Optimize FloatLuv decoding.

Speed ups of over 20%.
This commit is contained in:
Nathan Vegdahl 2020-09-20 01:43:36 +09:00
parent 03bedcb594
commit cda9156af8

View File

@ -108,21 +108,31 @@ pub fn encode(xyz: (f32, f32, f32)) -> u32 {
/// Decodes from 32-bit FloatLuv to CIE XYZ.
#[inline]
pub fn decode(luv32: u32) -> (f32, f32, f32) {
// Unpack values.
let l_exp = luv32 >> 26;
let l_mant = (luv32 >> 16) & 0b11_1111_1111;
let u = ((luv32 >> 8) & 0xff) as f32 * (1.0 / UV_SCALE);
let v4 = (luv32 & 0xff).max(1) as f32 * (4.0 / UV_SCALE); // 4 * v
if l_exp == 0 {
// Check for zero.
if luv32 & 0xffff0000 == 0 {
return (0.0, 0.0, 0.0);
}
let y = f32::from_bits(((l_exp + 127 - EXP_BIAS as u32) << 23) | (l_mant << 13));
let x = y * u * (9.0 / v4); // y * (9u / 4v)
let z = (y / v4) * (12.0 - (3.0 * u) - (5.0 * v4)); // y * ((12 - 3u - 20v) / 4v)
// Unpack values.
let l_exp = luv32 >> 26;
let l_mant = (luv32 >> 16) & 0x3ff;
let u = ((luv32 >> 8) & 0xff) as f32; // Range 0.0-255.0
let v = (luv32 & 0xff).max(1) as f32; // Range 0.0-255.0
(x, y, z.max(0.0))
// Calculate y.
let y = f32::from_bits(((l_exp + 127 - EXP_BIAS as u32) << 23) | (l_mant << 13));
// Calculate x and z.
// This is re-worked from the original equations, to allow a bunch of stuff
// to cancel out and avoid operations. It makes the underlying equations a
// bit non-obvious.
// We also roll the UV_SCALE application into the final x and z formulas,
// since most of that also cancels if we do it there.
let tmp = y / v;
let x = tmp * (u * 2.25); // y * (9u / 4v)
let z = tmp * ((3.0 * UV_SCALE) - (0.75 * u) - (5.0 * v)).max(0.0); // y * ((12 - 3u - 20v) / 4v)
(x, y, z)
}
#[cfg(test)]