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Color blending is done by converting bytes to floats, mixing, then converting floats back to bytes. Additionally, color blending is a bottleneck in the program.
Color blending is done by converting bytes to floats, mixing, then converting floats back to bytes. Additionally, color blending is a bottleneck in the program.
I have a strong suspicion this could all be speeded up a little bit by using fixed point arithmetic to do the blending, perhaps something like this: https://www.reddit.com/r/GraphicsProgramming/comments/qczmbi/can_someone_walk_me_through_why_this_blender_works/
I have not tried the above code, but I have tried this, below:
but so far have not got anything working. In theory, using fixed point math for the color mixing rather than floating point should be an easy win.
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