(MAJOR) Improvied sampling performance by removing the need to copy region data to a buffer first

This commit is contained in:
DarthAffe committed 2023-04-23 17:19:51 +02:00
1 parent af3989aa73
commit 586734b44a
12 files changed
+176 -169

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@@ -1,4 +1,5 @@
using System;
using System.Runtime.CompilerServices;
using RGB.NET.Core;
using RGB.NET.Presets.Textures.Sampler;
@@ -59,6 +60,7 @@ public sealed class BytePixelTexture : PixelTexture<byte>
#region Methods
/// <inheritdoc />
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected override Color GetColor(in ReadOnlySpan<byte> pixel)
{
return ColorFormat switch
@@ -1,4 +1,5 @@
using System;
using System.Runtime.CompilerServices;
using RGB.NET.Core;
using RGB.NET.Presets.Textures.Sampler;
@@ -59,6 +60,7 @@ public sealed class FloatPixelTexture : PixelTexture<float>
#region Methods
/// <inheritdoc />
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected override Color GetColor(in ReadOnlySpan<float> pixel)
{
return ColorFormat switch
@@ -24,41 +24,48 @@ public sealed class AverageByteSampler : ISampler<byte>
int count = info.Width * info.Height;
if (count == 0) return;
ReadOnlySpan<byte> data = info.Data;
int dataLength = pixelData.Length;
Span<uint> sums = stackalloc uint[dataLength];
if (Vector.IsHardwareAccelerated && (data.Length >= Vector<byte>.Count) && (dataLength <= Vector<byte>.Count))
int elementsPerVector = Vector<byte>.Count / dataLength;
int valuesPerVector = elementsPerVector * dataLength;
if (Vector.IsHardwareAccelerated && (info.Height > 1) && (info.Width >= valuesPerVector) && (dataLength <= Vector<byte>.Count))
{
int elementsPerVector = Vector<byte>.Count / dataLength;
int valuesPerVector = elementsPerVector * dataLength;
int chunks = data.Length / valuesPerVector;
int missingElements = data.Length - (chunks * valuesPerVector);
int chunks = info.Width / elementsPerVector;
Vector<uint> sum1 = Vector<uint>.Zero;
Vector<uint> sum2 = Vector<uint>.Zero;
Vector<uint> sum3 = Vector<uint>.Zero;
Vector<uint> sum4 = Vector<uint>.Zero;
fixed (byte* colorPtr = &MemoryMarshal.GetReference(data))
for (int y = 0; y < info.Height; y++)
{
byte* current = colorPtr;
for (int i = 0; i < chunks; i++)
ReadOnlySpan<byte> data = info[y];
fixed (byte* colorPtr = &MemoryMarshal.GetReference(data))
{
Vector<byte> bytes = *(Vector<byte>*)current;
Vector.Widen(bytes, out Vector<ushort> short1, out Vector<ushort> short2);
Vector.Widen(short1, out Vector<uint> int1, out Vector<uint> int2);
Vector.Widen(short2, out Vector<uint> int3, out Vector<uint> int4);
byte* current = colorPtr;
for (int i = 0; i < chunks; i++)
{
Vector<byte> bytes = *(Vector<byte>*)current;
Vector.Widen(bytes, out Vector<ushort> short1, out Vector<ushort> short2);
Vector.Widen(short1, out Vector<uint> int1, out Vector<uint> int2);
Vector.Widen(short2, out Vector<uint> int3, out Vector<uint> int4);
sum1 = Vector.Add(sum1, int1);
sum2 = Vector.Add(sum2, int2);
sum3 = Vector.Add(sum3, int3);
sum4 = Vector.Add(sum4, int4);
sum1 = Vector.Add(sum1, int1);
sum2 = Vector.Add(sum2, int2);
sum3 = Vector.Add(sum3, int3);
sum4 = Vector.Add(sum4, int4);
current += valuesPerVector;
current += valuesPerVector;
}
}
int missingElements = data.Length - (chunks * valuesPerVector);
int offset = chunks * valuesPerVector;
for (int i = 0; i < missingElements; i += dataLength)
for (int j = 0; j < sums.Length; j++)
sums[j] += data[offset + i + j];
}
int value = 0;
@@ -102,17 +109,16 @@ public sealed class AverageByteSampler : ISampler<byte>
if (sumIndex >= dataLength)
sumIndex = 0;
}
int offset = chunks * valuesPerVector;
for (int i = 0; i < missingElements; i += dataLength)
for (int j = 0; j < sums.Length; j++)
sums[j] += data[offset + i + j];
}
else
{
for (int i = 0; i < data.Length; i += dataLength)
for (int j = 0; j < sums.Length; j++)
sums[j] += data[i + j];
for (int y = 0; y < info.Height; y++)
{
ReadOnlySpan<byte> data = info[y];
for (int i = 0; i < data.Length; i += dataLength)
for (int j = 0; j < sums.Length; j++)
sums[j] += data[i + j];
}
}
float divisor = count * byte.MaxValue;
@@ -18,45 +18,51 @@ public sealed class AverageFloatSampler : ISampler<float>
int count = info.Width * info.Height;
if (count == 0) return;
ReadOnlySpan<float> data = info.Data;
int dataLength = pixelData.Length;
Span<float> sums = stackalloc float[dataLength];
if (Vector.IsHardwareAccelerated && (data.Length >= Vector<float>.Count) && (dataLength <= Vector<float>.Count))
{
int elementsPerVector = Vector<float>.Count / dataLength;
int valuesPerVector = elementsPerVector * dataLength;
int chunks = data.Length / valuesPerVector;
int missingElements = data.Length - (chunks * valuesPerVector);
int elementsPerVector = Vector<float>.Count / dataLength;
int valuesPerVector = elementsPerVector * dataLength;
if (Vector.IsHardwareAccelerated && (info.Height > 1) && (info.Width >= valuesPerVector) && (dataLength <= Vector<float>.Count))
{
int chunks = info.Width / elementsPerVector;
Vector<float> sum = Vector<float>.Zero;
fixed (float* colorPtr = &MemoryMarshal.GetReference(data))
for (int y = 0; y < info.Height; y++)
{
float* current = colorPtr;
for (int i = 0; i < chunks; i++)
ReadOnlySpan<float> data = info[y];
fixed (float* colorPtr = &MemoryMarshal.GetReference(data))
{
sum = Vector.Add(sum, *(Vector<float>*)current);
current += valuesPerVector;
float* current = colorPtr;
for (int i = 0; i < chunks; i++)
{
sum = Vector.Add(sum, *(Vector<float>*)current);
current += valuesPerVector;
}
}
int missingElements = data.Length - (chunks * valuesPerVector);
int offset = chunks * valuesPerVector;
for (int i = 0; i < missingElements; i += dataLength)
for (int j = 0; j < sums.Length; j++)
sums[j] += data[offset + i + j];
}
for (int i = 0; i < valuesPerVector; i += dataLength)
for (int j = 0; j < sums.Length; j++)
sums[j] += sum[i + j];
int offset = chunks * valuesPerVector;
for (int i = 0; i < missingElements; i += dataLength)
for (int j = 0; j < sums.Length; j++)
sums[j] += data[offset + i + j];
}
else
{
for (int i = 0; i < data.Length; i += dataLength)
for (int j = 0; j < sums.Length; j++)
sums[j] += data[i + j];
for (int y = 0; y < info.Height; y++)
{
ReadOnlySpan<float> data = info[y];
for (int i = 0; i < data.Length; i += dataLength)
for (int j = 0; j < sums.Length; j++)
sums[j] += data[i + j];
}
}
for (int i = 0; i < pixelData.Length; i++)