📷 A modern, cross-platform, 2D Graphics library for .NET
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// Copyright (c) Six Labors and contributors.
// Licensed under the Apache License, Version 2.0.
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// ReSharper disable MemberHidesStaticFromOuterClass
namespace SixLabors.ImageSharp
{
internal static partial class SimdUtils
{
/// <summary>
/// Fallback implementation based on <see cref="Vector4"/> (128bit).
/// For <see cref="Vector4"/>, efficient software fallback implementations are present,
/// and we hope that even mono's JIT is able to emit SIMD instructions for that type :P
/// </summary>
public static class FallbackIntrinsics128
{
/// <summary>
/// <see cref="ByteToNormalizedFloat"/> as many elements as possible, slicing them down (keeping the remainder).
/// </summary>
[MethodImpl(InliningOptions.ShortMethod)]
internal static void ByteToNormalizedFloatReduce(
ref ReadOnlySpan<byte> source,
ref Span<float> dest)
{
DebugGuard.IsTrue(source.Length == dest.Length, nameof(source), "Input spans must be of same length!");
int remainder = ImageMaths.Modulo4(source.Length);
int adjustedCount = source.Length - remainder;
if (adjustedCount > 0)
{
ByteToNormalizedFloat(
source.Slice(0, adjustedCount),
dest.Slice(0, adjustedCount));
source = source.Slice(adjustedCount);
dest = dest.Slice(adjustedCount);
}
}
/// <summary>
/// <see cref="NormalizedFloatToByteSaturate"/> as many elements as possible, slicing them down (keeping the remainder).
/// </summary>
[MethodImpl(InliningOptions.ShortMethod)]
internal static void NormalizedFloatToByteSaturateReduce(
ref ReadOnlySpan<float> source,
ref Span<byte> dest)
{
DebugGuard.IsTrue(source.Length == dest.Length, nameof(source), "Input spans must be of same length!");
int remainder = ImageMaths.Modulo4(source.Length);
int adjustedCount = source.Length - remainder;
if (adjustedCount > 0)
{
NormalizedFloatToByteSaturate(
source.Slice(0, adjustedCount),
dest.Slice(0, adjustedCount));
source = source.Slice(adjustedCount);
dest = dest.Slice(adjustedCount);
}
}
/// <summary>
/// Implementation of <see cref="SimdUtils.ByteToNormalizedFloat"/> using <see cref="Vector4"/>.
/// </summary>
[MethodImpl(InliningOptions.ColdPath)]
internal static void ByteToNormalizedFloat(ReadOnlySpan<byte> source, Span<float> dest)
{
VerifySpanInput(source, dest, 4);
int count = dest.Length / 4;
if (count == 0)
{
return;
}
ref ByteVector4 sBase = ref Unsafe.As<byte, ByteVector4>(ref MemoryMarshal.GetReference(source));
ref Vector4 dBase = ref Unsafe.As<float, Vector4>(ref MemoryMarshal.GetReference(dest));
const float Scale = 1f / 255f;
Vector4 d = default;
for (int i = 0; i < count; i++)
{
ref ByteVector4 s = ref Unsafe.Add(ref sBase, i);
d.X = s.X;
d.Y = s.Y;
d.Z = s.Z;
d.W = s.W;
d *= Scale;
Unsafe.Add(ref dBase, i) = d;
}
}
/// <summary>
/// Implementation of <see cref="SimdUtils.NormalizedFloatToByteSaturate"/> using <see cref="Vector4"/>.
/// </summary>
[MethodImpl(InliningOptions.ColdPath)]
internal static void NormalizedFloatToByteSaturate(
ReadOnlySpan<float> source,
Span<byte> dest)
{
VerifySpanInput(source, dest, 4);
int count = source.Length / 4;
if (count == 0)
{
return;
}
ref Vector4 sBase = ref Unsafe.As<float, Vector4>(ref MemoryMarshal.GetReference(source));
ref ByteVector4 dBase = ref Unsafe.As<byte, ByteVector4>(ref MemoryMarshal.GetReference(dest));
var half = new Vector4(0.5f);
var maxBytes = new Vector4(255f);
for (int i = 0; i < count; i++)
{
Vector4 s = Unsafe.Add(ref sBase, i);
s *= maxBytes;
s += half;
s = Vector4Utilities.FastClamp(s, Vector4.Zero, maxBytes);
ref ByteVector4 d = ref Unsafe.Add(ref dBase, i);
d.X = (byte)s.X;
d.Y = (byte)s.Y;
d.Z = (byte)s.Z;
d.W = (byte)s.W;
}
}
[StructLayout(LayoutKind.Sequential)]
private struct ByteVector4
{
public byte X;
public byte Y;
public byte Z;
public byte W;
}
}
}
}