blur speedup
it seems that SEGMENT.blur() is the main bottleneck for many 2D effects. This change optimizes performance of the function: * avoid to re-write unchanged pixels * early exit when blur_amount == 0 (=nothing to do) * use _fast_ types where possible I've seen up to 20% speedup with this change.
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@@ -306,6 +306,7 @@ void Segment::blendPixelColorXY(uint16_t x, uint16_t y, uint32_t color, uint8_t
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// Adds the specified color with the existing pixel color perserving color balance.
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void Segment::addPixelColorXY(int x, int y, uint32_t color, bool fast) {
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if (x >= virtualWidth() || y >= virtualHeight() || x<0 || y<0) return; // if pixel would fall out of virtual segment just exit
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uint32_t col = getPixelColorXY(x,y);
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uint8_t r = R(col);
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uint8_t g = G(col);
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@@ -330,50 +331,54 @@ void Segment::fadePixelColorXY(uint16_t x, uint16_t y, uint8_t fade) {
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// blurRow: perform a blur on a row of a rectangular matrix
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void Segment::blurRow(uint16_t row, fract8 blur_amount) {
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const uint16_t cols = virtualWidth();
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const uint16_t rows = virtualHeight();
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const uint_fast16_t cols = virtualWidth();
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const uint_fast16_t rows = virtualHeight();
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if (row >= rows) return;
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// blur one row
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uint8_t keep = 255 - blur_amount;
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uint8_t seep = blur_amount >> 1;
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CRGB carryover = CRGB::Black;
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for (uint16_t x = 0; x < cols; x++) {
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for (uint_fast16_t x = 0; x < cols; x++) {
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CRGB cur = getPixelColorXY(x, row);
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uint32_t before = uint32_t(cur); // remember color before blur
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CRGB part = cur;
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part.nscale8(seep);
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cur.nscale8(keep);
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cur += carryover;
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if (x) {
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if (x>0) {
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CRGB prev = CRGB(getPixelColorXY(x-1, row)) + part;
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setPixelColorXY(x-1, row, prev);
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}
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setPixelColorXY(x, row, cur);
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if (before != uint32_t(cur)) // optimization: only set pixel if color has changed
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setPixelColorXY(x, row, cur);
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carryover = part;
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}
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}
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// blurCol: perform a blur on a column of a rectangular matrix
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void Segment::blurCol(uint16_t col, fract8 blur_amount) {
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const uint16_t cols = virtualWidth();
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const uint16_t rows = virtualHeight();
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const uint_fast16_t cols = virtualWidth();
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const uint_fast16_t rows = virtualHeight();
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if (col >= cols) return;
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// blur one column
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uint8_t keep = 255 - blur_amount;
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uint8_t seep = blur_amount >> 1;
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CRGB carryover = CRGB::Black;
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for (uint16_t i = 0; i < rows; i++) {
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CRGB cur = getPixelColorXY(col, i);
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for (uint_fast16_t y = 0; y < rows; y++) {
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CRGB cur = getPixelColorXY(col, y);
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CRGB part = cur;
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uint32_t before = uint32_t(cur); // remember color before blur
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part.nscale8(seep);
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cur.nscale8(keep);
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cur += carryover;
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if (i) {
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CRGB prev = CRGB(getPixelColorXY(col, i-1)) + part;
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setPixelColorXY(col, i-1, prev);
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if (y>0) {
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CRGB prev = CRGB(getPixelColorXY(col, y-1)) + part;
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setPixelColorXY(col, y-1, prev);
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}
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setPixelColorXY(col, i, cur);
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if (before != uint32_t(cur)) // optimization: only set pixel if color has changed
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setPixelColorXY(col, y, cur);
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carryover = part;
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}
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}
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@@ -392,8 +397,8 @@ void Segment::box_blur(uint16_t i, bool vertical, fract8 blur_amount) {
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for (uint16_t j = 0; j < dim1; j++) {
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uint16_t x = vertical ? i : j;
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uint16_t y = vertical ? j : i;
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uint16_t xp = vertical ? x : x-1;
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uint16_t yp = vertical ? y-1 : y;
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int16_t xp = vertical ? x : x-1; // "signed" to prevent underflow
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int16_t yp = vertical ? y-1 : y; // "signed" to prevent underflow
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uint16_t xn = vertical ? x : x+1;
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uint16_t yn = vertical ? y+1 : y;
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CRGB curr = getPixelColorXY(x,y);
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