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The calculation doesn't produce the same results. Keep just the change to divide alpha by 255 instead of 256, for slightly better accuracy
223 lines
4.3 KiB
Text
223 lines
4.3 KiB
Text
.function compositor_orc_splat_u32
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.dest 4 d1 guint32
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.param 4 p1 guint32
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copyl d1, p1
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.function compositor_orc_memcpy_u32
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.dest 4 d1 guint32
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.source 4 s1 guint32
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copyl d1, s1
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.function compositor_orc_blend_u8
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.flags 2d
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.dest 1 d1 guint8
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.source 1 s1 guint8
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.param 2 p1
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.temp 2 t1
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.temp 2 t2
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.const 1 c1 8
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convubw t1, d1
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convubw t2, s1
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subw t2, t2, t1
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mullw t2, t2, p1
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shlw t1, t1, c1
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addw t2, t1, t2
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shruw t2, t2, c1
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convsuswb d1, t2
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.function compositor_orc_blend_argb
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.flags 2d
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.dest 4 d guint8
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.source 4 s guint8
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.param 2 alpha
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.temp 4 t
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.temp 2 tw
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.temp 1 tb
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.temp 4 a
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.temp 8 d_wide
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.temp 8 s_wide
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.temp 8 a_wide
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.const 4 a_alpha 0x000000ff
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loadl t, s
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convlw tw, t
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convwb tb, tw
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splatbl a, tb
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x4 convubw a_wide, a
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x4 mullw a_wide, a_wide, alpha
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x4 div255w a_wide, a_wide
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x4 convubw s_wide, t
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loadl t, d
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x4 convubw d_wide, t
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x4 subw s_wide, s_wide, d_wide
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x4 mullw s_wide, s_wide, a_wide
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x4 div255w s_wide, s_wide
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x4 addw d_wide, d_wide, s_wide
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x4 convwb t, d_wide
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orl t, t, a_alpha
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storel d, t
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.function compositor_orc_blend_bgra
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.flags 2d
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.dest 4 d guint8
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.source 4 s guint8
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.param 2 alpha
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.temp 4 t
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.temp 4 t2
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.temp 2 tw
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.temp 1 tb
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.temp 4 a
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.temp 8 d_wide
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.temp 8 s_wide
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.temp 8 a_wide
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.const 4 a_alpha 0xff000000
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loadl t, s
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shrul t2, t, 24
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convlw tw, t2
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convwb tb, tw
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splatbl a, tb
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x4 convubw a_wide, a
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x4 mullw a_wide, a_wide, alpha
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x4 div255w a_wide, a_wide
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x4 convubw s_wide, t
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loadl t, d
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x4 convubw d_wide, t
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x4 subw s_wide, s_wide, d_wide
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x4 mullw s_wide, s_wide, a_wide
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x4 div255w s_wide, s_wide
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x4 addw d_wide, d_wide, s_wide
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x4 convwb t, d_wide
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orl t, t, a_alpha
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storel d, t
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.function compositor_orc_overlay_argb
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.flags 2d
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.dest 4 d guint8
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.source 4 s guint8
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.param 2 alpha
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.temp 4 t
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.temp 2 tw
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.temp 1 tb
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.temp 8 alpha_s
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.temp 8 alpha_s_inv
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.temp 8 alpha_d
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.temp 4 a
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.temp 8 d_wide
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.temp 8 s_wide
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.const 4 xfs 0xffffffff
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.const 4 a_alpha 0x000000ff
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.const 4 a_alpha_inv 0xffffff00
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# calc source alpha as alpha_s = alpha_s * alpha / 255
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loadl t, s
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convlw tw, t
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convwb tb, tw
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splatbl a, tb
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x4 convubw alpha_s, a
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x4 mullw alpha_s, alpha_s, alpha
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x4 div255w alpha_s, alpha_s
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x4 convubw s_wide, t
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x4 mullw s_wide, s_wide, alpha_s
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# calc destination alpha as alpha_d = (255-alpha_s) * alpha_d / 255
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loadpl a, xfs
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x4 convubw alpha_s_inv, a
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x4 subw alpha_s_inv, alpha_s_inv, alpha_s
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loadl t, d
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convlw tw, t
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convwb tb, tw
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splatbl a, tb
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x4 convubw alpha_d, a
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x4 mullw alpha_d, alpha_d, alpha_s_inv
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x4 div255w alpha_d, alpha_d
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x4 convubw d_wide, t
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x4 mullw d_wide, d_wide, alpha_d
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# calc final pixel as pix_d = pix_s*alpha_s + pix_d*alpha_d*(255-alpha_s)/255
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x4 addw d_wide, d_wide, s_wide
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# calc the final destination alpha_d = alpha_s + alpha_d * (255-alpha_s)/255
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x4 addw alpha_d, alpha_d, alpha_s
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# now normalize the pix_d by the final alpha to make it associative
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x4 divluw, d_wide, d_wide, alpha_d
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# pack the new alpha into the correct spot
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x4 convwb t, d_wide
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andl t, t, a_alpha_inv
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x4 convwb a, alpha_d
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andl a, a, a_alpha
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orl t, t, a
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storel d, t
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.function compositor_orc_overlay_bgra
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.flags 2d
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.dest 4 d guint8
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.source 4 s guint8
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.param 2 alpha
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.temp 4 t
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.temp 4 t2
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.temp 2 tw
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.temp 1 tb
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.temp 8 alpha_s
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.temp 8 alpha_s_inv
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.temp 8 alpha_d
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.temp 4 a
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.temp 8 d_wide
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.temp 8 s_wide
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.const 4 xfs 0xffffffff
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.const 4 a_alpha 0xff000000
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.const 4 a_alpha_inv 0x00ffffff
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# calc source alpha as alpha_s = alpha_s * alpha / 255
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loadl t, s
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shrul t2, t, 24
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convlw tw, t2
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convwb tb, tw
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splatbl a, tb
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x4 convubw alpha_s, a
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x4 mullw alpha_s, alpha_s, alpha
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x4 div255w alpha_s, alpha_s
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x4 convubw s_wide, t
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x4 mullw s_wide, s_wide, alpha_s
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# calc destination alpha as alpha_d = (255-alpha_s) * alpha_d / 255
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loadpl a, xfs
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x4 convubw alpha_s_inv, a
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x4 subw alpha_s_inv, alpha_s_inv, alpha_s
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loadl t, d
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shrul t2, t, 24
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convlw tw, t2
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convwb tb, tw
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splatbl a, tb
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x4 convubw alpha_d, a
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x4 mullw alpha_d, alpha_d, alpha_s_inv
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x4 div255w alpha_d, alpha_d
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x4 convubw d_wide, t
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x4 mullw d_wide, d_wide, alpha_d
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# calc final pixel as pix_d = pix_s*alpha_s + pix_d*alpha_d*(255-alpha_s)/255
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x4 addw d_wide, d_wide, s_wide
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# calc the final destination alpha_d = alpha_s + alpha_d * (255-alpha_s)/255
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x4 addw alpha_d, alpha_d, alpha_s
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# now normalize the pix_d by the final alpha to make it associative
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x4 divluw, d_wide, d_wide, alpha_d
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# pack the new alpha into the correct spot
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x4 convwb t, d_wide
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andl t, t, a_alpha_inv
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x4 convwb a, alpha_d
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andl a, a, a_alpha
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orl t, t, a
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storel d, t
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