diff --git a/src/ImageSharp/Processing/Processors/Effects/OilPaintingProcessor{TPixel}.cs b/src/ImageSharp/Processing/Processors/Effects/OilPaintingProcessor{TPixel}.cs index 477991a16..aefbeaff8 100644 --- a/src/ImageSharp/Processing/Processors/Effects/OilPaintingProcessor{TPixel}.cs +++ b/src/ImageSharp/Processing/Processors/Effects/OilPaintingProcessor{TPixel}.cs @@ -72,6 +72,15 @@ namespace SixLabors.ImageSharp.Processing.Processors.Effects int length = vectorSpan.Length; ref Vector4 vectorSpanRef = ref MemoryMarshal.GetReference(vectorSpan); + // Rent the shared buffer only once per parallel item + IMemoryOwner bins = configuration.MemoryAllocator.Allocate(levels * 4); + + ref float binsRef = ref bins.GetReference(); + ref int intensityBinRef = ref Unsafe.As(ref binsRef); + ref float redBinRef = ref Unsafe.Add(ref binsRef, levels); + ref float blueBinRef = ref Unsafe.Add(ref redBinRef, levels); + ref float greenBinRef = ref Unsafe.Add(ref blueBinRef, levels); + for (int y = rows.Min; y < rows.Max; y++) { Span sourceRow = source.GetPixelRowSpan(y); @@ -83,56 +92,50 @@ namespace SixLabors.ImageSharp.Processing.Processors.Effects int maxIntensity = 0; int maxIndex = 0; - using (IMemoryOwner bins = configuration.MemoryAllocator.Allocate(levels * 4, AllocationOptions.Clean)) - { - ref float binsRef = ref bins.GetReference(); - ref int intensityBinRef = ref Unsafe.As(ref binsRef); - ref float redBinRef = ref Unsafe.Add(ref binsRef, levels); - ref float blueBinRef = ref Unsafe.Add(ref redBinRef, levels); - ref float greenBinRef = ref Unsafe.Add(ref blueBinRef, levels); + // Clear the current shared buffer before processing each target pixel + bins.Memory.Span.Clear(); - for (int fy = 0; fy <= radius; fy++) - { - int fyr = fy - radius; - int offsetY = y + fyr; + for (int fy = 0; fy <= radius; fy++) + { + int fyr = fy - radius; + int offsetY = y + fyr; - offsetY = offsetY.Clamp(0, maxY); + offsetY = offsetY.Clamp(0, maxY); - Span sourceOffsetRow = source.GetPixelRowSpan(offsetY); + Span sourceOffsetRow = source.GetPixelRowSpan(offsetY); - for (int fx = 0; fx <= radius; fx++) - { - int fxr = fx - radius; - int offsetX = x + fxr; - offsetX = offsetX.Clamp(0, maxX); + for (int fx = 0; fx <= radius; fx++) + { + int fxr = fx - radius; + int offsetX = x + fxr; + offsetX = offsetX.Clamp(0, maxX); - var vector = sourceOffsetRow[offsetX].ToVector4(); + var vector = sourceOffsetRow[offsetX].ToVector4(); - float sourceRed = vector.X; - float sourceBlue = vector.Z; - float sourceGreen = vector.Y; + float sourceRed = vector.X; + float sourceBlue = vector.Z; + float sourceGreen = vector.Y; - int currentIntensity = (int)MathF.Round((sourceBlue + sourceGreen + sourceRed) / 3F * (levels - 1)); + int currentIntensity = (int)MathF.Round((sourceBlue + sourceGreen + sourceRed) / 3F * (levels - 1)); - Unsafe.Add(ref intensityBinRef, currentIntensity)++; - Unsafe.Add(ref redBinRef, currentIntensity) += sourceRed; - Unsafe.Add(ref blueBinRef, currentIntensity) += sourceBlue; - Unsafe.Add(ref greenBinRef, currentIntensity) += sourceGreen; + Unsafe.Add(ref intensityBinRef, currentIntensity)++; + Unsafe.Add(ref redBinRef, currentIntensity) += sourceRed; + Unsafe.Add(ref blueBinRef, currentIntensity) += sourceBlue; + Unsafe.Add(ref greenBinRef, currentIntensity) += sourceGreen; - if (Unsafe.Add(ref intensityBinRef, currentIntensity) > maxIntensity) - { - maxIntensity = Unsafe.Add(ref intensityBinRef, currentIntensity); - maxIndex = currentIntensity; - } + if (Unsafe.Add(ref intensityBinRef, currentIntensity) > maxIntensity) + { + maxIntensity = Unsafe.Add(ref intensityBinRef, currentIntensity); + maxIndex = currentIntensity; } + } - float red = MathF.Abs(Unsafe.Add(ref redBinRef, maxIndex) / maxIntensity); - float blue = MathF.Abs(Unsafe.Add(ref blueBinRef, maxIndex) / maxIntensity); - float green = MathF.Abs(Unsafe.Add(ref greenBinRef, maxIndex) / maxIntensity); - float alpha = sourceRow[x].ToVector4().W; + float red = MathF.Abs(Unsafe.Add(ref redBinRef, maxIndex) / maxIntensity); + float blue = MathF.Abs(Unsafe.Add(ref blueBinRef, maxIndex) / maxIntensity); + float green = MathF.Abs(Unsafe.Add(ref greenBinRef, maxIndex) / maxIntensity); + float alpha = sourceRow[x].ToVector4().W; - Unsafe.Add(ref vectorSpanRef, x) = new Vector4(red, green, blue, alpha); - } + Unsafe.Add(ref vectorSpanRef, x) = new Vector4(red, green, blue, alpha); } }