorRGBA): ColorRGBA = proc blendSubtractMask(backdrop, source: ColorRGBA): ColorRGBA =
result = backdrop 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 = proc blendIntersectMask(backdrop, source: ColorRGBA): ColorRGBA =
result = backdrop result = backdrop
@ -479,7 +623,7 @@ proc blendExcludeMask(backdrop, source: ColorRGBA): ColorRGBA =
proc blendOverwrite(backdrop, source: ColorRGBA): ColorRGBA = proc blendOverwrite(backdrop, source: ColorRGBA): ColorRGBA =
source source
proc mixer*(blendMode: BlendMode): Mixer = proc blender*(blendMode: BlendMode): Blender =
case blendMode case blendMode
of bmNormal: blendNormal of bmNormal: blendNormal
of bmDarken: blendDarken of bmDarken: blendDarken
@ -504,55 +648,3 @@ proc mixer*(blendMode: BlendMode): Mixer =
of bmSubtractMask: blendSubtractMask of bmSubtractMask: blendSubtractMask
of bmIntersectMask: blendIntersectMask of bmIntersectMask: blendIntersectMask
of bmExcludeMask: blendExcludeMask 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.} = proc toPremultipliedAlpha*(c: ColorRGBA): ColorRGBA {.inline.} =
## Converts a color to premultiplied alpha from straight alpha. ## Converts a color to premultiplied alpha from straight alpha.
result.r = ((c.r.uint16 * c.a.uint16) div 255).uint8 result.r = ((c.r.uint32 * c.a.uint32) div 255).uint8
result.g = ((c.g.uint16 * c.a.uint16) div 255).uint8 result.g = ((c.g.uint32 * c.a.uint32) div 255).uint8
result.b = ((c.b.uint16 * c.a.uint16) div 255).uint8 result.b = ((c.b.uint32 * c.a.uint32) div 255).uint8
result.a = c.a result.a = c.a
proc toStraightAlpha*(c: ColorRGBA): ColorRGBA {.inline.} = proc toStraightAlpha*(c: ColorRGBA): ColorRGBA {.inline.} =

View file

@ -387,7 +387,7 @@ proc drawCorrect*(a, b: Image, mat: Mat3, blendMode: BlendMode) =
minFilterBy2 /= 2 minFilterBy2 /= 2
matInv = matInv * scale(vec2(0.5, 0.5)) matInv = matInv * scale(vec2(0.5, 0.5))
let mixer = blendMode.mixer() let blender = blendMode.blender()
for y in 0 ..< a.height: for y in 0 ..< a.height:
for x in 0 ..< a.width: for x in 0 ..< a.width:
let let
@ -396,7 +396,7 @@ proc drawCorrect*(a, b: Image, mat: Mat3, blendMode: BlendMode) =
yFloat = srcPos.y - h yFloat = srcPos.y - h
rgba = a.getRgbaUnsafe(x, y) rgba = a.getRgbaUnsafe(x, y)
rgba2 = b.getRgbaSmooth(xFloat, yFloat) rgba2 = b.getRgbaSmooth(xFloat, yFloat)
a.setRgbaUnsafe(x, y, mixer(rgba, rgba2)) a.setRgbaUnsafe(x, y, blender(rgba, rgba2))
proc drawUber( proc drawUber(
a, b: Image, a, b: Image,
@ -405,7 +405,7 @@ proc drawUber(
blendMode: BlendMode, blendMode: BlendMode,
smooth: bool smooth: bool
) = ) =
let mixer = blendMode.mixer() let blender = blendMode.blender()
for y in 0 ..< a.height: for y in 0 ..< a.height:
var var
xMin = a.width xMin = a.width
@ -439,7 +439,7 @@ proc drawUber(
b.getRgbaSmooth(xFloat, yFloat) b.getRgbaSmooth(xFloat, yFloat)
else: else:
b.getRgbaUnsafe(xFloat.int, yFloat.int) b.getRgbaUnsafe(xFloat.int, yFloat.int)
a.setRgbaUnsafe(x, y, mixer(rgba, rgba2)) a.setRgbaUnsafe(x, y, blender(rgba, rgba2))
if blendMode == bmIntersectMask: if blendMode == bmIntersectMask:
if a.width - xMax > 0: 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 include pixie/blends
@ -18,13 +18,13 @@ timeIt "blendNormal":
reset() reset()
timeIt "blendNormalFloats": # timeIt "blendNormalFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendNormalFloats( # backdrop.data[i] = blendNormalFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendDarken": timeIt "blendDarken":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -32,13 +32,13 @@ timeIt "blendDarken":
reset() reset()
timeIt "blendDarkenFloats": # timeIt "blendDarkenFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendDarkenFloats( # backdrop.data[i] = blendDarkenFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendMultiply": timeIt "blendMultiply":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -46,13 +46,13 @@ timeIt "blendMultiply":
reset() reset()
timeIt "blendMultiplyFloats": # timeIt "blendMultiplyFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendMultiplyFloats( # backdrop.data[i] = blendMultiplyFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendLinearBurn": timeIt "blendLinearBurn":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -60,13 +60,13 @@ timeIt "blendLinearBurn":
reset() reset()
timeIt "blendLinearBurnFloats": # timeIt "blendLinearBurnFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendLinearBurnFloats( # backdrop.data[i] = blendLinearBurnFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendColorBurn": timeIt "blendColorBurn":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -74,13 +74,13 @@ timeIt "blendColorBurn":
reset() reset()
timeIt "blendColorBurnFloats": # timeIt "blendColorBurnFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendColorBurnFloats( # backdrop.data[i] = blendColorBurnFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendLighten": timeIt "blendLighten":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -88,13 +88,13 @@ timeIt "blendLighten":
reset() reset()
timeIt "blendLightenFloats": # timeIt "blendLightenFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendLightenFloats( # backdrop.data[i] = blendLightenFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendScreen": timeIt "blendScreen":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -102,13 +102,13 @@ timeIt "blendScreen":
reset() reset()
timeIt "blendScreenFloats": # timeIt "blendScreenFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendScreenFloats( # backdrop.data[i] = blendScreenFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendLinearDodge": timeIt "blendLinearDodge":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -116,13 +116,13 @@ timeIt "blendLinearDodge":
reset() reset()
timeIt "blendLinearDodgeFloats": # timeIt "blendLinearDodgeFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendLinearDodgeFloats( # backdrop.data[i] = blendLinearDodgeFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendColorDodge": timeIt "blendColorDodge":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -130,13 +130,13 @@ timeIt "blendColorDodge":
reset() reset()
timeIt "blendColorDodgeFloats": # timeIt "blendColorDodgeFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendColorDodgeFloats( # backdrop.data[i] = blendColorDodgeFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendOverlay": timeIt "blendOverlay":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -144,13 +144,13 @@ timeIt "blendOverlay":
reset() reset()
timeIt "blendOverlayFloats": # timeIt "blendOverlayFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendOverlayFloats( # backdrop.data[i] = blendOverlayFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendSoftLight": timeIt "blendSoftLight":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -158,13 +158,13 @@ timeIt "blendSoftLight":
reset() reset()
timeIt "blendSoftLightFloats": # timeIt "blendSoftLightFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendSoftLightFloats( # backdrop.data[i] = blendSoftLightFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendHardLight": timeIt "blendHardLight":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -172,13 +172,13 @@ timeIt "blendHardLight":
reset() reset()
timeIt "blendHardLightFloats": # timeIt "blendHardLightFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendHardLightFloats( # backdrop.data[i] = blendHardLightFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendDifference": timeIt "blendDifference":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -186,13 +186,13 @@ timeIt "blendDifference":
reset() reset()
timeIt "blendDifferenceFloats": # timeIt "blendDifferenceFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendDifferenceFloats( # backdrop.data[i] = blendDifferenceFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendExclusion": timeIt "blendExclusion":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -200,13 +200,13 @@ timeIt "blendExclusion":
reset() reset()
timeIt "blendExclusionFloats": # timeIt "blendExclusionFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendExclusionFloats( # backdrop.data[i] = blendExclusionFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendHue": timeIt "blendHue":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -214,13 +214,13 @@ timeIt "blendHue":
reset() reset()
timeIt "blendHueFloats": # timeIt "blendHueFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendHueFloats( # backdrop.data[i] = blendHueFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendSaturation": timeIt "blendSaturation":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -228,11 +228,11 @@ timeIt "blendSaturation":
reset() reset()
timeIt "blendSaturationFloats": # timeIt "blendSaturationFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendSaturationFloats( # backdrop.data[i] = blendSaturationFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() reset()
@ -242,13 +242,13 @@ timeIt "blendColor":
reset() reset()
timeIt "blendColorFloats": # timeIt "blendColorFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendColorFloats( # backdrop.data[i] = blendColorFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendLuminosity": timeIt "blendLuminosity":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -256,13 +256,13 @@ timeIt "blendLuminosity":
reset() reset()
timeIt "blendLuminosityFloats": # timeIt "blendLuminosityFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendLuminosityFloats( # backdrop.data[i] = blendLuminosityFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendMask": timeIt "blendMask":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -270,13 +270,13 @@ timeIt "blendMask":
reset() reset()
timeIt "blendMaskFloats": # timeIt "blendMaskFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendMaskFloats( # backdrop.data[i] = blendMaskFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendSubtractMask": timeIt "blendSubtractMask":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -284,13 +284,13 @@ timeIt "blendSubtractMask":
reset() reset()
timeIt "blendSubtractMaskFloats": # timeIt "blendSubtractMaskFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendSubtractMaskFloats( # backdrop.data[i] = blendSubtractMaskFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendIntersectMask": timeIt "blendIntersectMask":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -298,13 +298,13 @@ timeIt "blendIntersectMask":
reset() reset()
timeIt "blendIntersectMaskFloats": # timeIt "blendIntersectMaskFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendIntersectMaskFloats( # backdrop.data[i] = blendIntersectMaskFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendExcludeMask": timeIt "blendExcludeMask":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len:
@ -312,13 +312,13 @@ timeIt "blendExcludeMask":
reset() reset()
timeIt "blendExcludeMaskFloats": # timeIt "blendExcludeMaskFloats":
for i in 0 ..< backdrop.data.len: # for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendExcludeMaskFloats( # backdrop.data[i] = blendExcludeMaskFloats(
backdrop.data[i].color, source.data[i].color # backdrop.data[i].color, source.data[i].color
).rgba # ).rgba
reset() # reset()
timeIt "blendNormalPremultiplied": timeIt "blendNormalPremultiplied":
for i in 0 ..< backdrop.data.len: for i in 0 ..< backdrop.data.len: