Employ libwebp's alpha premultiplication
It seems to perform roughly equally in optimized builds.
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ea2d159773
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7297c40f93
18
fastiv-io.c
18
fastiv-io.c
@ -162,6 +162,9 @@ try_append_page(cairo_surface_t *surface, cairo_surface_t **result,
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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// From libwebp, verified to exactly match [x * a / 255].
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#define PREMULTIPLY8(a, x) (((uint32_t) (x) * (uint32_t) (a) * 32897U) >> 23)
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static bool
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static bool
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pull_passthrough(const wuffs_base__more_information *minfo,
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pull_passthrough(const wuffs_base__more_information *minfo,
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wuffs_base__io_buffer *src, wuffs_base__io_buffer *dst, GError **error)
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wuffs_base__io_buffer *src, wuffs_base__io_buffer *dst, GError **error)
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@ -1375,12 +1378,11 @@ load_libheif_image(struct heif_image_handle *handle, GError **error)
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for (int y = 0; y < h; y++) {
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for (int y = 0; y < h; y++) {
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uint32_t *dstp = (uint32_t *) (dst + dst_stride * y);
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uint32_t *dstp = (uint32_t *) (dst + dst_stride * y);
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for (int x = 0; x < w; x++) {
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for (int x = 0; x < w; x++) {
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uint32_t pixel = dstp[x], a = pixel >> 24;
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uint32_t argb = dstp[x], a = argb >> 24;
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uint8_t r = pixel >> 16;
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uint8_t g = pixel >> 8;
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uint8_t b = pixel;
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dstp[x] = a << 24 |
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dstp[x] = a << 24 |
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(r * a / 255) << 16 | (g * a / 255) << 8 | (b * a / 255);
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PREMULTIPLY8(a, 0xFF & (argb >> 16)) << 16 |
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PREMULTIPLY8(a, 0xFF & (argb >> 8)) << 8 |
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PREMULTIPLY8(a, 0xFF & argb);
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}
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}
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}
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}
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}
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}
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@ -2361,9 +2363,9 @@ read_spng_thumbnail(
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for (size_t i = size / sizeof *data; i--; ) {
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for (size_t i = size / sizeof *data; i--; ) {
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const uint8_t *unit = (const uint8_t *) &data[i];
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const uint8_t *unit = (const uint8_t *) &data[i];
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uint32_t a = unit[3],
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uint32_t a = unit[3],
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b = unit[2] * a / 255,
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b = PREMULTIPLY8(a, unit[2]),
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g = unit[1] * a / 255,
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g = PREMULTIPLY8(a, unit[1]),
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r = unit[0] * a / 255;
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r = PREMULTIPLY8(a, unit[0]);
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data[i] = a << 24 | r << 16 | g << 8 | b;
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data[i] = a << 24 | r << 16 | g << 8 | b;
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}
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}
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} else {
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} else {
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