AMD has similar list
in "2.9.2 Idioms for Dependency removal" from "Software Optimization Guide for the AMD Zen5 Microarchitecture" document: https://docs.amd.com/v/u/en-US/58455_1.00
How does it compare to rendering SVG by Direct2D itself? When using ID2D1DeviceContext5::DrawSvgDocument method, and ID2D1SvgDocument can be loaded from file with ID2D1DeviceContext5::CreateSvgDocument + SHCreateStreamOnFileW.
From what I understand from code those unwarps are just doing matrix multiply to get unwraped pixel location? In this case doing these operations directly in fragment shader instead of texture lookup will be faster. Memory bandwidth is not free. But simple ALU like this (just couple FMA's) can easily hide in shadow of texture sampling that happens afterwards. So simply upload those undistortion matrices (mat1 & mat2) as uniforms and do matrix multiply in shader for adjusting texcoords.
Here's html version: https://zzqcn.github.io/perf/intel_opt_manual/3.html#clearin...
AMD has similar list in "2.9.2 Idioms for Dependency removal" from "Software Optimization Guide for the AMD Zen5 Microarchitecture" document: https://docs.amd.com/v/u/en-US/58455_1.00