Comments (6)
From @voidstar69 on January 23, 2016 14:27
@JimBobSquarePants is this the sort of change that you are looking for?
Changing Color.Lerp from this:
public static Color Lerp(Color from, Color to, float amount)
{
amount = amount.Clamp(0f, 1f);
if (Math.Abs(from.A - 1) < Epsilon && Math.Abs(to.A - 1) < Epsilon)
{
return from + (to - from) * amount;
}
// Premultiplied.
return from * (1 - amount) + to;
}
to this:
public static Color Lerp(Color from, Color to, float amount)
{
amount = amount.Clamp(0f, 1f);
if (Math.Abs(from.A - 1) < Epsilon && Math.Abs(to.A - 1) < Epsilon)
{
return Vector4.Lerp(from, to, amount);
}
// Premultiplied.
// TODO: not sure how to use Vector4.Lerp here
return from * (1 - amount) + to;
}
might improve performance by making use of the Vector4.Lerp method (need to measure performance to be certain).
from imagesharp.
You're absolutely correct. I can use the built in Vector4.Lerp
in that situation. The Color
minus operator utilizes the backing vector but we might as well cut out the middle man.
The code, I believe, would be:
return Vector4.Lerp(from.backingVector, to.backingVector, amount);
For premultiplied alpha we'd probably have to fall back to the non SIMD approach.
I'd imagine it would be a very tiny performance improvement but every little most certainly helps.
from imagesharp.
I see usage of Vector4
in a bunch of places now, are there any remaining areas which we need to convert? 😄
from imagesharp.
I think it might be possible to vectorize bits and bobs throughout, maybe in colorspace conversions or running through lists. I know the subsampling scaling in jpeg decoder is vectorised in libjpeg turbo also.
I just don't know the Numerics API's well enough though to figure out what could benefit.
from imagesharp.
Subsampling is not an issue, the only test input where it goes over 1% is the cmyk watch:
from imagesharp.
Closing this. @antonfirsov has done incredible work to implement vectorization throughout the library.
from imagesharp.
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