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@ -68,89 +68,95 @@ namespace SixLabors.ImageSharp.Processing.Processors.Effects |
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this.Configuration, |
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this.Configuration, |
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(rows) => |
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(rows) => |
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{ |
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{ |
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// Allocate the reusable source row buffer, to enable vectorized bulk conversions
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/* Allocate the two temporary Vector4 buffers, one for the source row and one for the target row. |
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using IMemoryOwner<Vector4> sourceRowBuffer = configuration.MemoryAllocator.Allocate<Vector4>(rowWidth); |
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* The ParallelHelper.IterateRowsWithTempBuffers overload is not used in this case because |
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* the two allocated buffers have a length equal to the width of the source image, |
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Span<Vector4> sourceRowVector4Span = sourceRowBuffer.Memory.Span; |
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* and not just equal to the width of the target rectangle to process. |
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Span<Vector4> sourceRowAreaVector4Span = sourceRowVector4Span.Slice(startX, rectangleWidth); |
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* Furthermore, there are two buffers being allocated in this case, so using that overload would |
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* have still required the explicit allocation of the secondary buffer. |
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// Allocate the reusable target row buffer
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* Similarly, one temporary float buffer is also allocated from the pool, and that is used |
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using IMemoryOwner<Vector4> targetRowBuffer = configuration.MemoryAllocator.Allocate<Vector4>(rowWidth); |
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* to create the target bins for all the color channels being processed. |
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* This buffer is only rented once outside of the main processing loop, and its contents |
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Span<Vector4> targetRowVector4Span = targetRowBuffer.Memory.Span; |
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* are cleared for each loop iteration, to avoid the repeated allocation for each processed pixel. */ |
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Span<Vector4> targetRowAreaVector4Span = targetRowVector4Span.Slice(startX, rectangleWidth); |
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using (IMemoryOwner<Vector4> sourceRowBuffer = configuration.MemoryAllocator.Allocate<Vector4>(rowWidth)) |
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using (IMemoryOwner<Vector4> targetRowBuffer = configuration.MemoryAllocator.Allocate<Vector4>(rowWidth)) |
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// Rent the shared buffer only once per parallel item.
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using (IMemoryOwner<float> bins = configuration.MemoryAllocator.Allocate<float>(levels * 4)) |
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using 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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{ |
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Span<TPixel> sourceRowPixelSpan = source.GetPixelRowSpan(y); |
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Span<Vector4> sourceRowVector4Span = sourceRowBuffer.Memory.Span; |
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Span<TPixel> sourceRowAreaPixelSpan = sourceRowPixelSpan.Slice(startX, rectangleWidth); |
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Span<Vector4> sourceRowAreaVector4Span = sourceRowVector4Span.Slice(startX, rectangleWidth); |
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Span<Vector4> targetRowVector4Span = targetRowBuffer.Memory.Span; |
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Span<Vector4> targetRowAreaVector4Span = targetRowVector4Span.Slice(startX, rectangleWidth); |
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PixelOperations<TPixel>.Instance.ToVector4(configuration, sourceRowAreaPixelSpan, sourceRowAreaVector4Span); |
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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 x = startX; x < endX; x++) |
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for (int y = rows.Min; y < rows.Max; y++) |
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{ |
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{ |
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int maxIntensity = 0; |
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Span<TPixel> sourceRowPixelSpan = source.GetPixelRowSpan(y); |
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int maxIndex = 0; |
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Span<TPixel> sourceRowAreaPixelSpan = sourceRowPixelSpan.Slice(startX, rectangleWidth); |
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// Clear the current shared buffer before processing each target pixel
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PixelOperations<TPixel>.Instance.ToVector4(configuration, sourceRowAreaPixelSpan, sourceRowAreaVector4Span); |
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bins.Memory.Span.Clear(); |
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for (int fy = 0; fy <= radius; fy++) |
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for (int x = startX; x < endX; x++) |
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{ |
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{ |
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int fyr = fy - radius; |
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int maxIntensity = 0; |
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int offsetY = y + fyr; |
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int maxIndex = 0; |
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offsetY = offsetY.Clamp(0, maxY); |
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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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Span<TPixel> sourceOffsetRow = source.GetPixelRowSpan(offsetY); |
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for (int fy = 0; fy <= radius; fy++) |
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for (int fx = 0; fx <= radius; fx++) |
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{ |
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{ |
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int fxr = fx - radius; |
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int fyr = fy - radius; |
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int offsetX = x + fxr; |
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int offsetY = y + fyr; |
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offsetX = offsetX.Clamp(0, maxX); |
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var vector = sourceOffsetRow[offsetX].ToVector4(); |
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offsetY = offsetY.Clamp(0, maxY); |
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float sourceRed = vector.X; |
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Span<TPixel> sourceOffsetRow = source.GetPixelRowSpan(offsetY); |
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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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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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Unsafe.Add(ref intensityBinRef, currentIntensity)++; |
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var vector = sourceOffsetRow[offsetX].ToVector4(); |
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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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float sourceRed = vector.X; |
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{ |
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float sourceBlue = vector.Z; |
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maxIntensity = Unsafe.Add(ref intensityBinRef, currentIntensity); |
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float sourceGreen = vector.Y; |
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maxIndex = currentIntensity; |
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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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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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} |
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} |
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float red = MathF.Abs(Unsafe.Add(ref redBinRef, maxIndex) / maxIntensity); |
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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 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 green = MathF.Abs(Unsafe.Add(ref greenBinRef, maxIndex) / maxIntensity); |
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float alpha = sourceRowVector4Span[x].W; |
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float alpha = sourceRowVector4Span[x].W; |
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targetRowVector4Span[x] = new Vector4(red, green, blue, alpha); |
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targetRowVector4Span[x] = new Vector4(red, green, blue, alpha); |
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} |
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} |
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} |
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} |
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Span<TPixel> targetRowAreaPixelSpan = targetPixels.GetRowSpan(y).Slice(startX, rectangleWidth); |
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Span<TPixel> targetRowAreaPixelSpan = targetPixels.GetRowSpan(y).Slice(startX, rectangleWidth); |
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PixelOperations<TPixel>.Instance.FromVector4Destructive(configuration, targetRowAreaVector4Span, targetRowAreaPixelSpan); |
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PixelOperations<TPixel>.Instance.FromVector4Destructive(configuration, targetRowAreaVector4Span, targetRowAreaPixelSpan); |
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} |
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} |
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} |
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}); |
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}); |
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