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Use Float32 for the matrix coefficients for low precision colors
#482
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Codecov Report
@@ Coverage Diff @@
## master #482 +/- ##
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- Coverage 93.42% 93.40% -0.03%
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Files 9 9
Lines 1050 1061 +11
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+ Hits 981 991 +10
- Misses 69 70 +1
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johnnychen94
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Feel free to resolve these comments if they don't make sense.
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I will submit some additional PRs to mitigate the precompilation problem. |
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Benchmarkusing Colors, FixedPointNumbers, BenchmarkTools
N = 1000;
rgb_f64 = rand(RGB{Float64}, N, N);
rgb_f32 = rand(RGB{Float32}, N, N);
rgb_n0f8 = rand(RGB{N0f8}, N, N);
xyz_f64 = XYZ.(rgb_f64);
xyz_f32 = XYZ.(rgb_f32);
yiq_f64 = YIQ.(rgb_f64);
yiq_f32 = YIQ.(rgb_f32);
@btime convert.(XYZ, $rgb_f64);
@btime convert.(XYZ, $rgb_f32);
@btime convert.(XYZ, $rgb_n0f8);
@btime convert.(RGB, $xyz_f64);
@btime convert.(RGB, $xyz_f32);
@btime convert.(RGB{N0f8}, $xyz_f32);
@btime convert.(YIQ, $rgb_f64);
@btime convert.(YIQ, $rgb_f32);
@btime convert.(YIQ, $rgb_n0f8);
@btime convert.(RGB, $yiq_f64);
@btime convert.(RGB, $yiq_f32);
@btime convert.(RGB{N0f8}, $yiq_f32);
*: see also PR #493
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This also changes the definition of the sRGB transform matrix slightly.
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Now that the |
This also changes the definition of the sRGB transform matrix slightly. (cf. #355 (comment))
cf. #477