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image/draw: improve performances if mask is *image.Alpha
The existing DrawMask method is generic and is therefore calling the At().RGBA() method for every pixel of the mask and the source. Do a specific implementation when the mask is *image.Alpha (which is common) and use use the PixOffset method to increase performances. name old time/op new time/op delta RGBA2-12 1.60ms ± 0% 1.13ms ± 1% -29.16% (p=0.008 n=5+5) GenericMaskOver-12 915µs ± 4% 926µs ± 1% ~ (p=0.190 n=5+4) RGBA64Over-12 1.53ms ± 3% 1.21ms ± 2% -20.74% (p=0.008 n=5+5) GrayOver-12 1.36ms ± 2% 1.01ms ± 7% -26.27% (p=0.008 n=5+5) Fixes: #46395 Change-Id: Iaeaa8cfcc6a3fe93eb19b361f3bf076e41cac5b6 Reviewed-on: https://go-review.googlesource.com/c/go/+/323749 Reviewed-by: Nigel Tao <nigeltao@golang.org> Trust: Nigel Tao <nigeltao@golang.org> Trust: Andrew Gerrand <adg@golang.org> Run-TryBot: Nigel Tao <nigeltao@golang.org>
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@ -266,3 +266,11 @@ func BenchmarkGenericSrc(b *testing.B) {
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func BenchmarkGenericMaskSrc(b *testing.B) {
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bench(b, color.RGBA64Model, color.RGBA64Model, color.AlphaModel, Src)
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}
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func BenchmarkRGBA64Over(b *testing.B) {
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bench(b, color.RGBAModel, color.RGBA64Model, color.AlphaModel, Over)
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}
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func BenchmarkGrayOver(b *testing.B) {
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bench(b, color.RGBAModel, color.GrayModel, color.AlphaModel, Over)
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}
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@ -160,6 +160,15 @@ func DrawMask(dst Image, r image.Rectangle, src image.Image, sp image.Point, mas
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case *image.Uniform:
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drawGlyphOver(dst0, r, src0, mask0, mp)
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return
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case *image.RGBA:
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drawRGBAMaskOver(dst0, r, src0, sp, mask0, mp)
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return
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case *image.Gray:
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drawGrayMaskOver(dst0, r, src0, sp, mask0, mp)
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return
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case image.RGBA64Image:
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drawRGBA64ImageMaskOver(dst0, r, src0, sp, mask0, mp)
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return
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}
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}
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} else {
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@ -602,6 +611,156 @@ func drawGlyphOver(dst *image.RGBA, r image.Rectangle, src *image.Uniform, mask
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}
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}
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func drawGrayMaskOver(dst *image.RGBA, r image.Rectangle, src *image.Gray, sp image.Point, mask *image.Alpha, mp image.Point) {
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x0, x1, dx := r.Min.X, r.Max.X, 1
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y0, y1, dy := r.Min.Y, r.Max.Y, 1
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if r.Overlaps(r.Add(sp.Sub(r.Min))) {
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if sp.Y < r.Min.Y || sp.Y == r.Min.Y && sp.X < r.Min.X {
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x0, x1, dx = x1-1, x0-1, -1
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y0, y1, dy = y1-1, y0-1, -1
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}
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}
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sy := sp.Y + y0 - r.Min.Y
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my := mp.Y + y0 - r.Min.Y
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sx0 := sp.X + x0 - r.Min.X
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mx0 := mp.X + x0 - r.Min.X
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sx1 := sx0 + (x1 - x0)
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i0 := dst.PixOffset(x0, y0)
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di := dx * 4
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for y := y0; y != y1; y, sy, my = y+dy, sy+dy, my+dy {
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for i, sx, mx := i0, sx0, mx0; sx != sx1; i, sx, mx = i+di, sx+dx, mx+dx {
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mi := mask.PixOffset(mx, my)
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ma := uint32(mask.Pix[mi])
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ma |= ma << 8
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si := src.PixOffset(sx, sy)
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sy := uint32(src.Pix[si])
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sy |= sy << 8
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sa := uint32(0xffff)
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d := dst.Pix[i : i+4 : i+4] // Small cap improves performance, see https://golang.org/issue/27857
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dr := uint32(d[0])
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dg := uint32(d[1])
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db := uint32(d[2])
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da := uint32(d[3])
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// dr, dg, db and da are all 8-bit color at the moment, ranging in [0,255].
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// We work in 16-bit color, and so would normally do:
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// dr |= dr << 8
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// and similarly for dg, db and da, but instead we multiply a
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// (which is a 16-bit color, ranging in [0,65535]) by 0x101.
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// This yields the same result, but is fewer arithmetic operations.
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a := (m - (sa * ma / m)) * 0x101
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d[0] = uint8((dr*a + sy*ma) / m >> 8)
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d[1] = uint8((dg*a + sy*ma) / m >> 8)
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d[2] = uint8((db*a + sy*ma) / m >> 8)
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d[3] = uint8((da*a + sa*ma) / m >> 8)
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}
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i0 += dy * dst.Stride
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}
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}
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func drawRGBAMaskOver(dst *image.RGBA, r image.Rectangle, src *image.RGBA, sp image.Point, mask *image.Alpha, mp image.Point) {
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x0, x1, dx := r.Min.X, r.Max.X, 1
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y0, y1, dy := r.Min.Y, r.Max.Y, 1
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if dst == src && r.Overlaps(r.Add(sp.Sub(r.Min))) {
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if sp.Y < r.Min.Y || sp.Y == r.Min.Y && sp.X < r.Min.X {
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x0, x1, dx = x1-1, x0-1, -1
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y0, y1, dy = y1-1, y0-1, -1
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}
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}
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sy := sp.Y + y0 - r.Min.Y
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my := mp.Y + y0 - r.Min.Y
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sx0 := sp.X + x0 - r.Min.X
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mx0 := mp.X + x0 - r.Min.X
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sx1 := sx0 + (x1 - x0)
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i0 := dst.PixOffset(x0, y0)
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di := dx * 4
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for y := y0; y != y1; y, sy, my = y+dy, sy+dy, my+dy {
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for i, sx, mx := i0, sx0, mx0; sx != sx1; i, sx, mx = i+di, sx+dx, mx+dx {
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mi := mask.PixOffset(mx, my)
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ma := uint32(mask.Pix[mi])
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ma |= ma << 8
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si := src.PixOffset(sx, sy)
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sr := uint32(src.Pix[si+0])
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sg := uint32(src.Pix[si+1])
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sb := uint32(src.Pix[si+2])
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sa := uint32(src.Pix[si+3])
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sr |= sr << 8
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sg |= sg << 8
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sb |= sb << 8
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sa |= sa << 8
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d := dst.Pix[i : i+4 : i+4] // Small cap improves performance, see https://golang.org/issue/27857
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dr := uint32(d[0])
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dg := uint32(d[1])
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db := uint32(d[2])
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da := uint32(d[3])
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// dr, dg, db and da are all 8-bit color at the moment, ranging in [0,255].
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// We work in 16-bit color, and so would normally do:
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// dr |= dr << 8
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// and similarly for dg, db and da, but instead we multiply a
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// (which is a 16-bit color, ranging in [0,65535]) by 0x101.
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// This yields the same result, but is fewer arithmetic operations.
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a := (m - (sa * ma / m)) * 0x101
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d[0] = uint8((dr*a + sr*ma) / m >> 8)
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d[1] = uint8((dg*a + sg*ma) / m >> 8)
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d[2] = uint8((db*a + sb*ma) / m >> 8)
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d[3] = uint8((da*a + sa*ma) / m >> 8)
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}
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i0 += dy * dst.Stride
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}
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}
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func drawRGBA64ImageMaskOver(dst *image.RGBA, r image.Rectangle, src image.RGBA64Image, sp image.Point, mask *image.Alpha, mp image.Point) {
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x0, x1, dx := r.Min.X, r.Max.X, 1
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y0, y1, dy := r.Min.Y, r.Max.Y, 1
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if image.Image(dst) == src && r.Overlaps(r.Add(sp.Sub(r.Min))) {
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if sp.Y < r.Min.Y || sp.Y == r.Min.Y && sp.X < r.Min.X {
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x0, x1, dx = x1-1, x0-1, -1
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y0, y1, dy = y1-1, y0-1, -1
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}
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}
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sy := sp.Y + y0 - r.Min.Y
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my := mp.Y + y0 - r.Min.Y
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sx0 := sp.X + x0 - r.Min.X
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mx0 := mp.X + x0 - r.Min.X
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sx1 := sx0 + (x1 - x0)
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i0 := dst.PixOffset(x0, y0)
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di := dx * 4
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for y := y0; y != y1; y, sy, my = y+dy, sy+dy, my+dy {
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for i, sx, mx := i0, sx0, mx0; sx != sx1; i, sx, mx = i+di, sx+dx, mx+dx {
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mi := mask.PixOffset(mx, my)
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ma := uint32(mask.Pix[mi])
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ma |= ma << 8
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srgba := src.RGBA64At(sx, sy)
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d := dst.Pix[i : i+4 : i+4] // Small cap improves performance, see https://golang.org/issue/27857
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dr := uint32(d[0])
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dg := uint32(d[1])
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db := uint32(d[2])
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da := uint32(d[3])
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// dr, dg, db and da are all 8-bit color at the moment, ranging in [0,255].
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// We work in 16-bit color, and so would normally do:
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// dr |= dr << 8
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// and similarly for dg, db and da, but instead we multiply a
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// (which is a 16-bit color, ranging in [0,65535]) by 0x101.
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// This yields the same result, but is fewer arithmetic operations.
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a := (m - (uint32(srgba.A) * ma / m)) * 0x101
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d[0] = uint8((dr*a + uint32(srgba.R)*ma) / m >> 8)
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d[1] = uint8((dg*a + uint32(srgba.G)*ma) / m >> 8)
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d[2] = uint8((db*a + uint32(srgba.B)*ma) / m >> 8)
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d[3] = uint8((da*a + uint32(srgba.A)*ma) / m >> 8)
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}
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i0 += dy * dst.Stride
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}
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}
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func drawRGBA(dst *image.RGBA, r image.Rectangle, src image.Image, sp image.Point, mask image.Image, mp image.Point, op Op) {
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x0, x1, dx := r.Min.X, r.Max.X, 1
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y0, y1, dy := r.Min.Y, r.Max.Y, 1
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@ -397,6 +397,10 @@ var drawTests = []drawTest{
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Over, color.RGBA{81, 0, 102, 255}},
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{"genericSrcSlowest", fillBlue(255), convertToSlowestRGBA(vgradAlpha(192)),
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Src, color.RGBA{0, 0, 102, 102}},
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// The source pixel is {0, 48, 0, 90}.
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{"rgbaVariableMaskOver", vgradGreen(255), vgradAlpha(192), Over, color.RGBA{81, 54, 0, 255}},
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// The source pixel is {136} in Gray-space, which is {136, 136, 136, 255} in RGBA-space.
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{"grayVariableMaskOver", vgradGray(), vgradAlpha(192), Over, color.RGBA{136, 54, 54, 255}},
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}
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func makeGolden(dst image.Image, r image.Rectangle, src image.Image, sp image.Point, mask image.Image, mp image.Point, op Op) image.Image {
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