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Added memory pooling in the OilPaintingProcessor

pull/1068/head
Sergio Pedri 6 years ago
parent
commit
c21cb57bd7
  1. 79
      src/ImageSharp/Processing/Processors/Effects/OilPaintingProcessor{TPixel}.cs

79
src/ImageSharp/Processing/Processors/Effects/OilPaintingProcessor{TPixel}.cs

@ -2,12 +2,15 @@
// Licensed under the Apache License, Version 2.0.
using System;
using System.Buffers;
using System.Numerics;
using System.Runtime.CompilerServices;
using SixLabors.ImageSharp.Advanced;
using SixLabors.ImageSharp.Advanced.ParallelUtils;
using SixLabors.ImageSharp.Memory;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.Memory;
using SixLabors.Primitives;
namespace SixLabors.ImageSharp.Processing.Processors.Effects
@ -53,6 +56,8 @@ namespace SixLabors.ImageSharp.Processing.Processors.Effects
int radius = brushSize >> 1;
int levels = this.definition.Levels;
Configuration configuration = this.Configuration;
using (Buffer2D<TPixel> targetPixels = this.Configuration.MemoryAllocator.Allocate2D<TPixel>(source.Size()))
{
source.CopyTo(targetPixels);
@ -73,54 +78,56 @@ namespace SixLabors.ImageSharp.Processing.Processors.Effects
int maxIntensity = 0;
int maxIndex = 0;
var intensityBin = new int[levels];
var redBin = new float[levels];
var blueBin = new float[levels];
var greenBin = new float[levels];
for (int fy = 0; fy <= radius; fy++)
using (IMemoryOwner<float> bins = configuration.MemoryAllocator.Allocate<float>(levels * 4, AllocationOptions.Clean))
{
int fyr = fy - radius;
int offsetY = y + fyr;
ref float binsRef = ref bins.GetReference();
ref int intensityBinRef = ref Unsafe.As<float, int>(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);
offsetY = offsetY.Clamp(0, maxY);
for (int fy = 0; fy <= radius; fy++)
{
int fyr = fy - radius;
int offsetY = y + fyr;
Span<TPixel> sourceOffsetRow = source.GetPixelRowSpan(offsetY);
offsetY = offsetY.Clamp(0, maxY);
for (int fx = 0; fx <= radius; fx++)
{
int fxr = fx - radius;
int offsetX = x + fxr;
offsetX = offsetX.Clamp(0, maxX);
Span<TPixel> sourceOffsetRow = source.GetPixelRowSpan(offsetY);
var vector = sourceOffsetRow[offsetX].ToVector4();
for (int fx = 0; fx <= radius; fx++)
{
int fxr = fx - radius;
int offsetX = x + fxr;
offsetX = offsetX.Clamp(0, maxX);
float sourceRed = vector.X;
float sourceBlue = vector.Z;
float sourceGreen = vector.Y;
var vector = sourceOffsetRow[offsetX].ToVector4();
int currentIntensity = (int)MathF.Round(
(sourceBlue + sourceGreen + sourceRed) / 3F * (levels - 1));
float sourceRed = vector.X;
float sourceBlue = vector.Z;
float sourceGreen = vector.Y;
intensityBin[currentIntensity]++;
blueBin[currentIntensity] += sourceBlue;
greenBin[currentIntensity] += sourceGreen;
redBin[currentIntensity] += sourceRed;
int currentIntensity = (int)MathF.Round((sourceBlue + sourceGreen + sourceRed) / 3F * (levels - 1));
if (intensityBin[currentIntensity] > maxIntensity)
{
maxIntensity = intensityBin[currentIntensity];
maxIndex = currentIntensity;
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;
}
}
}
float red = MathF.Abs(redBin[maxIndex] / maxIntensity);
float green = MathF.Abs(greenBin[maxIndex] / maxIntensity);
float blue = MathF.Abs(blueBin[maxIndex] / maxIntensity);
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);
ref TPixel pixel = ref targetRow[x];
pixel.FromVector4(
new Vector4(red, green, blue, sourceRow[x].ToVector4().W));
ref TPixel pixel = ref targetRow[x];
pixel.FromVector4(new Vector4(red, green, blue, sourceRow[x].ToVector4().W));
}
}
}
}

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