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mirror of https://github.com/Artemis-RGB/Artemis synced 2025-12-12 13:28:33 +00:00

Replaced the quantization code and with the HPPH implementation

This commit is contained in:
Darth Affe 2024-07-22 23:52:50 +02:00
parent db84f1dc75
commit 5d82c159e1
4 changed files with 7 additions and 318 deletions

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@ -1,167 +0,0 @@
using SkiaSharp;
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace Artemis.Core.ColorScience;
internal readonly struct ColorRanges
{
public readonly byte RedRange;
public readonly byte GreenRange;
public readonly byte BlueRange;
public ColorRanges(byte redRange, byte greenRange, byte blueRange)
{
this.RedRange = redRange;
this.GreenRange = greenRange;
this.BlueRange = blueRange;
}
}
internal readonly struct ColorCube
{
private const int BYTES_PER_COLOR = 4;
private static readonly int ELEMENTS_PER_VECTOR = Vector<byte>.Count / BYTES_PER_COLOR;
private static readonly int BYTES_PER_VECTOR = ELEMENTS_PER_VECTOR * BYTES_PER_COLOR;
private readonly int _from;
private readonly int _length;
private readonly SortTarget _currentOrder = SortTarget.None;
public ColorCube(in Span<SKColor> fullColorList, int from, int length, SortTarget preOrdered)
{
this._from = from;
this._length = length;
if (length < 2) return;
Span<SKColor> colors = fullColorList.Slice(from, length);
ColorRanges colorRanges = GetColorRanges(colors);
if ((colorRanges.RedRange > colorRanges.GreenRange) && (colorRanges.RedRange > colorRanges.BlueRange))
{
if (preOrdered != SortTarget.Red)
QuantizerSort.SortRed(colors);
_currentOrder = SortTarget.Red;
}
else if (colorRanges.GreenRange > colorRanges.BlueRange)
{
if (preOrdered != SortTarget.Green)
QuantizerSort.SortGreen(colors);
_currentOrder = SortTarget.Green;
}
else
{
if (preOrdered != SortTarget.Blue)
QuantizerSort.SortBlue(colors);
_currentOrder = SortTarget.Blue;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private ColorRanges GetColorRanges(in ReadOnlySpan<SKColor> colors)
{
if (Vector.IsHardwareAccelerated && (colors.Length >= Vector<byte>.Count))
{
int chunks = colors.Length / ELEMENTS_PER_VECTOR;
int vectorElements = (chunks * ELEMENTS_PER_VECTOR);
int missingElements = colors.Length - vectorElements;
Vector<byte> max = Vector<byte>.Zero;
Vector<byte> min = new(byte.MaxValue);
foreach (Vector<byte> currentVector in MemoryMarshal.Cast<SKColor, Vector<byte>>(colors[..vectorElements]))
{
max = Vector.Max(max, currentVector);
min = Vector.Min(min, currentVector);
}
byte redMin = byte.MaxValue;
byte redMax = byte.MinValue;
byte greenMin = byte.MaxValue;
byte greenMax = byte.MinValue;
byte blueMin = byte.MaxValue;
byte blueMax = byte.MinValue;
for (int i = 0; i < BYTES_PER_VECTOR; i += BYTES_PER_COLOR)
{
if (min[i + 2] < redMin) redMin = min[i + 2];
if (max[i + 2] > redMax) redMax = max[i + 2];
if (min[i + 1] < greenMin) greenMin = min[i + 1];
if (max[i + 1] > greenMax) greenMax = max[i + 1];
if (min[i] < blueMin) blueMin = min[i];
if (max[i] > blueMax) blueMax = max[i];
}
for (int i = 0; i < missingElements; i++)
{
SKColor color = colors[^(i + 1)];
if (color.Red < redMin) redMin = color.Red;
if (color.Red > redMax) redMax = color.Red;
if (color.Green < greenMin) greenMin = color.Green;
if (color.Green > greenMax) greenMax = color.Green;
if (color.Blue < blueMin) blueMin = color.Blue;
if (color.Blue > blueMax) blueMax = color.Blue;
}
return new ColorRanges((byte)(redMax - redMin), (byte)(greenMax - greenMin), (byte)(blueMax - blueMin));
}
else
{
byte redMin = byte.MaxValue;
byte redMax = byte.MinValue;
byte greenMin = byte.MaxValue;
byte greenMax = byte.MinValue;
byte blueMin = byte.MaxValue;
byte blueMax = byte.MinValue;
foreach (SKColor color in colors)
{
if (color.Red < redMin) redMin = color.Red;
if (color.Red > redMax) redMax = color.Red;
if (color.Green < greenMin) greenMin = color.Green;
if (color.Green > greenMax) greenMax = color.Green;
if (color.Blue < blueMin) blueMin = color.Blue;
if (color.Blue > blueMax) blueMax = color.Blue;
}
return new ColorRanges((byte)(redMax - redMin), (byte)(greenMax - greenMin), (byte)(blueMax - blueMin));
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void Split(in Span<SKColor> fullColorList, out ColorCube a, out ColorCube b)
{
Span<SKColor> colors = fullColorList.Slice(_from, _length);
int median = colors.Length / 2;
a = new ColorCube(fullColorList, _from, median, _currentOrder);
b = new ColorCube(fullColorList, _from + median, colors.Length - median, _currentOrder);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal SKColor GetAverageColor(in ReadOnlySpan<SKColor> fullColorList)
{
ReadOnlySpan<SKColor> colors = fullColorList.Slice(_from, _length);
int r = 0, g = 0, b = 0;
foreach (SKColor color in colors)
{
r += color.Red;
g += color.Green;
b += color.Blue;
}
return new SKColor(
(byte)(r / colors.Length),
(byte)(g / colors.Length),
(byte)(b / colors.Length)
);
}
}

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@ -1,7 +1,9 @@
using SkiaSharp;
using HPPH;
using SkiaSharp;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.InteropServices;
namespace Artemis.Core.ColorScience;
@ -16,7 +18,7 @@ public static class ColorQuantizer
/// <param name="colors">The colors to quantize</param>
/// <param name="amount">How many colors to return. Must be a power of two.</param>
/// <returns><paramref name="amount"/> colors.</returns>
public static SKColor[] Quantize(in Span<SKColor> colors, int amount)
public static SKColor[] Quantize(Span<SKColor> colors, int amount)
{
if (!BitOperations.IsPow2(amount))
throw new ArgumentException("Must be power of two", nameof(amount));
@ -31,31 +33,12 @@ public static class ColorQuantizer
/// <param name="colors">The colors to quantize</param>
/// <param name="splits">How many splits to execute. Each split doubles the number of colors returned.</param>
/// <returns>Up to (2 ^ <paramref name="splits"/>) number of colors.</returns>
public static SKColor[] QuantizeSplit(in Span<SKColor> colors, int splits)
public static SKColor[] QuantizeSplit(Span<SKColor> colors, int splits)
{
if (colors.Length < (1 << splits)) throw new ArgumentException($"The color array must at least contain ({(1 << splits)}) to perform {splits} splits.");
Span<ColorCube> cubes = new ColorCube[1 << splits];
cubes[0] = new ColorCube(colors, 0, colors.Length, SortTarget.None);
int currentIndex = 0;
for (int i = 0; i < splits; i++)
{
int currentCubeCount = 1 << i;
Span<ColorCube> currentCubes = cubes.Slice(0, currentCubeCount);
for (int j = 0; j < currentCubes.Length; j++)
{
currentCubes[j].Split(colors, out ColorCube a, out ColorCube b);
currentCubes[j] = a;
cubes[++currentIndex] = b;
}
}
SKColor[] result = new SKColor[cubes.Length];
for (int i = 0; i < cubes.Length; i++)
result[i] = cubes[i].GetAverageColor(colors);
return result;
// DarthAffe 22.07.2024: This is not ideal as it allocates an additional array, but i don't see a way to get SKColors out here
return MemoryMarshal.Cast<ColorBGRA, SKColor>(MemoryMarshal.Cast<SKColor, ColorBGRA>(colors).CreateSimpleColorPalette(1 << splits)).ToArray();
}
/// <summary>

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@ -1,121 +0,0 @@
using SkiaSharp;
using System;
using System.Buffers;
namespace Artemis.Core.ColorScience;
//HACK DarthAffe 17.11.2022: Sorting is a really hot path in the quantizer, therefore abstracting this into cleaner code (one method with parameter or something like that) sadly has a well measurable performance impact.
internal static class QuantizerSort
{
#region Methods
public static void SortRed(in Span<SKColor> colors)
{
Span<int> counts = stackalloc int[256];
foreach (SKColor t in colors)
counts[t.Red]++;
SKColor[] bucketsArray = ArrayPool<SKColor>.Shared.Rent(colors.Length);
try
{
Span<SKColor> buckets = bucketsArray.AsSpan().Slice(0, colors.Length);
Span<int> currentBucketIndex = stackalloc int[256];
int offset = 0;
for (int i = 0; i < counts.Length; i++)
{
currentBucketIndex[i] = offset;
offset += counts[i];
}
foreach (SKColor color in colors)
{
int index = color.Red;
int bucketIndex = currentBucketIndex[index];
currentBucketIndex[index]++;
buckets[bucketIndex] = color;
}
buckets.CopyTo(colors);
}
finally
{
ArrayPool<SKColor>.Shared.Return(bucketsArray);
}
}
public static void SortGreen(in Span<SKColor> colors)
{
Span<int> counts = stackalloc int[256];
foreach (SKColor t in colors)
counts[t.Green]++;
SKColor[] bucketsArray = ArrayPool<SKColor>.Shared.Rent(colors.Length);
try
{
Span<SKColor> buckets = bucketsArray.AsSpan().Slice(0, colors.Length);
Span<int> currentBucketIndex = stackalloc int[256];
int offset = 0;
for (int i = 0; i < counts.Length; i++)
{
currentBucketIndex[i] = offset;
offset += counts[i];
}
foreach (SKColor color in colors)
{
int index = color.Green;
int bucketIndex = currentBucketIndex[index];
currentBucketIndex[index]++;
buckets[bucketIndex] = color;
}
buckets.CopyTo(colors);
}
finally
{
ArrayPool<SKColor>.Shared.Return(bucketsArray);
}
}
public static void SortBlue(in Span<SKColor> colors)
{
Span<int> counts = stackalloc int[256];
foreach (SKColor t in colors)
counts[t.Blue]++;
SKColor[] bucketsArray = ArrayPool<SKColor>.Shared.Rent(colors.Length);
try
{
Span<SKColor> buckets = bucketsArray.AsSpan().Slice(0, colors.Length);
Span<int> currentBucketIndex = stackalloc int[256];
int offset = 0;
for (int i = 0; i < counts.Length; i++)
{
currentBucketIndex[i] = offset;
offset += counts[i];
}
foreach (SKColor color in colors)
{
int index = color.Blue;
int bucketIndex = currentBucketIndex[index];
currentBucketIndex[index]++;
buckets[bucketIndex] = color;
}
buckets.CopyTo(colors);
}
finally
{
ArrayPool<SKColor>.Shared.Return(bucketsArray);
}
}
#endregion
}

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@ -1,6 +0,0 @@
namespace Artemis.Core.ColorScience;
internal enum SortTarget
{
None, Red, Green, Blue
}