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How to make ARGB transparency using bitwise operators

I need to make transparency, having 2 pixels:

pixel1: {A, R, G, B} - foreground pixel
pixel2: {A, R, G, B} - background pixel

A,R,G,B are Byte values

each color is represented by byte value

now I'm calculating transparency as:

newR = pixel2_R * alpha / 255 + pixel1_R * (255 - alpha) / 255
newG = pixel2_G * alpha / 255 + pixel1_G * (255 - alpha) / 255
newB = pixel2_B * alpha / 255 + pixel1_B * (255 - alpha) / 255

but it is too slow I need to do it with bitwise operators (AND,OR,XOR, NEGATION, BIT MOVE)

I want to do it on Windows Phone 7 XNA

---attached C# code---

    public static uint GetPixelForOpacity(uint reduceOpacityLevel, uint pixelBackground, uint pixelForeground, uint pixelCanvasAlpha)
    {
        byte surfaceR = (byte)((pixelForeground & 0x00FF0000) >> 16);
        byte surfaceG = (byte)((pixelForeground & 0x0000FF00) >> 8);
        byte surfaceB = (byte)((pixelForeground & 0x000000FF));

        byte sourceR = (byte)((pixelBackground & 0x00FF0000) >> 16);
        byte sourceG = (byte)((pixelBackground & 0x0000FF00) >> 8);
        byte sourceB = (byte)((pixelBackground & 0x000000FF));

        uint newR = sourceR * pixelCanvasAlpha / 256 + surfaceR * (255 - pixelCanvasAlpha) / 256;
        uint newG = sourceG * pixelCanvasAlpha / 256 + surfaceG * (255 - pixelCanvasAlpha) / 256;
        uint newB = sourceB * pixelCanvasAlpha / 256 + surfaceB * (255 - pixelCanvasAlpha) / 256;

        return (uint)255 << 24 | newR << 16 | newG << 8 | newB;
    }
like image 539
Paweł Smejda Avatar asked May 15 '26 15:05

Paweł Smejda


1 Answers

You can't do an 8 bit alpha blend using only bitwise operations, unless you basically re-invent multiplication with basic ops (8 shift-adds).

You can do two methods as mentioned in other answers: use 256 instead of 255, or use a lookup table. Both have issues, but you can mitigate them. It really depends on what architecture you're doing this on: the relative speed of multiply, divide, shift, add and memory loads. In any case:

Lookup table: a trivial 256x256 lookup table is 64KB. This will thrash your data cache and end up being very slow. I wouldn't recommend it unless your CPU has an abysmally slow multiplier, but does have low latency RAM. You can improve performance by throwing away some alpha bits, e.g A>>3, resulting in 32x256=8KB of lookup, which has a better chance of fitting in cache.

Use 256 instead of 255: the idea being divide by 256 is just a shift right by 8. This will be slightly off and tend to round down, darkening the image slightly, e.g if R=255, A=255 then (R*A)/256 = 254. You can cheat a little and do this: (R*A+R+A)/256 or just (R*A+R)/256 or (R*A+A)/256 = 255. Or, scale A to 0..256 first, e.g: A = (256*A)/255. That's just one expensive divide-by-255 instead of 6. Then, (R*A)/256 = 255.

like image 138
John Ripley Avatar answered May 17 '26 12:05

John Ripley



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