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* Add SSSE3 and AVX2 implementations of RGBA blendingRodger Combs2016-07-151-0/+4
| | | | | TODO: The SSSE3 implementation is marked as SSE2; I'll need to fix this (and possibly provide an actual SSE2 variant using pmulhw instead of pmulhrsw)
* Initial messy ARM ASM workRodger Combs2016-07-151-5/+15
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* Swap width and height args to add/sub blend functions for consistencyRodger Combs2016-07-151-2/+2
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* WIP: RGBA APIRodger Combs2016-07-151-0/+7
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* Implement cascade gaussian blurDr.Smile2015-07-041-0/+54
| | | | | | | | | | That's complete version with SSE2/AVX2 assembly. Should be much faster than old algorithm even in pure C. Algorithm description can be found in this article (PDF): https://github.com/MrSmile/CascadeBlur/releases Close #9
* Switch to virtual function tableDr.Smile2015-06-261-0/+80
Use one pointer to table of functions instead of scattered bunch of function pointers. Different versions of these tables can be constructed in compile time. Also, bitmap memory alignment now depends only on SSE2/AVX2 support and is constant for every width. That simplifies code without noticeable performance penalty.