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lvgl: Optimize color blending
The manual optimization done dramatically increases performance in software color blending. Isolated gains reach 20-30%. Color blending calculates 2 +1 color channels instead of the expensive 1+1+1 calculations. This is as best as it gets without going in asm optimizations.
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@ -45,6 +45,9 @@
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*/
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lv_color_t lv_color_hsv_to_rgb(uint16_t h, uint8_t s, uint8_t v)
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{
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if(s == 0)
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return LV_COLOR_MAKE(v, v, v);
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h = (uint32_t)((uint32_t)h * 255) / 360;
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s = (uint16_t)((uint16_t)s * 255) / 100;
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v = (uint16_t)((uint16_t)v * 255) / 100;
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@ -53,13 +56,6 @@ lv_color_t lv_color_hsv_to_rgb(uint16_t h, uint8_t s, uint8_t v)
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uint8_t region, remainder, p, q, t;
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if(s == 0) {
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r = v;
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g = v;
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b = v;
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return LV_COLOR_MAKE(v, v, v);
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}
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region = h / 43;
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remainder = (h - (region * 43)) * 6;
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@ -100,8 +96,7 @@ lv_color_t lv_color_hsv_to_rgb(uint16_t h, uint8_t s, uint8_t v)
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break;
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}
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lv_color_t result = LV_COLOR_MAKE(r, g, b);
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return result;
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return LV_COLOR_MAKE(r, g, b);
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}
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/**
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@ -339,10 +339,10 @@ static inline uint32_t lv_color_to32(lv_color_t color)
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#endif
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}
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static inline lv_color_t lv_color_mix(lv_color_t c1, lv_color_t c2, uint8_t mix)
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static inline lv_color_t lv_color_mix(const lv_color_t c1, const lv_color_t c2, uint8_t mix)
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{
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lv_color_t ret;
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#if LV_COLOR_DEPTH != 1
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#if LV_COLOR_DEPTH != 1 && LV_COLOR_DEPTH != 32
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/*LV_COLOR_DEPTH == 8, 16 or 32*/
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ret.red = (uint16_t)((uint16_t) c1.red * mix + (c2.red * (255 - mix))) >> 8;
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# if LV_COLOR_DEPTH == 16 && LV_COLOR_16_SWAP
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@ -356,12 +356,15 @@ static inline lv_color_t lv_color_mix(lv_color_t c1, lv_color_t c2, uint8_t mix)
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ret.green = (uint16_t)((uint16_t) c1.green * mix + (c2.green * (255 - mix))) >> 8;
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# endif
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ret.blue = (uint16_t)((uint16_t) c1.blue * mix + (c2.blue * (255 - mix))) >> 8;
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# if LV_COLOR_DEPTH == 32
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ret.alpha = 0xFF;
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# endif
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#else
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# if LV_COLOR_DEPTH == 32
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uint32_t rb = (((c1.full & 0x00FF00FF) * mix) + ((c2.full & 0x00FF00FF) * (255 - mix))) >> 8;
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uint32_t g = (((((c1.full & 0x0000FF00) >> 8) * mix) + (((c2.full & 0x0000FF00) >> 8) * (255 - mix))) >> 8) << 8;
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ret.full = 0xFF000000 | (0x00FF00FF & rb) | (0x0000FF00 & g);
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# else
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/*LV_COLOR_DEPTH == 1*/
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ret.full = mix > LV_OPA_50 ? c1.full : c2.full;
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# endif
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#endif
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return ret;
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@ -408,9 +411,13 @@ static inline uint8_t lv_color_brightness(lv_color_t color)
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#endif
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#endif
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#if LV_COLOR_DEPTH == 32 // Concatenate into one 32-bit set.
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#define LV_COLOR_HEX(c) ((lv_color_t){.full = (c | 0xFF000000)})
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#else
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#define LV_COLOR_HEX(c) LV_COLOR_MAKE(((uint32_t)((uint32_t)c >> 16) & 0xFF), \
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((uint32_t)((uint32_t)c >> 8) & 0xFF), \
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((uint32_t) c & 0xFF))
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#endif
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/*Usage LV_COLOR_HEX3(0x16C) which means LV_COLOR_HEX(0x1166CC)*/
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#define LV_COLOR_HEX3(c) LV_COLOR_MAKE((((c >> 4) & 0xF0) | ((c >> 8) & 0xF)), \
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