I used pixel perfect collision in a game before, and my solution to collision response was extremely simple - never collide! Probably not applicable to this situation, but it worked OK for me. It is probably a bit slow to do in higher resolutions, but pretty much all movement had to be done iteratively, so instead of x+=10, that had to become a for loop, with collision response inside it. The actual collision detection was pretty fast, because it was only checking the moving portion of the mask I believe, but longer movements would probably slow it down.
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