mirror of https://github.com/SixLabors/ImageSharp
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
376 lines
14 KiB
376 lines
14 KiB
namespace ImageSharp.Benchmarks
|
|
{
|
|
using System;
|
|
using System.Buffers;
|
|
using System.Numerics;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
using BenchmarkDotNet.Attributes;
|
|
|
|
using ImageSharp.Formats.Jpg;
|
|
|
|
public partial class RgbToYCbCr
|
|
{
|
|
private const int InputColorCount = 64;
|
|
|
|
private const int InputByteCount = InputColorCount * 3;
|
|
|
|
private static readonly Vector3 VectorY = new Vector3(0.299F, 0.587F, 0.114F);
|
|
|
|
private static readonly Vector3 VectorCb = new Vector3(-0.168736F, 0.331264F, 0.5F);
|
|
|
|
private static readonly Vector3 VectorCr = new Vector3(0.5F, 0.418688F, 0.081312F);
|
|
|
|
private static class ScaledCoeffs
|
|
{
|
|
public static readonly int[] Y =
|
|
{
|
|
306, 601, 117, 0,
|
|
306, 601, 117, 0,
|
|
};
|
|
|
|
public static readonly int[] Cb =
|
|
{
|
|
-172, 339, 512, 0,
|
|
-172, 339, 512, 0,
|
|
};
|
|
|
|
public static readonly int[] Cr =
|
|
{
|
|
512, 429, 83, 0,
|
|
512, 429, 83, 0,
|
|
};
|
|
|
|
public static class SelectLeft
|
|
{
|
|
public static readonly int[] Y =
|
|
{
|
|
1, 1, 1, 0,
|
|
0, 0, 0, 0,
|
|
};
|
|
|
|
public static readonly int[] Cb =
|
|
{
|
|
1, -1, 1, 0,
|
|
0, 0, 0, 0,
|
|
};
|
|
|
|
public static readonly int[] Cr =
|
|
{
|
|
1, -1, -1, 0,
|
|
0, 0, 0, 0,
|
|
};
|
|
}
|
|
|
|
public static class SelectRight
|
|
{
|
|
public static readonly int[] Y =
|
|
{
|
|
0, 0, 0, 0,
|
|
1, 1, 1, 0,
|
|
};
|
|
|
|
public static readonly int[] Cb =
|
|
{
|
|
0, 0, 0, 0,
|
|
1, -1, 1, 0,
|
|
};
|
|
|
|
public static readonly int[] Cr =
|
|
{
|
|
0, 0, 0, 0,
|
|
1, -1, -1, 0,
|
|
};
|
|
}
|
|
}
|
|
|
|
// Waiting for C# 7 stackalloc keyword patiently ...
|
|
private static class OnStackInputCache
|
|
{
|
|
public unsafe struct Byte
|
|
{
|
|
public fixed byte Data[InputByteCount * 3];
|
|
|
|
public static Byte Create(byte[] data)
|
|
{
|
|
Byte result = default(Byte);
|
|
for (int i = 0; i < data.Length; i++)
|
|
{
|
|
result.Data[i] = data[i];
|
|
}
|
|
return result;
|
|
}
|
|
}
|
|
}
|
|
|
|
public struct Result
|
|
{
|
|
internal Block8x8F Y;
|
|
internal Block8x8F Cb;
|
|
internal Block8x8F Cr;
|
|
}
|
|
|
|
// The operation is defined as "RGBA -> YCbCr Transform a stream of bytes into a stream of floats"
|
|
// We need to benchmark the whole operation, to get true results, not missing any side effects!
|
|
private byte[] inputSourceRGB = null;
|
|
|
|
private int[] inputSourceRGBAsInteger = null;
|
|
|
|
[Setup]
|
|
public void Setup()
|
|
{
|
|
// Console.WriteLine("Vector<int>.Count: " + Vector<int>.Count);
|
|
this.inputSourceRGB = new byte[InputByteCount];
|
|
for (int i = 0; i < this.inputSourceRGB.Length; i++)
|
|
{
|
|
this.inputSourceRGB[i] = (byte)(42 + i);
|
|
}
|
|
this.inputSourceRGBAsInteger = new int[InputByteCount + Vector<int>.Count]; // Filling this should be part of the measured operation
|
|
}
|
|
|
|
[Benchmark(Baseline = true, Description = "Floating Point Conversion")]
|
|
public unsafe void RgbaToYcbCrScalarFloat()
|
|
{
|
|
// Copy the input to the stack:
|
|
OnStackInputCache.Byte input = OnStackInputCache.Byte.Create(this.inputSourceRGB);
|
|
|
|
// On-stack output:
|
|
Result result = default(Result);
|
|
float* yPtr = (float*)&result.Y;
|
|
float* cbPtr = (float*)&result.Cb;
|
|
float* crPtr = (float*)&result.Cr;
|
|
// end of code-bloat block :)
|
|
|
|
for (int i = 0; i < InputColorCount; i++)
|
|
{
|
|
int i3 = i * 3;
|
|
float r = input.Data[i3 + 0];
|
|
float g = input.Data[i3 + 1];
|
|
float b = input.Data[i3 + 2];
|
|
|
|
*yPtr++ = (0.299F * r) + (0.587F * g) + (0.114F * b);
|
|
*cbPtr++ = 128 + ((-0.168736F * r) - (0.331264F * g) + (0.5F * b));
|
|
*crPtr++ = 128 + ((0.5F * r) - (0.418688F * g) - (0.081312F * b));
|
|
}
|
|
}
|
|
|
|
[Benchmark(Description = "Simd Floating Point Conversion")]
|
|
public unsafe void RgbaToYcbCrSimdFloat()
|
|
{
|
|
// Copy the input to the stack:
|
|
OnStackInputCache.Byte input = OnStackInputCache.Byte.Create(this.inputSourceRGB);
|
|
|
|
// On-stack output:
|
|
Result result = default(Result);
|
|
float* yPtr = (float*)&result.Y;
|
|
float* cbPtr = (float*)&result.Cb;
|
|
float* crPtr = (float*)&result.Cr;
|
|
// end of code-bloat block :)
|
|
|
|
for (int i = 0; i < InputColorCount; i++)
|
|
{
|
|
int i3 = i * 3;
|
|
|
|
Vector3 vectorRgb = new Vector3(
|
|
input.Data[i3 + 0],
|
|
input.Data[i3 + 1],
|
|
input.Data[i3 + 2]
|
|
);
|
|
|
|
Vector3 vectorY = VectorY * vectorRgb;
|
|
Vector3 vectorCb = VectorCb * vectorRgb;
|
|
Vector3 vectorCr = VectorCr * vectorRgb;
|
|
|
|
// Should be better in theory, but came out to be worse: :(
|
|
// Vector3 c = new Vector3(0, 128, 128);
|
|
// Vector3 xx = new Vector3(vectorY.X, vectorCb.X, vectorCr.X);
|
|
// Vector3 yy = new Vector3(vectorY.Y, -vectorCb.Y, -vectorCr.Y);
|
|
// Vector3 zz = new Vector3(vectorY.Z, vectorCb.Z, -vectorCr.Z);
|
|
|
|
// c += xx + yy + zz;
|
|
// *yPtr++ = c.X;
|
|
// *cbPtr++ = c.Y;
|
|
// *crPtr++ = c.Z;
|
|
|
|
*yPtr++ = vectorY.X + vectorY.Y + vectorY.Z;
|
|
*cbPtr++ = 128 + (vectorCb.X - vectorCb.Y + vectorCb.Z);
|
|
*crPtr++ = 128 + (vectorCr.X - vectorCr.Y - vectorCr.Z);
|
|
}
|
|
}
|
|
|
|
[Benchmark(Description = "Scaled Integer Conversion + Vector<int>")]
|
|
public unsafe void RgbaToYcbCrScaledIntegerSimd()
|
|
{
|
|
// Copy the input to the stack:
|
|
|
|
// On-stack output:
|
|
Result result = default(Result);
|
|
float* yPtr = (float*)&result.Y;
|
|
float* cbPtr = (float*)&result.Cb;
|
|
float* crPtr = (float*)&result.Cr;
|
|
// end of code-bloat block :)
|
|
|
|
Vector<int> yCoeffs = new Vector<int>(ScaledCoeffs.Y);
|
|
Vector<int> cbCoeffs = new Vector<int>(ScaledCoeffs.Cb);
|
|
Vector<int> crCoeffs = new Vector<int>(ScaledCoeffs.Cr);
|
|
|
|
for (int i = 0; i < this.inputSourceRGB.Length; i++)
|
|
{
|
|
this.inputSourceRGBAsInteger[i] = this.inputSourceRGB[i];
|
|
}
|
|
|
|
for (int i = 0; i < InputColorCount; i += 2)
|
|
{
|
|
Vector<int> rgb = new Vector<int>(this.inputSourceRGBAsInteger, i * 3);
|
|
|
|
Vector<int> y = yCoeffs * rgb;
|
|
Vector<int> cb = cbCoeffs * rgb;
|
|
Vector<int> cr = crCoeffs * rgb;
|
|
|
|
*yPtr++ = (y[0] + y[1] + y[2]) >> 10;
|
|
*cbPtr++ = 128 + ((cb[0] - cb[1] + cb[2]) >> 10);
|
|
*crPtr++ = 128 + ((cr[0] - cr[1] - cr[2]) >> 10);
|
|
|
|
*yPtr++ = (y[4] + y[5] + y[6]) >> 10;
|
|
*cbPtr++ = 128 + ((cb[4] - cb[5] + cb[6]) >> 10);
|
|
*crPtr++ = 128 + ((cr[4] - cr[5] - cr[6]) >> 10);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// This should perform better. Coreclr emmitted Vector.Dot() code lacks the vectorization even with IsHardwareAccelerated == true.
|
|
/// Kept this benchmark because maybe it will be improved in a future CLR release.
|
|
/// <see>
|
|
/// <cref>https://www.gamedev.net/topic/673396-c-systemnumericsvectors-slow/</cref>
|
|
/// </see>
|
|
/// </summary>
|
|
[Benchmark(Description = "Scaled Integer Conversion + Vector<int> + Dot Product")]
|
|
public unsafe void RgbaToYcbCrScaledIntegerSimdWithDotProduct()
|
|
{
|
|
// Copy the input to the stack:
|
|
|
|
// On-stack output:
|
|
Result result = default(Result);
|
|
float* yPtr = (float*)&result.Y;
|
|
float* cbPtr = (float*)&result.Cb;
|
|
float* crPtr = (float*)&result.Cr;
|
|
// end of code-bloat block :)
|
|
|
|
Vector<int> yCoeffs = new Vector<int>(ScaledCoeffs.Y);
|
|
Vector<int> cbCoeffs = new Vector<int>(ScaledCoeffs.Cb);
|
|
Vector<int> crCoeffs = new Vector<int>(ScaledCoeffs.Cr);
|
|
|
|
Vector<int> leftY = new Vector<int>(ScaledCoeffs.SelectLeft.Y);
|
|
Vector<int> leftCb = new Vector<int>(ScaledCoeffs.SelectLeft.Cb);
|
|
Vector<int> leftCr = new Vector<int>(ScaledCoeffs.SelectLeft.Cr);
|
|
|
|
Vector<int> rightY = new Vector<int>(ScaledCoeffs.SelectRight.Y);
|
|
Vector<int> rightCb = new Vector<int>(ScaledCoeffs.SelectRight.Cb);
|
|
Vector<int> rightCr = new Vector<int>(ScaledCoeffs.SelectRight.Cr);
|
|
|
|
for (int i = 0; i < this.inputSourceRGB.Length; i++)
|
|
{
|
|
this.inputSourceRGBAsInteger[i] = this.inputSourceRGB[i];
|
|
}
|
|
|
|
for (int i = 0; i < InputColorCount; i += 2)
|
|
{
|
|
Vector<int> rgb = new Vector<int>(this.inputSourceRGBAsInteger, i * 3);
|
|
|
|
Vector<int> y = yCoeffs * rgb;
|
|
Vector<int> cb = cbCoeffs * rgb;
|
|
Vector<int> cr = crCoeffs * rgb;
|
|
|
|
VectorizedConvertImpl(ref yPtr, ref cbPtr, ref crPtr, y, cb, cr, leftY, leftCb, leftCr);
|
|
VectorizedConvertImpl(ref yPtr, ref cbPtr, ref crPtr, y, cb, cr, rightY, rightCb, rightCr);
|
|
}
|
|
}
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
private static unsafe void VectorizedConvertImpl(
|
|
ref float* yPtr,
|
|
ref float* cbPtr,
|
|
ref float* crPtr,
|
|
Vector<int> y,
|
|
Vector<int> cb,
|
|
Vector<int> cr,
|
|
Vector<int> yAgg,
|
|
Vector<int> cbAgg,
|
|
Vector<int> crAgg)
|
|
{
|
|
int ySum = Vector.Dot(y, yAgg);
|
|
int cbSum = Vector.Dot(cb, cbAgg);
|
|
int crSum = Vector.Dot(cr, crAgg);
|
|
*yPtr++ = ySum >> 10;
|
|
*cbPtr++ = 128 + (cbSum >> 10);
|
|
*crPtr++ = 128 + (crSum >> 10);
|
|
}
|
|
|
|
[Benchmark(Description = "Scaled Integer Conversion")]
|
|
public unsafe void RgbaToYcbCrScaledInteger()
|
|
{
|
|
// Copy the input to the stack:
|
|
OnStackInputCache.Byte input = OnStackInputCache.Byte.Create(this.inputSourceRGB);
|
|
|
|
// On-stack output:
|
|
Result result = default(Result);
|
|
float* yPtr = (float*)&result.Y;
|
|
float* cbPtr = (float*)&result.Cb;
|
|
float* crPtr = (float*)&result.Cr;
|
|
// end of code-bloat block :)
|
|
|
|
for (int i = 0; i < InputColorCount; i++)
|
|
{
|
|
int i3 = i * 3;
|
|
int r = input.Data[i3 + 0];
|
|
int g = input.Data[i3 + 1];
|
|
int b = input.Data[i3 + 2];
|
|
|
|
// Scale by 1024, add .5F and truncate value
|
|
int y0 = 306 * r; // (0.299F * 1024) + .5F
|
|
int y1 = 601 * g; // (0.587F * 1024) + .5F
|
|
int y2 = 117 * b; // (0.114F * 1024) + .5F
|
|
|
|
int cb0 = -172 * r; // (-0.168736F * 1024) + .5F
|
|
int cb1 = 339 * g; // (0.331264F * 1024) + .5F
|
|
int cb2 = 512 * b; // (0.5F * 1024) + .5F
|
|
|
|
int cr0 = 512 * r; // (0.5F * 1024) + .5F
|
|
int cr1 = 429 * g; // (0.418688F * 1024) + .5F
|
|
int cr2 = 83 * b; // (0.081312F * 1024) + .5F
|
|
|
|
*yPtr++ = (y0 + y1 + y2) >> 10;
|
|
*cbPtr++ = 128 + ((cb0 - cb1 + cb2) >> 10);
|
|
*crPtr++ = 128 + ((cr0 - cr1 - cr2) >> 10);
|
|
}
|
|
}
|
|
|
|
[Benchmark(Description = "Scaled Integer LUT Conversion")]
|
|
public unsafe void RgbaToYcbCrScaledIntegerLut()
|
|
{
|
|
// Copy the input to the stack:
|
|
OnStackInputCache.Byte input = OnStackInputCache.Byte.Create(this.inputSourceRGB);
|
|
|
|
// On-stack output:
|
|
Result result = default(Result);
|
|
float* yPtr = (float*)&result.Y;
|
|
float* cbPtr = (float*)&result.Cb;
|
|
float* crPtr = (float*)&result.Cr;
|
|
// end of code-bloat block :)
|
|
|
|
for (int i = 0; i < InputColorCount; i++)
|
|
{
|
|
int i3 = i * 3;
|
|
|
|
int r = input.Data[i3 + 0];
|
|
int g = input.Data[i3 + 1];
|
|
int b = input.Data[i3 + 2];
|
|
|
|
// TODO: Maybe concatenating all the arrays in LookupTables to a flat one can improve this!
|
|
*yPtr++ = (LookupTables.Y0[r] + LookupTables.Y1[g] + LookupTables.Y2[b]) >> 10;
|
|
*cbPtr++ = 128 + ((LookupTables.Cb0[r] - LookupTables.Cb1[g] + LookupTables.Cb2Cr0[b]) >> 10);
|
|
*crPtr++ = 128 + ((LookupTables.Cb2Cr0[r] - LookupTables.Cr1[g] - LookupTables.Cr2[b]) >> 10);
|
|
}
|
|
}
|
|
}
|
|
}
|