Optimize INV_PREMUL
Our inverse premultiply is rather unoptimized. It's major weakness is using three divide operation which are the slowest integer operations. This patch reduces the three divisions to just one but using an approximation that is accurate for all uchar values. The patch also adds a general short-cut for alpha==255. Together these improvements makes it 2 to 16 times faster depending on how many 0 and 255 alpha values are encountered. Change-Id: I96d7098a1bc320793b0d0526637acd1fdb5a43eb Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>bb10
parent
93a895a41a
commit
407eee51e6
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@ -274,7 +274,7 @@ static const uint *QT_FASTCALL convertFromARGB32PM(uint *buffer, const uint *src
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if (!layout->premultiplied) {
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for (int i = 0; i < count; ++i)
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buffer[i] = qAlpha(src[i]) == 255 ? src[i] : INV_PREMUL(src[i]);
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buffer[i] = INV_PREMUL(src[i]);
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src = buffer;
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}
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for (int i = 0; i < count; ++i) {
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@ -691,12 +691,16 @@ static Q_ALWAYS_INLINE uint BYTE_MUL_RGB16_32(uint x, uint a) {
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return t;
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}
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#define INV_PREMUL(p) \
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(qAlpha(p) == 0 ? 0 : \
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((qAlpha(p) << 24) \
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| (((255*qRed(p))/ qAlpha(p)) << 16) \
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| (((255*qGreen(p)) / qAlpha(p)) << 8) \
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| ((255*qBlue(p)) / qAlpha(p))))
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static Q_ALWAYS_INLINE uint INV_PREMUL(uint p) {
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const uint alpha = qAlpha(p);
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if (alpha == 255)
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return p;
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if (alpha == 0)
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return 0;
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// (p*(0x00ff00ff/alpha)) >> 16 == (p*255)/alpha for all p and alpha <= 256.
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const uint invAlpha = 0x00ff00ffU / alpha;
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return qRgba((qRed(p)*invAlpha)>>16, (qGreen(p)*invAlpha)>>16, (qBlue(p)*invAlpha)>>16, alpha);
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}
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struct quint24 {
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quint24(uint value);
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