Faster blit_with_alpha() (#14448)

* Add test nodes for alpha compositing and the fill texture modifier

Texture test nodes can be helpful to test if `blit_with_alpha` works correctly.

The alpha compositing test node covers different cases where pixel colors are mixed with each other.
The test currently fails because `blitPixel` does not work correctly if a semi-transparent color
is drawn on top of another semi-transparent color.
The test nodes for the fill texture modifier show if the size and position arguments of the modifier work correctly.
They do not cover special cases such as very large or negative position or size values.

* Faster blit_with_alpha()

The `blit_with_alpha` function has a noticeable effect on the time it takes to join a game.

To reduce the join times, I replace the `blit_with_alpha` function with a new one:
* It does not uses floating-point numbers.
* It directly operates on the raw pixel data instead of using the comparatively
  slow `setPixel` and `getPixel` functions from Irrlicht.
  Only ECF_A8R8G8B8 base images are supported now.
  If the top image does not have the ECF_A8R8G8B8 color format, it is converted;
  I assume that this happens rarely.
* There are case distinctions for fully opaque, fully transparent and semi-transparent pixels.
  This empirically increases the performance since the mixing between two semi-transparent happens rarely.
* The new function no longer has the `src_pos` argument since it was always the zero vector.
* The function is only documented once where it is declared.

For backwards compatibility, `blit_with_alpha` still mixes colors without gamma correction.
`blit_with_alpha` nonetheless behaves slightly different than before:
If a semi-transparent pixel is drawn on top of another semi-transparent pixel,
the color is mixed in a way which we can consider to be more correct now.
This commit is contained in:
HybridDog 2024-03-19 19:56:47 +01:00 committed by GitHub
parent fa072c1d2c
commit cda112493a
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5 changed files with 146 additions and 52 deletions

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@ -33,6 +33,25 @@ minetest.register_node("testnodes:anim", {
groups = { dig_immediate = 2 },
})
minetest.register_node("testnodes:fill_positioning", {
description = S("Fill Modifier Test Node") .. "\n" ..
S("The node should have the same look as " ..
"testnodes:fill_positioning_reference."),
drawtype = "glasslike",
paramtype = "light",
tiles = {"[fill:16x16:#ffffff^[fill:6x6:1,1:#00ffdc" ..
"^[fill:6x6:1,9:#00ffdc^[fill:6x6:9,1:#00ffdc^[fill:6x6:9,9:#00ffdc"},
groups = {dig_immediate = 3},
})
minetest.register_node("testnodes:fill_positioning_reference", {
description = S("Fill Modifier Test Node Reference"),
drawtype = "glasslike",
paramtype = "light",
tiles = {"testnodes_fill_positioning_reference.png"},
groups = {dig_immediate = 3},
})
-- Node texture transparency test
local alphas = { 64, 128, 191 }
@ -69,6 +88,19 @@ for a=1,#alphas do
})
end
minetest.register_node("testnodes:alpha_compositing", {
description = S("Alpha Compositing Test Node") .. "\n" ..
S("A regular grid should be visible where each cell contains two " ..
"texels with the same colour.") .. "\n" ..
S("Alpha compositing is gamma-incorrect for backwards compatibility."),
drawtype = "glasslike",
paramtype = "light",
tiles = {"testnodes_alpha_compositing_bottom.png^" ..
"testnodes_alpha_compositing_top.png"},
use_texture_alpha = "blend",
groups = {dig_immediate = 3},
})
-- Generate PNG textures
local function mandelbrot(w, h, iterations)

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@ -404,12 +404,22 @@ u32 TextureSource::getTextureId(const std::string &name)
return 0;
}
// Draw an image on top of another one, using the alpha channel of the
// source image
// overlay: only modify destination pixels that are fully opaque.
/** Draw an image on top of another one with gamma-incorrect alpha compositing
*
* This exists because IImage::copyToWithAlpha() doesn't seem to always work.
*
* \tparam overlay If enabled, only modify pixels in dst which are fully opaque.
* Defaults to false.
* \param src Top image. This image must have the ECF_A8R8G8B8 color format.
* \param dst Bottom image.
* The top image is drawn onto this base image in-place.
* \param dst_pos An offset vector to move src before drawing it onto dst
* \param size Size limit of the copied area
*/
template<bool overlay = false>
static void blit_with_alpha(video::IImage *src, video::IImage *dst,
v2s32 src_pos, v2s32 dst_pos, v2u32 size);
v2s32 dst_pos, v2u32 size);
// Apply a color to an image. Uses an int (0-255) to calculate the ratio.
// If the ratio is 255 or -1 and keep_alpha is true, then it multiples the
@ -914,7 +924,7 @@ video::IImage* TextureSource::generateImage(std::string_view name,
if (baseimg) {
core::dimension2d<u32> dim = tmp->getDimension();
blit_with_alpha(tmp, baseimg, v2s32(0, 0), v2s32(0, 0), dim);
blit_with_alpha(tmp, baseimg, v2s32(0, 0), dim);
tmp->drop();
} else {
baseimg = tmp;
@ -1001,10 +1011,8 @@ void blitBaseImage(video::IImage* &src, video::IImage* &dst)
core::dimension2d<u32> dim_dst = dst->getDimension();
// Position to copy the blitted to in the base image
core::position2d<s32> pos_to(0,0);
// Position to copy the blitted from in the blitted image
core::position2d<s32> pos_from(0,0);
blit_with_alpha(src, dst, pos_from, pos_to, dim_dst);
blit_with_alpha(src, dst, pos_to, dim_dst);
}
#define CHECK_BASEIMG() \
@ -1192,7 +1200,7 @@ bool TextureSource::generateImagePart(std::string_view part_of_name,
continue;
}
blit_with_alpha(img, baseimg, v2s32(0,0), pos_base, dim);
blit_with_alpha(img, baseimg, pos_base, dim);
img->drop();
}
}
@ -1237,7 +1245,7 @@ bool TextureSource::generateImagePart(std::string_view part_of_name,
if (baseimg == nullptr) {
baseimg = img;
} else {
blit_with_alpha(img, baseimg, v2s32(0, 0), v2s32(x, y), dim);
blit_with_alpha(img, baseimg, v2s32(x, y), dim);
img->drop();
}
}
@ -1850,58 +1858,112 @@ bool TextureSource::generateImagePart(std::string_view part_of_name,
#undef CHECK_DIM
/*
Calculate the color of a single pixel drawn on top of another pixel.
This is a little more complicated than just video::SColor::getInterpolated
because getInterpolated does not handle alpha correctly. For example, a
pixel with alpha=64 drawn atop a pixel with alpha=128 should yield a
pixel with alpha=160, while getInterpolated would yield alpha=96.
namespace {
/** Calculate the color of a single pixel drawn on top of another pixel without
* gamma correction
*
* The color mixing is a little more complicated than just
* video::SColor::getInterpolated because getInterpolated does not handle alpha
* correctly.
* For example, a pixel with alpha=64 drawn atop a pixel with alpha=128 should
* yield a pixel with alpha=160, while getInterpolated would yield alpha=96.
*
* \tparam overlay If enabled, only modify dst_col if it is fully opaque
* \param src_col Color of the top pixel
* \param dst_col Color of the bottom pixel. This color is modified in-place to
* store the result.
*/
static inline video::SColor blitPixel(const video::SColor src_c, const video::SColor dst_c, u32 ratio)
template <bool overlay>
void blit_pixel(video::SColor src_col, video::SColor &dst_col)
{
if (dst_c.getAlpha() == 0)
return src_c;
video::SColor out_c = src_c.getInterpolated(dst_c, (float)ratio / 255.0f);
out_c.setAlpha(dst_c.getAlpha() + (255 - dst_c.getAlpha()) *
src_c.getAlpha() * ratio / (255 * 255));
return out_c;
u8 dst_a = (u8)dst_col.getAlpha();
if constexpr (overlay) {
if (dst_a != 255)
// The bottom pixel has transparency -> do nothing
return;
}
u8 src_a = (u8)src_col.getAlpha();
if (src_a == 0) {
// A fully transparent pixel is on top -> do nothing
return;
}
if (src_a == 255 || dst_a == 0) {
// The top pixel is fully opaque or the bottom pixel is
// fully transparent -> replace the color
dst_col = src_col;
return;
}
struct Color { u8 r, g, b; };
Color src{(u8)src_col.getRed(), (u8)src_col.getGreen(),
(u8)src_col.getBlue()};
Color dst{(u8)dst_col.getRed(), (u8)dst_col.getGreen(),
(u8)dst_col.getBlue()};
if (dst_a == 255) {
// A semi-transparent pixel is on top and an opaque one in
// the bottom -> lerp r, g, and b
dst.r = (dst.r * (255 - src_a) + src.r * src_a) / 255;
dst.g = (dst.g * (255 - src_a) + src.g * src_a) / 255;
dst.b = (dst.b * (255 - src_a) + src.b * src_a) / 255;
dst_col.set(255, dst.r, dst.g, dst.b);
return;
}
// A semi-transparent pixel is on top of a
// semi-transparent pixel -> general alpha compositing
u16 a_new_255 = src_a * 255 + (255 - src_a) * dst_a;
dst.r = (dst.r * (255 - src_a) * dst_a + src.r * src_a * 255) / a_new_255;
dst.g = (dst.g * (255 - src_a) * dst_a + src.g * src_a * 255) / a_new_255;
dst.b = (dst.b * (255 - src_a) * dst_a + src.b * src_a * 255) / a_new_255;
dst_a = (a_new_255 + 127) / 255;
dst_col.set(dst_a, dst.r, dst.g, dst.b);
}
/*
Draw an image on top of another one, using the alpha channel of the
source image
} // namespace
This exists because IImage::copyToWithAlpha() doesn't seem to always
work.
*/
template<bool overlay>
static void blit_with_alpha(video::IImage *src, video::IImage *dst,
v2s32 src_pos, v2s32 dst_pos, v2u32 size)
void blit_with_alpha(video::IImage *src, video::IImage *dst, v2s32 dst_pos,
v2u32 size)
{
auto src_dim = src->getDimension();
auto dst_dim = dst->getDimension();
if (dst->getColorFormat() != video::ECF_A8R8G8B8)
throw BaseException("blit_with_alpha() supports only ECF_A8R8G8B8 "
"destination images.");
core::dimension2d<u32> src_dim = src->getDimension();
core::dimension2d<u32> dst_dim = dst->getDimension();
bool drop_src = false;
if (src->getColorFormat() != video::ECF_A8R8G8B8) {
video::IVideoDriver *driver = RenderingEngine::get_video_driver();
video::IImage *src_converted = driver->createImage(video::ECF_A8R8G8B8,
src_dim);
if (!src_converted)
throw BaseException("blit_with_alpha() failed to convert the "
"source image to ECF_A8R8G8B8.");
src->copyTo(src_converted);
src = src_converted;
drop_src = true;
}
video::SColor *pixels_src =
reinterpret_cast<video::SColor *>(src->getData());
video::SColor *pixels_dst =
reinterpret_cast<video::SColor *>(dst->getData());
// Limit y and x to the overlapping ranges
// s.t. the positions are all in bounds after offsetting.
for (u32 y0 = std::max(0, -dst_pos.Y);
y0 < std::min<s64>({size.Y, src_dim.Height, dst_dim.Height - (s64) dst_pos.Y});
++y0)
for (u32 x0 = std::max(0, -dst_pos.X);
x0 < std::min<s64>({size.X, src_dim.Width, dst_dim.Width - (s64) dst_pos.X});
++x0)
{
s32 src_x = src_pos.X + x0;
s32 src_y = src_pos.Y + y0;
s32 dst_x = dst_pos.X + x0;
s32 dst_y = dst_pos.Y + y0;
video::SColor src_c = src->getPixel(src_x, src_y);
video::SColor dst_c = dst->getPixel(dst_x, dst_y);
if (!overlay || (dst_c.getAlpha() == 255 && src_c.getAlpha() != 0)) {
dst_c = blitPixel(src_c, dst_c, src_c.getAlpha());
dst->setPixel(dst_x, dst_y, dst_c);
u32 x_start = (u32)std::max(0, -dst_pos.X);
u32 y_start = (u32)std::max(0, -dst_pos.Y);
u32 x_end = (u32)std::min<s64>({size.X, src_dim.Width,
dst_dim.Width - (s64)dst_pos.X});
u32 y_end = (u32)std::min<s64>({size.Y, src_dim.Height,
dst_dim.Height - (s64)dst_pos.Y});
for (u32 y0 = y_start; y0 < y_end; ++y0) {
size_t i_src = y0 * src_dim.Width + x_start;
size_t i_dst = (dst_pos.Y + y0) * dst_dim.Width + dst_pos.X + x_start;
for (u32 x0 = x_start; x0 < x_end; ++x0) {
blit_pixel<overlay>(pixels_src[i_src++], pixels_dst[i_dst++]);
}
}
if (drop_src)
src->drop();
}
/*
@ -2035,7 +2097,7 @@ static void apply_hue_saturation(video::IImage *dst, v2u32 dst_pos, v2u32 size,
}
// Adjusting saturation in the same manner as lightness resulted in
// muted colours being affected too much and bright colours not
// muted colors being affected too much and bright colors not
// affected enough, so I'm borrowing a leaf out of gimp's book and
// using a different scaling approach for saturation.
// https://github.com/GNOME/gimp/blob/6cc1e035f1822bf5198e7e99a53f7fa6e281396a/app/operations/gimpoperationhuesaturation.c#L139-L145=
@ -2245,7 +2307,7 @@ static void draw_crack(video::IImage *crack, video::IImage *dst,
auto blit = use_overlay ? blit_with_alpha<true> : blit_with_alpha<false>;
for (s32 i = 0; i < frame_count; ++i) {
v2s32 dst_pos(0, frame_size.Height * i);
blit(crack_scaled, dst, v2s32(0,0), dst_pos, frame_size);
blit(crack_scaled, dst, dst_pos, frame_size);
}
crack_scaled->drop();
@ -2394,7 +2456,7 @@ video::ITexture* TextureSource::getNormalTexture(const std::string &name)
}
namespace {
// For more colourspace transformations, see for example
// For more colorspace transformations, see for example
// https://github.com/tobspr/GLSL-Color-Spaces/blob/master/ColorSpaces.inc.glsl
inline float linear_to_srgb_component(float v)