mirror of https://github.com/SixLabors/ImageSharp
3 changed files with 501 additions and 303 deletions
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// Copyright (c) Six Labors.
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// Licensed under the Six Labors Split License.
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using System.Runtime.CompilerServices; |
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using System.Runtime.InteropServices; |
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using System.Runtime.Intrinsics; |
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using System.Runtime.Intrinsics.X86; |
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using SixLabors.ImageSharp.Common.Helpers; |
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using SixLabors.ImageSharp.PixelFormats; |
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using static SixLabors.ImageSharp.SimdUtils; |
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namespace SixLabors.ImageSharp.Formats.Png; |
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/// <summary>
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/// Reverses the pixel mangling applied by Apple's CgBI PNG variant. CgBI files
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/// (emitted by <c>pngcrush -iphone</c>) swap channel order from RGB(A) to BGR(A)
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/// and premultiply RGB samples by alpha. This converts a defiltered scanline back
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/// to standard PNG semantics in place so the existing scanline processors can
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/// consume it unchanged. CgBI is only emitted for 8-bit truecolor (with or
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/// without alpha); other color types are left alone.
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/// </summary>
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/// <remarks>
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/// See https://theapplewiki.com/wiki/PNG_CgBI_Format
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/// </remarks>
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internal static class PngCgbiProcessor |
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{ |
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// Per-pixel byte indices that swap CgBI's BGRA layout to Rgba32's RGBA.
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// MMShuffle3012 expands to [2, 1, 0, 3] per 4-byte pixel; the same 64-byte
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// sequence seeds all three shuffle masks (V128/V256 ctors take the leading
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// 16/32 bytes).
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private static readonly Vector128<byte> BgraToRgbaShuffle128 = Vector128.Create(BuildShuffleBytes()); |
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private static readonly Vector256<byte> BgraToRgbaShuffle256 = Vector256.Create(BuildShuffleBytes()); |
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private static readonly Vector512<byte> BgraToRgbaShuffle512 = Vector512.Create(BuildShuffleBytes()); |
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/// <summary>
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/// Applies the inverse of Apple's CgBI pixel mangling to a defiltered scanline in place.
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/// </summary>
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/// <param name="configuration">The configuration used by the Rgb24 R/B swap.</param>
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/// <param name="scanline">The defiltered pixel bytes (without the leading filter byte).</param>
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/// <param name="colorType">The PNG color type from IHDR.</param>
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public static void ApplyTransform(Configuration configuration, Span<byte> scanline, PngColorType colorType) |
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{ |
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if (colorType == PngColorType.RgbWithAlpha) |
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{ |
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Span<Rgba32> pixels = MemoryMarshal.Cast<byte, Rgba32>(scanline); |
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int i = 0; |
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// Avx512BW is required for the per-byte vpshufb. Without it, ShuffleNative
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// falls back to a software cross-lane shuffle that is slower than the V256
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// path, so skip V512 entirely on Avx512F-only hosts.
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if (Vector512.IsHardwareAccelerated && Avx512BW.IsSupported && pixels.Length >= 16) |
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{ |
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i = ApplyTransformVector512(scanline, pixels.Length); |
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} |
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if (Vector256.IsHardwareAccelerated && Avx2.IsSupported && (pixels.Length - i) >= 8) |
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{ |
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i = ApplyTransformVector256(scanline, i, pixels.Length); |
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} |
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if (Vector128.IsHardwareAccelerated && (pixels.Length - i) >= 4) |
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{ |
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i = ApplyTransformVector128(scanline, i, pixels.Length); |
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} |
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for (; i < pixels.Length; i++) |
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{ |
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ref Rgba32 pixel = ref pixels[i]; |
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pixel = new Rgba32(pixel.B, pixel.G, pixel.R, pixel.A); |
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UndoPremultiplicationScalar(ref pixel); |
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} |
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} |
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else if (colorType == PngColorType.Rgb) |
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{ |
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// No alpha channel, so just swap R and B using built in SIMD-optimized pixel operations.
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Span<Rgb24> target = MemoryMarshal.Cast<byte, Rgb24>(scanline); |
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PixelOperations<Rgb24>.Instance.FromBgr24Bytes(configuration, scanline, target, target.Length); |
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} |
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} |
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[MethodImpl(MethodImplOptions.AggressiveInlining)] |
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private static void UndoPremultiplicationScalar(ref Rgba32 pixel) |
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{ |
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byte a = pixel.A; |
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if (a is 0 or byte.MaxValue) |
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{ |
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return; |
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} |
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// Reverse: c' = c * a / 255 => c = round(c' * 255 / a)
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int half = a >> 1; |
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byte r = (byte)Math.Min(byte.MaxValue, ((pixel.R * byte.MaxValue) + half) / a); |
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byte g = (byte)Math.Min(byte.MaxValue, ((pixel.G * byte.MaxValue) + half) / a); |
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byte b = (byte)Math.Min(byte.MaxValue, ((pixel.B * byte.MaxValue) + half) / a); |
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pixel = new Rgba32(r, g, b, a); |
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} |
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internal static int ApplyTransformVector512(Span<byte> scanline, int pixelCount) |
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{ |
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ref byte scanlineRef = ref MemoryMarshal.GetReference(scanline); |
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int i = 0; |
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// The mask only swaps bytes inside each 4-byte pixel, so it is correct
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// for the per-lane Avx512BW.Shuffle that ShuffleNative selects here.
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Vector512<byte> shuffleMask = BgraToRgbaShuffle512; |
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Vector512<int> zero = Vector512<int>.Zero; |
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Vector512<int> one = Vector512<int>.One; |
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Vector512<int> byteMask = Vector512.Create(0xFF); |
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Vector512<int> opaque = Vector512.Create(0xFF); |
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Vector512<int> byteMax = Vector512.Create((int)byte.MaxValue); |
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for (; i <= pixelCount - 16; i += 16) |
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{ |
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ref byte blockRef = ref Unsafe.Add(ref scanlineRef, i * Unsafe.SizeOf<Rgba32>()); |
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Vector512<byte> bgra = Unsafe.ReadUnaligned<Vector512<byte>>(ref blockRef); |
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Vector512<byte> rgba = Vector512_.ShuffleNative(bgra, shuffleMask); |
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Vector512<int> packed = rgba.AsInt32(); |
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Vector512<int> alpha = Vector512.ShiftRightLogical(packed, 24); |
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// Fully transparent and fully opaque pixels are identity cases for
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// unpremultiplication. Masking them keeps the scalar behavior and lets
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// safeAlpha avoid dividing by zero for alpha == 0.
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Vector512<int> partialMask = ~(Vector512.Equals(alpha, zero) | Vector512.Equals(alpha, opaque)); |
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Vector512<int> r = packed & byteMask; |
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Vector512<int> g = Vector512.ShiftRightLogical(packed, 8) & byteMask; |
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Vector512<int> b = Vector512.ShiftRightLogical(packed, 16) & byteMask; |
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Vector512<int> safeAlpha = Vector512.ConditionalSelect(partialMask, alpha, one); |
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Vector512<int> halfAlpha = Vector512.ShiftRightLogical(safeAlpha, 1); |
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Vector512<float> safeAlphaF = Vector512.ConvertToSingle(safeAlpha); |
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// The scalar path computes ((c * 255) + (a >> 1)) / a with integer
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// division. Floor the positive quotient before converting so SIMD does
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// not use the default round-to-nearest conversion and drift by one.
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Vector512<int> unpremultipliedR = Vector512.Min( |
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byteMax, |
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Vector512.ConvertToInt32(Vector512.Floor(Vector512.ConvertToSingle((r * byteMax) + halfAlpha) / safeAlphaF))); |
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Vector512<int> unpremultipliedG = Vector512.Min( |
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byteMax, |
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Vector512.ConvertToInt32(Vector512.Floor(Vector512.ConvertToSingle((g * byteMax) + halfAlpha) / safeAlphaF))); |
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Vector512<int> unpremultipliedB = Vector512.Min( |
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byteMax, |
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Vector512.ConvertToInt32(Vector512.Floor(Vector512.ConvertToSingle((b * byteMax) + halfAlpha) / safeAlphaF))); |
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// ConditionalSelect applies the expensive unpremultiply only to pixels
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// where alpha is between 1 and 254; alpha 0 and 255 lanes keep the
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// shuffled channel values exactly as the scalar path does.
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Vector512<int> finalR = Vector512.ConditionalSelect(partialMask, unpremultipliedR, r); |
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Vector512<int> finalG = Vector512.ConditionalSelect(partialMask, unpremultipliedG, g); |
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Vector512<int> finalB = Vector512.ConditionalSelect(partialMask, unpremultipliedB, b); |
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// Rgba32 is laid out as little-endian 0xAABBGGRR in an int lane, so
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// shifting the unpacked channels back to byte offsets 0, 1, 2, and 3
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// recreates the in-memory RGBA bytes for the unaligned store.
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Vector512<int> result = |
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finalR | |
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Vector512.ShiftLeft(finalG, 8) | |
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Vector512.ShiftLeft(finalB, 16) | |
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Vector512.ShiftLeft(alpha, 24); |
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Unsafe.WriteUnaligned(ref blockRef, result.AsByte()); |
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} |
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return i; |
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} |
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internal static int ApplyTransformVector256(Span<byte> scanline, int startPixel, int pixelCount) |
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{ |
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ref byte scanlineRef = ref MemoryMarshal.GetReference(scanline); |
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int i = startPixel; |
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// vpshufb is 128-bit lane-local and uses only the low 4 bits of each
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// index, so the same per-pixel [2,1,0,3] pattern in both lanes keeps
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// every byte inside its own lane.
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Vector256<byte> shuffleMask = BgraToRgbaShuffle256; |
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Vector256<int> zero = Vector256<int>.Zero; |
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Vector256<int> one = Vector256<int>.One; |
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Vector256<int> byteMask = Vector256.Create(0xFF); |
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Vector256<int> opaque = Vector256.Create(0xFF); |
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Vector256<int> byteMax = Vector256.Create((int)byte.MaxValue); |
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for (; i <= pixelCount - 8; i += 8) |
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{ |
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ref byte blockRef = ref Unsafe.Add(ref scanlineRef, i * Unsafe.SizeOf<Rgba32>()); |
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Vector256<byte> bgra = Unsafe.ReadUnaligned<Vector256<byte>>(ref blockRef); |
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Vector256<byte> rgba = Vector256_.ShufflePerLane(bgra, shuffleMask); |
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Vector256<int> packed = rgba.AsInt32(); |
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Vector256<int> alpha = Vector256.ShiftRightLogical(packed, 24); |
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// Fully transparent and fully opaque pixels are identity cases for
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// unpremultiplication. Masking them keeps the scalar behavior and lets
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// safeAlpha avoid dividing by zero for alpha == 0.
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Vector256<int> partialMask = ~(Vector256.Equals(alpha, zero) | Vector256.Equals(alpha, opaque)); |
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Vector256<int> r = packed & byteMask; |
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Vector256<int> g = Vector256.ShiftRightLogical(packed, 8) & byteMask; |
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Vector256<int> b = Vector256.ShiftRightLogical(packed, 16) & byteMask; |
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Vector256<int> safeAlpha = Vector256.ConditionalSelect(partialMask, alpha, one); |
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Vector256<int> halfAlpha = Vector256.ShiftRightLogical(safeAlpha, 1); |
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Vector256<float> safeAlphaF = Vector256.ConvertToSingle(safeAlpha); |
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// The scalar path computes ((c * 255) + (a >> 1)) / a with integer
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// division. Floor the positive quotient before converting so SIMD does
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// not use the default round-to-nearest conversion and drift by one.
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Vector256<int> unpremultipliedR = Vector256.Min( |
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byteMax, |
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Vector256.ConvertToInt32(Vector256.Floor(Vector256.ConvertToSingle((r * byteMax) + halfAlpha) / safeAlphaF))); |
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Vector256<int> unpremultipliedG = Vector256.Min( |
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byteMax, |
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Vector256.ConvertToInt32(Vector256.Floor(Vector256.ConvertToSingle((g * byteMax) + halfAlpha) / safeAlphaF))); |
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Vector256<int> unpremultipliedB = Vector256.Min( |
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byteMax, |
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Vector256.ConvertToInt32(Vector256.Floor(Vector256.ConvertToSingle((b * byteMax) + halfAlpha) / safeAlphaF))); |
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// ConditionalSelect applies the expensive unpremultiply only to pixels
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// where alpha is between 1 and 254; alpha 0 and 255 lanes keep the
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// shuffled channel values exactly as the scalar path does.
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Vector256<int> finalR = Vector256.ConditionalSelect(partialMask, unpremultipliedR, r); |
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Vector256<int> finalG = Vector256.ConditionalSelect(partialMask, unpremultipliedG, g); |
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Vector256<int> finalB = Vector256.ConditionalSelect(partialMask, unpremultipliedB, b); |
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// Rgba32 is laid out as little-endian 0xAABBGGRR in an int lane, so
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// shifting the unpacked channels back to byte offsets 0, 1, 2, and 3
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// recreates the in-memory RGBA bytes for the unaligned store.
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Vector256<int> result = |
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finalR | |
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Vector256.ShiftLeft(finalG, 8) | |
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Vector256.ShiftLeft(finalB, 16) | |
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Vector256.ShiftLeft(alpha, 24); |
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Unsafe.WriteUnaligned(ref blockRef, result.AsByte()); |
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} |
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return i; |
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} |
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internal static int ApplyTransformVector128(Span<byte> scanline, int startPixel, int pixelCount) |
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{ |
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ref byte scanlineRef = ref MemoryMarshal.GetReference(scanline); |
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int i = startPixel; |
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Vector128<byte> shuffleMask = BgraToRgbaShuffle128; |
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Vector128<int> zero = Vector128<int>.Zero; |
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Vector128<int> one = Vector128<int>.One; |
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Vector128<int> byteMask = Vector128.Create(0xFF); |
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Vector128<int> opaque = Vector128.Create(0xFF); |
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Vector128<int> byteMax = Vector128.Create((int)byte.MaxValue); |
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for (; i <= pixelCount - 4; i += 4) |
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{ |
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ref byte blockRef = ref Unsafe.Add(ref scanlineRef, i * Unsafe.SizeOf<Rgba32>()); |
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Vector128<byte> bgra = Unsafe.ReadUnaligned<Vector128<byte>>(ref blockRef); |
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Vector128<byte> rgba = Vector128_.ShuffleNative(bgra, shuffleMask); |
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Vector128<int> packed = rgba.AsInt32(); |
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Vector128<int> alpha = Vector128.ShiftRightLogical(packed, 24); |
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// Fully transparent and fully opaque pixels are identity cases for
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// unpremultiplication. Masking them keeps the scalar behavior and lets
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// safeAlpha avoid dividing by zero for alpha == 0.
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Vector128<int> partialMask = ~(Vector128.Equals(alpha, zero) | Vector128.Equals(alpha, opaque)); |
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Vector128<int> r = packed & byteMask; |
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Vector128<int> g = Vector128.ShiftRightLogical(packed, 8) & byteMask; |
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Vector128<int> b = Vector128.ShiftRightLogical(packed, 16) & byteMask; |
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Vector128<int> safeAlpha = Vector128.ConditionalSelect(partialMask, alpha, one); |
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Vector128<int> halfAlpha = Vector128.ShiftRightLogical(safeAlpha, 1); |
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Vector128<float> safeAlphaF = Vector128.ConvertToSingle(safeAlpha); |
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// The scalar path computes ((c * 255) + (a >> 1)) / a with integer
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// division. Floor the positive quotient before converting so SIMD does
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// not use the default round-to-nearest conversion and drift by one.
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Vector128<int> unpremultipliedR = Vector128.Min( |
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byteMax, |
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Vector128.ConvertToInt32(Vector128.Floor(Vector128.ConvertToSingle((r * byteMax) + halfAlpha) / safeAlphaF))); |
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Vector128<int> unpremultipliedG = Vector128.Min( |
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byteMax, |
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Vector128.ConvertToInt32(Vector128.Floor(Vector128.ConvertToSingle((g * byteMax) + halfAlpha) / safeAlphaF))); |
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Vector128<int> unpremultipliedB = Vector128.Min( |
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byteMax, |
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Vector128.ConvertToInt32(Vector128.Floor(Vector128.ConvertToSingle((b * byteMax) + halfAlpha) / safeAlphaF))); |
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// ConditionalSelect applies the expensive unpremultiply only to pixels
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// where alpha is between 1 and 254; alpha 0 and 255 lanes keep the
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// shuffled channel values exactly as the scalar path does.
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Vector128<int> finalR = Vector128.ConditionalSelect(partialMask, unpremultipliedR, r); |
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Vector128<int> finalG = Vector128.ConditionalSelect(partialMask, unpremultipliedG, g); |
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Vector128<int> finalB = Vector128.ConditionalSelect(partialMask, unpremultipliedB, b); |
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// Rgba32 is laid out as little-endian 0xAABBGGRR in an int lane, so
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// shifting the unpacked channels back to byte offsets 0, 1, 2, and 3
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// recreates the in-memory RGBA bytes for the unaligned store.
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Vector128<int> result = |
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finalR | |
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Vector128.ShiftLeft(finalG, 8) | |
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Vector128.ShiftLeft(finalB, 16) | |
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Vector128.ShiftLeft(alpha, 24); |
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Unsafe.WriteUnaligned(ref blockRef, result.AsByte()); |
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} |
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return i; |
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} |
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private static byte[] BuildShuffleBytes() |
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{ |
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byte[] bytes = new byte[64]; |
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Span<byte> span = bytes; |
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Shuffle.MMShuffleSpan(ref span, Shuffle.MMShuffle3012); |
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return bytes; |
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} |
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} |
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@ -0,0 +1,174 @@ |
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// Copyright (c) Six Labors.
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// Licensed under the Six Labors Split License.
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using System.Runtime.InteropServices; |
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using SixLabors.ImageSharp.Formats.Png; |
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using SixLabors.ImageSharp.PixelFormats; |
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namespace SixLabors.ImageSharp.Tests.Formats.Png; |
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[Trait("Format", "Png")] |
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public class PngCgbiProcessorTests |
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{ |
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[Theory] |
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[InlineData(0)] |
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[InlineData(1)] |
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[InlineData(3)] |
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[InlineData(4)] |
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[InlineData(7)] |
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[InlineData(8)] |
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[InlineData(15)] |
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[InlineData(16)] |
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[InlineData(17)] |
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[InlineData(31)] |
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[InlineData(32)] |
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[InlineData(33)] |
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[InlineData(64)] |
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public void ApplyTransform_RgbWithAlpha_MatchesScalar(int pixelCount) |
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{ |
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// Drives the full V512/V256/V128/scalar dispatch, so it covers each
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// path that is hardware-accelerated on the host plus the scalar tail.
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byte[] input = CreateBgraScanline(pixelCount); |
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byte[] processorOutput = (byte[])input.Clone(); |
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byte[] scalarOutput = (byte[])input.Clone(); |
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PngCgbiProcessor.ApplyTransform(Configuration.Default, processorOutput, PngColorType.RgbWithAlpha); |
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ApplyCgbiTransformScalarReference(scalarOutput); |
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Assert.Equal(scalarOutput, processorOutput); |
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} |
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[Theory] |
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[InlineData(0)] |
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[InlineData(1)] |
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[InlineData(3)] |
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[InlineData(4)] |
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[InlineData(7)] |
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[InlineData(8)] |
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[InlineData(15)] |
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[InlineData(16)] |
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[InlineData(17)] |
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[InlineData(31)] |
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[InlineData(32)] |
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[InlineData(33)] |
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[InlineData(64)] |
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public void ApplyTransformVector512_MatchesScalar(int pixelCount) => |
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// Vector512 uses Vector512_.ShuffleNative which falls back to the software
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// Vector512.Shuffle when Avx512BW is unavailable, so the body runs regardless
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// of whether Vector512 is hardware-accelerated on the host.
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AssertVectorMatchesScalar( |
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pixelCount, |
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scanline => PngCgbiProcessor.ApplyTransformVector512(scanline, scanline.Length / 4), |
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blockSize: 16); |
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[Theory] |
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[InlineData(0)] |
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[InlineData(1)] |
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[InlineData(3)] |
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[InlineData(4)] |
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[InlineData(7)] |
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[InlineData(8)] |
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[InlineData(15)] |
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[InlineData(16)] |
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[InlineData(17)] |
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[InlineData(31)] |
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[InlineData(32)] |
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[InlineData(64)] |
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public void ApplyTransformVector256_MatchesScalar(int pixelCount) => AssertVectorMatchesScalar( |
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pixelCount, |
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scanline => PngCgbiProcessor.ApplyTransformVector256(scanline, 0, scanline.Length / 4), |
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blockSize: 8); |
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|
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[Theory] |
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[InlineData(0)] |
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[InlineData(1)] |
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[InlineData(3)] |
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[InlineData(4)] |
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[InlineData(7)] |
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[InlineData(8)] |
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[InlineData(15)] |
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[InlineData(16)] |
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[InlineData(64)] |
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public void ApplyTransformVector128_MatchesScalar(int pixelCount) => AssertVectorMatchesScalar( |
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pixelCount, |
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scanline => PngCgbiProcessor.ApplyTransformVector128(scanline, 0, scanline.Length / 4), |
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blockSize: 4); |
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private static void AssertVectorMatchesScalar(int pixelCount, Func<byte[], int> applyVector, int blockSize) |
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{ |
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byte[] input = CreateBgraScanline(pixelCount); |
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byte[] vectorOutput = (byte[])input.Clone(); |
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byte[] scalarOutput = (byte[])input.Clone(); |
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int processed = applyVector(vectorOutput); |
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int expectedProcessed = (pixelCount / blockSize) * blockSize; |
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Assert.Equal(expectedProcessed, processed); |
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// The vector path is responsible for whole blocks only; remaining pixels are
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// handled by the scalar tail in ApplyTransform. Run the scalar reference
|
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// over every pixel and compare the prefix the vector path actually wrote.
|
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ApplyCgbiTransformScalarReference(scalarOutput); |
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|
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Span<byte> vectorProcessed = vectorOutput.AsSpan(0, processed * 4); |
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Span<byte> scalarProcessed = scalarOutput.AsSpan(0, processed * 4); |
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Assert.True(vectorProcessed.SequenceEqual(scalarProcessed), $"Mismatch at pixelCount={pixelCount}"); |
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|
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// Pixels past the vector's processed prefix must be untouched.
|
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Span<byte> vectorTail = vectorOutput.AsSpan(processed * 4); |
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Span<byte> inputTail = input.AsSpan(processed * 4); |
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Assert.True(vectorTail.SequenceEqual(inputTail)); |
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} |
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|
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private static byte[] CreateBgraScanline(int pixelCount) |
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{ |
|||
// Deterministic mix of edge cases (a=0, a=255, partial alpha) and varied channels.
|
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byte[] bytes = new byte[pixelCount * 4]; |
|||
for (int p = 0; p < pixelCount; p++) |
|||
{ |
|||
byte a = (p % 7) switch |
|||
{ |
|||
0 => byte.MinValue, |
|||
1 => byte.MaxValue, |
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_ => (byte)((((p * 37) + 23) & 0xFF) | 1) // never zero
|
|||
}; |
|||
|
|||
// CgBI premultiplied BGRA: c' = c * a / 255
|
|||
byte r = (byte)((p * 13) & 0xFF); |
|||
byte g = (byte)((p * 29) & 0xFF); |
|||
byte b = (byte)((p * 53) & 0xFF); |
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r = (byte)((r * a) / byte.MaxValue); |
|||
g = (byte)((g * a) / byte.MaxValue); |
|||
b = (byte)((b * a) / byte.MaxValue); |
|||
|
|||
bytes[(p * 4) + 0] = b; |
|||
bytes[(p * 4) + 1] = g; |
|||
bytes[(p * 4) + 2] = r; |
|||
bytes[(p * 4) + 3] = a; |
|||
} |
|||
|
|||
return bytes; |
|||
} |
|||
|
|||
private static void ApplyCgbiTransformScalarReference(Span<byte> scanline) |
|||
{ |
|||
Span<Rgba32> pixels = MemoryMarshal.Cast<byte, Rgba32>(scanline); |
|||
for (int i = 0; i < pixels.Length; i++) |
|||
{ |
|||
ref Rgba32 pixel = ref pixels[i]; |
|||
pixel = new Rgba32(pixel.B, pixel.G, pixel.R, pixel.A); |
|||
|
|||
byte a = pixel.A; |
|||
if (a is 0 or byte.MaxValue) |
|||
{ |
|||
continue; |
|||
} |
|||
|
|||
int half = a >> 1; |
|||
byte r = (byte)Math.Min(byte.MaxValue, ((pixel.R * byte.MaxValue) + half) / a); |
|||
byte g = (byte)Math.Min(byte.MaxValue, ((pixel.G * byte.MaxValue) + half) / a); |
|||
byte b = (byte)Math.Min(byte.MaxValue, ((pixel.B * byte.MaxValue) + half) / a); |
|||
pixel = new Rgba32(r, g, b, a); |
|||
} |
|||
} |
|||
} |
|||
Loading…
Reference in new issue