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.
This commit is contained in:
CTCaer 2019-12-07 20:47:19 +02:00
parent 733da0f4d5
commit 7e26be6587
2 changed files with 16 additions and 14 deletions

View file

@ -45,6 +45,9 @@
*/
lv_color_t lv_color_hsv_to_rgb(uint16_t h, uint8_t s, uint8_t v)
{
if(s == 0)
return LV_COLOR_MAKE(v, v, v);
h = (uint32_t)((uint32_t)h * 255) / 360;
s = (uint16_t)((uint16_t)s * 255) / 100;
v = (uint16_t)((uint16_t)v * 255) / 100;
@ -53,13 +56,6 @@ lv_color_t lv_color_hsv_to_rgb(uint16_t h, uint8_t s, uint8_t v)
uint8_t region, remainder, p, q, t;
if(s == 0) {
r = v;
g = v;
b = v;
return LV_COLOR_MAKE(v, v, v);
}
region = h / 43;
remainder = (h - (region * 43)) * 6;
@ -100,8 +96,7 @@ lv_color_t lv_color_hsv_to_rgb(uint16_t h, uint8_t s, uint8_t v)
break;
}
lv_color_t result = LV_COLOR_MAKE(r, g, b);
return result;
return LV_COLOR_MAKE(r, g, b);
}
/**

View file

@ -339,10 +339,10 @@ static inline uint32_t lv_color_to32(lv_color_t color)
#endif
}
static inline lv_color_t lv_color_mix(lv_color_t c1, lv_color_t c2, uint8_t mix)
static inline lv_color_t lv_color_mix(const lv_color_t c1, const lv_color_t c2, uint8_t mix)
{
lv_color_t ret;
#if LV_COLOR_DEPTH != 1
#if LV_COLOR_DEPTH != 1 && LV_COLOR_DEPTH != 32
/*LV_COLOR_DEPTH == 8, 16 or 32*/
ret.red = (uint16_t)((uint16_t) c1.red * mix + (c2.red * (255 - mix))) >> 8;
# if LV_COLOR_DEPTH == 16 && LV_COLOR_16_SWAP
@ -356,12 +356,15 @@ static inline lv_color_t lv_color_mix(lv_color_t c1, lv_color_t c2, uint8_t mix)
ret.green = (uint16_t)((uint16_t) c1.green * mix + (c2.green * (255 - mix))) >> 8;
# endif
ret.blue = (uint16_t)((uint16_t) c1.blue * mix + (c2.blue * (255 - mix))) >> 8;
# if LV_COLOR_DEPTH == 32
ret.alpha = 0xFF;
# endif
#else
# if LV_COLOR_DEPTH == 32
uint32_t rb = (((c1.full & 0x00FF00FF) * mix) + ((c2.full & 0x00FF00FF) * (255 - mix))) >> 8;
uint32_t g = (((((c1.full & 0x0000FF00) >> 8) * mix) + (((c2.full & 0x0000FF00) >> 8) * (255 - mix))) >> 8) << 8;
ret.full = 0xFF000000 | (0x00FF00FF & rb) | (0x0000FF00 & g);
# else
/*LV_COLOR_DEPTH == 1*/
ret.full = mix > LV_OPA_50 ? c1.full : c2.full;
# endif
#endif
return ret;
@ -408,9 +411,13 @@ static inline uint8_t lv_color_brightness(lv_color_t color)
#endif
#endif
#if LV_COLOR_DEPTH == 32 // Concatenate into one 32-bit set.
#define LV_COLOR_HEX(c) ((lv_color_t){.full = (c | 0xFF000000)})
#else
#define LV_COLOR_HEX(c) LV_COLOR_MAKE(((uint32_t)((uint32_t)c >> 16) & 0xFF), \
((uint32_t)((uint32_t)c >> 8) & 0xFF), \
((uint32_t) c & 0xFF))
#endif
/*Usage LV_COLOR_HEX3(0x16C) which means LV_COLOR_HEX(0x1166CC)*/
#define LV_COLOR_HEX3(c) LV_COLOR_MAKE((((c >> 4) & 0xF0) | ((c >> 8) & 0xF)), \