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@ -72,6 +72,15 @@ namespace SixLabors.ImageSharp.Processing.Processors.Effects |
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int length = vectorSpan.Length; |
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ref Vector4 vectorSpanRef = ref MemoryMarshal.GetReference(vectorSpan); |
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// Rent the shared buffer only once per parallel item
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IMemoryOwner<float> bins = configuration.MemoryAllocator.Allocate<float>(levels * 4); |
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ref float binsRef = ref bins.GetReference(); |
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ref int intensityBinRef = ref Unsafe.As<float, int>(ref binsRef); |
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ref float redBinRef = ref Unsafe.Add(ref binsRef, levels); |
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ref float blueBinRef = ref Unsafe.Add(ref redBinRef, levels); |
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ref float greenBinRef = ref Unsafe.Add(ref blueBinRef, levels); |
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for (int y = rows.Min; y < rows.Max; y++) |
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{ |
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Span<TPixel> sourceRow = source.GetPixelRowSpan(y); |
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@ -83,56 +92,50 @@ namespace SixLabors.ImageSharp.Processing.Processors.Effects |
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int maxIntensity = 0; |
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int maxIndex = 0; |
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using (IMemoryOwner<float> bins = configuration.MemoryAllocator.Allocate<float>(levels * 4, AllocationOptions.Clean)) |
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{ |
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ref float binsRef = ref bins.GetReference(); |
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ref int intensityBinRef = ref Unsafe.As<float, int>(ref binsRef); |
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ref float redBinRef = ref Unsafe.Add(ref binsRef, levels); |
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ref float blueBinRef = ref Unsafe.Add(ref redBinRef, levels); |
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ref float greenBinRef = ref Unsafe.Add(ref blueBinRef, levels); |
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// Clear the current shared buffer before processing each target pixel
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bins.Memory.Span.Clear(); |
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for (int fy = 0; fy <= radius; fy++) |
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{ |
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int fyr = fy - radius; |
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int offsetY = y + fyr; |
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for (int fy = 0; fy <= radius; fy++) |
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{ |
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int fyr = fy - radius; |
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int offsetY = y + fyr; |
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offsetY = offsetY.Clamp(0, maxY); |
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offsetY = offsetY.Clamp(0, maxY); |
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Span<TPixel> sourceOffsetRow = source.GetPixelRowSpan(offsetY); |
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Span<TPixel> sourceOffsetRow = source.GetPixelRowSpan(offsetY); |
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for (int fx = 0; fx <= radius; fx++) |
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{ |
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int fxr = fx - radius; |
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int offsetX = x + fxr; |
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offsetX = offsetX.Clamp(0, maxX); |
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for (int fx = 0; fx <= radius; fx++) |
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{ |
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int fxr = fx - radius; |
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int offsetX = x + fxr; |
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offsetX = offsetX.Clamp(0, maxX); |
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var vector = sourceOffsetRow[offsetX].ToVector4(); |
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var vector = sourceOffsetRow[offsetX].ToVector4(); |
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float sourceRed = vector.X; |
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float sourceBlue = vector.Z; |
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float sourceGreen = vector.Y; |
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float sourceRed = vector.X; |
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float sourceBlue = vector.Z; |
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float sourceGreen = vector.Y; |
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int currentIntensity = (int)MathF.Round((sourceBlue + sourceGreen + sourceRed) / 3F * (levels - 1)); |
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int currentIntensity = (int)MathF.Round((sourceBlue + sourceGreen + sourceRed) / 3F * (levels - 1)); |
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Unsafe.Add(ref intensityBinRef, currentIntensity)++; |
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Unsafe.Add(ref redBinRef, currentIntensity) += sourceRed; |
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Unsafe.Add(ref blueBinRef, currentIntensity) += sourceBlue; |
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Unsafe.Add(ref greenBinRef, currentIntensity) += sourceGreen; |
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Unsafe.Add(ref intensityBinRef, currentIntensity)++; |
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Unsafe.Add(ref redBinRef, currentIntensity) += sourceRed; |
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Unsafe.Add(ref blueBinRef, currentIntensity) += sourceBlue; |
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Unsafe.Add(ref greenBinRef, currentIntensity) += sourceGreen; |
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if (Unsafe.Add(ref intensityBinRef, currentIntensity) > maxIntensity) |
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{ |
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maxIntensity = Unsafe.Add(ref intensityBinRef, currentIntensity); |
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maxIndex = currentIntensity; |
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} |
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if (Unsafe.Add(ref intensityBinRef, currentIntensity) > maxIntensity) |
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{ |
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maxIntensity = Unsafe.Add(ref intensityBinRef, currentIntensity); |
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maxIndex = currentIntensity; |
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} |
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} |
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float red = MathF.Abs(Unsafe.Add(ref redBinRef, maxIndex) / maxIntensity); |
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float blue = MathF.Abs(Unsafe.Add(ref blueBinRef, maxIndex) / maxIntensity); |
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float green = MathF.Abs(Unsafe.Add(ref greenBinRef, maxIndex) / maxIntensity); |
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float alpha = sourceRow[x].ToVector4().W; |
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float red = MathF.Abs(Unsafe.Add(ref redBinRef, maxIndex) / maxIntensity); |
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float blue = MathF.Abs(Unsafe.Add(ref blueBinRef, maxIndex) / maxIntensity); |
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float green = MathF.Abs(Unsafe.Add(ref greenBinRef, maxIndex) / maxIntensity); |
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float alpha = sourceRow[x].ToVector4().W; |
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Unsafe.Add(ref vectorSpanRef, x) = new Vector4(red, green, blue, alpha); |
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} |
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Unsafe.Add(ref vectorSpanRef, x) = new Vector4(red, green, blue, alpha); |
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} |
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} |
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