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Minor LodePNG optimizations #173

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@woot000 woot000 commented Sep 18, 2022

LodePNG code size is decreased by about 1.5kB when compiled with MSYS2 CLANG64 Clang 15.0.0

Decoding (RGB and non-alpha grey colortypes) and encoding (any colortype) should be about 1-2% faster

A warning is fixed in lodepng_benchmark.cpp so it can successfully be compiled with the recommended build command

@@ -3256,33 +3256,28 @@ static void getPixelColorRGBA8(unsigned char* r, unsigned char* g,
if(mode->colortype == LCT_GREY) {
if(mode->bitdepth == 8) {
*r = *g = *b = in[i];
if(mode->key_defined && *r == mode->key_r) *a = 0;
else *a = 255;
*a = 255 * !(mode->key_defined && *r == mode->key_r);
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❓ Why use multiplication where it is unnecessary?:

*a = ((mode->key_defined) && (*r == mode->key_r)) ? 0u : 255u;

Or use array?:

unsigned char wb[2] = {255, 0);
...
*a = wb[(int)((mode->key_defined) && (*r == mode->key_r))];

(for const time).

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Each conversion from if-else statement to multiplication in this case removes one jump instruction, creating code that has a few less branches and is also slightly smaller

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I tested this out with godbolt.org, and it looks like the way you write it doesn't matter, the effect is equivalent and it gets compiled to the same thing:

image

So the original with if/else looks more readable I'd say

Encoding speeds up by ~1% when compiled with -O3 on Clang 15.0.0
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3 participants