You don’t divide a float by 256 by shifting it right eight bits; that would yield complete garbage. You subtract 8 from the exponent, then check if you got an underflow.
If your input is an arbitrary float, you need to check for denormals (and maybe NaNs). You can do bitmasking trick to avoid conditional jumps but I'm skeptical you can do it faster than SIMD multiply instruction.
FP Division by constant is optimized by a compiler into a multiply. Graphics processing typically happens on the GPU these days, and on all recent GPUs FPMUL belongs to the class of lowest-latency operations. That is, there are no other instructions that complete faster.
Only with things like -ffast-math enabled will compilers do the reciprocal.
It can make a fair difference in some cases, but it's often better to selectively use it in code locations you know are acceptable by doing it manually in the code.
That's not totally true. It's sufficient to be exactly representable, but you only need the reciprocal rounding error to be small enough to guarantee the multiplication rounding step fixes it across the entire range of numerators. For IEEE754 f16 values, there are 28 such extra values, the positive and negative sides of 1705/x where x is a power of 2 at least as great as 2048.
Useful, then, that you can start several vectorized floating-point muls each cycle. (E.g., most modern x86 are 3/0.5 cycles for vmulps. No 20 cycles in sight.)
And both are wrong since the values would have to be in a linear color space for for the compositing math to make sense. But in some non-linear space to be useful when mapped to 0..255 (e.g non-linear sRGB).
Which happens right after the Porter-Duff Over operator above -- a smoking gun. Which one is it gonna be?
I.e. the display transform is omitted from this and the math involved with the latter makes your whole argument moot.
It can't be expressed well enough with bitshifts to keep your purported 10x speedup anyway (and which I strongly doubt btw).
And lastly: in a software renderer that stuff is usually <0.01% of the compute in the absolut worst case.
P.S.: I'm speaking from 30 years of experience with software rendering in the context of VFX.
If the latter is 10x faster, the issue is some kind of weird compilation failure for the above version. For one, it only cuts a third of the multiplies.
Better than what? And do you use `-mavx2` or do you let it target baseline x86_64 and miss out on 8-float vectors? How do you make sure its autovectorisation is successful?