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https://github.com/DarthAffe/RGB.NET.git
synced 2025-12-12 17:48:31 +00:00
Added intrinsics to improve sampler-performance
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@ -36,6 +36,7 @@
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<IncludeSymbols>True</IncludeSymbols>
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<DebugType>portable</DebugType>
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<SymbolPackageFormat>snupkg</SymbolPackageFormat>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)'=='Debug'">
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@ -1,4 +1,6 @@
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using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace RGB.NET.Core;
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@ -10,21 +12,68 @@ namespace RGB.NET.Core;
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/// </remarks>
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public class AverageColorSampler : ISampler<Color>
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{
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#region Constants
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private const int VALUES_PER_COLOR = 4;
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private static readonly int ELEMENTS_PER_VECTOR = Vector<float>.Count / VALUES_PER_COLOR;
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private static readonly int VALUES_PER_VECTOR = ELEMENTS_PER_VECTOR * VALUES_PER_COLOR;
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#endregion
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#region Methods
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/// <inheritdoc />
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public void Sample(in SamplerInfo<Color> info, in Span<Color> pixelData)
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public unsafe void Sample(in SamplerInfo<Color> info, in Span<Color> pixelData)
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{
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int count = info.Width * info.Height;
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if (count == 0) return;
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float a = 0, r = 0, g = 0, b = 0;
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foreach (Color color in info.Data)
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if (Vector.IsHardwareAccelerated && (info.Data.Length >= Vector<float>.Count))
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{
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a += color.A;
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r += color.R;
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g += color.G;
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b += color.B;
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int chunks = info.Data.Length / ELEMENTS_PER_VECTOR;
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int missingElements = info.Data.Length - (chunks * ELEMENTS_PER_VECTOR);
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Vector<float> sum = Vector<float>.Zero;
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fixed (Color* colorPtr = &MemoryMarshal.GetReference(info.Data))
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{
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Color* current = colorPtr;
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for (int i = 0; i < chunks; i++)
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{
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sum = Vector.Add(sum, *(Vector<float>*)current);
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current += ELEMENTS_PER_VECTOR;
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}
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}
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for (int i = 0; i < VALUES_PER_VECTOR; i += VALUES_PER_COLOR)
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{
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a += sum[i];
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r += sum[i + 1];
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g += sum[i + 2];
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b += sum[i + 3];
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}
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for (int i = 0; i < missingElements; i++)
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{
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Color color = info.Data[^(i + 1)];
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a += color.A;
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r += color.R;
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g += color.G;
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b += color.B;
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}
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}
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else
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{
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foreach (Color color in info.Data)
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{
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a += color.A;
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r += color.R;
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g += color.G;
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b += color.B;
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}
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}
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pixelData[0] = new Color(a / count, r / count, g / count, b / count);
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@ -36,6 +36,7 @@
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<IncludeSymbols>True</IncludeSymbols>
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<DebugType>portable</DebugType>
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<SymbolPackageFormat>snupkg</SymbolPackageFormat>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)'=='Debug'">
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@ -1,4 +1,6 @@
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using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using RGB.NET.Core;
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namespace RGB.NET.Presets.Textures.Sampler;
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@ -8,10 +10,16 @@ namespace RGB.NET.Presets.Textures.Sampler;
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/// </summary>
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public class AverageByteSampler : ISampler<byte>
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{
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#region Constants
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private static readonly int INT_VECTOR_LENGTH = Vector<uint>.Count;
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#endregion
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#region Methods
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/// <inheritdoc />
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public void Sample(in SamplerInfo<byte> info, in Span<byte> pixelData)
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public unsafe void Sample(in SamplerInfo<byte> info, in Span<byte> pixelData)
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{
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int count = info.Width * info.Height;
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if (count == 0) return;
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@ -20,9 +28,92 @@ public class AverageByteSampler : ISampler<byte>
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int dataLength = pixelData.Length;
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Span<uint> sums = stackalloc uint[dataLength];
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for (int i = 0; i < data.Length; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[i + j];
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if (Vector.IsHardwareAccelerated && (data.Length >= Vector<byte>.Count) && (dataLength <= Vector<byte>.Count))
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{
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int elementsPerVector = Vector<byte>.Count / dataLength;
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int valuesPerVector = elementsPerVector * dataLength;
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int chunks = data.Length / valuesPerVector;
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int missingElements = data.Length - (chunks * valuesPerVector);
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Vector<uint> sum1 = Vector<uint>.Zero;
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Vector<uint> sum2 = Vector<uint>.Zero;
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Vector<uint> sum3 = Vector<uint>.Zero;
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Vector<uint> sum4 = Vector<uint>.Zero;
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fixed (byte* colorPtr = &MemoryMarshal.GetReference(data))
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{
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byte* current = colorPtr;
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for (int i = 0; i < chunks; i++)
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{
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Vector<byte> bytes = *(Vector<byte>*)current;
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Vector.Widen(bytes, out Vector<ushort> short1, out Vector<ushort> short2);
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Vector.Widen(short1, out Vector<uint> int1, out Vector<uint> int2);
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Vector.Widen(short2, out Vector<uint> int3, out Vector<uint> int4);
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sum1 = Vector.Add(sum1, int1);
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sum2 = Vector.Add(sum2, int2);
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sum3 = Vector.Add(sum3, int3);
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sum4 = Vector.Add(sum4, int4);
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current += valuesPerVector;
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}
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}
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int value = 0;
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int sumIndex = 0;
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for (int j = 0; (j < INT_VECTOR_LENGTH) && (value < valuesPerVector); j++)
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{
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sums[sumIndex] += sum1[j];
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++sumIndex;
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++value;
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if (sumIndex >= dataLength)
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sumIndex = 0;
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}
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for (int j = 0; (j < INT_VECTOR_LENGTH) && (value < valuesPerVector); j++)
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{
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sums[sumIndex] += sum2[j];
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++sumIndex;
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++value;
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if (sumIndex >= dataLength)
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sumIndex = 0;
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}
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for (int j = 0; (j < INT_VECTOR_LENGTH) && (value < valuesPerVector); j++)
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{
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sums[sumIndex] += sum3[j];
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++sumIndex;
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++value;
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if (sumIndex >= dataLength)
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sumIndex = 0;
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}
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for (int j = 0; (j < INT_VECTOR_LENGTH) && (value < valuesPerVector); j++)
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{
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sums[sumIndex] += sum4[j];
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++sumIndex;
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++value;
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if (sumIndex >= dataLength)
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sumIndex = 0;
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}
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int offset = chunks * valuesPerVector;
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for (int i = 0; i < missingElements; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[offset + i + j];
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}
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else
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{
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for (int i = 0; i < data.Length; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[i + j];
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}
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float divisor = count * byte.MaxValue;
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for (int i = 0; i < pixelData.Length; i++)
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@ -1,4 +1,6 @@
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using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using RGB.NET.Core;
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namespace RGB.NET.Presets.Textures.Sampler;
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@ -11,7 +13,7 @@ public class AverageFloatSampler : ISampler<float>
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#region Methods
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/// <inheritdoc />
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public void Sample(in SamplerInfo<float> info, in Span<float> pixelData)
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public unsafe void Sample(in SamplerInfo<float> info, in Span<float> pixelData)
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{
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int count = info.Width * info.Height;
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if (count == 0) return;
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@ -20,9 +22,42 @@ public class AverageFloatSampler : ISampler<float>
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int dataLength = pixelData.Length;
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Span<float> sums = stackalloc float[dataLength];
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for (int i = 0; i < data.Length; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[i + j];
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if (Vector.IsHardwareAccelerated && (data.Length >= Vector<float>.Count) && (dataLength <= Vector<float>.Count))
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{
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int elementsPerVector = Vector<float>.Count / dataLength;
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int valuesPerVector = elementsPerVector * dataLength;
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int chunks = data.Length / valuesPerVector;
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int missingElements = data.Length - (chunks * valuesPerVector);
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Vector<float> sum = Vector<float>.Zero;
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fixed (float* colorPtr = &MemoryMarshal.GetReference(data))
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{
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float* current = colorPtr;
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for (int i = 0; i < chunks; i++)
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{
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sum = Vector.Add(sum, *(Vector<float>*)current);
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current += valuesPerVector;
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}
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}
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for (int i = 0; i < valuesPerVector; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += sum[i + j];
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int offset = chunks * valuesPerVector;
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for (int i = 0; i < missingElements; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[offset + i + j];
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}
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else
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{
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for (int i = 0; i < data.Length; i += dataLength)
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for (int j = 0; j < sums.Length; j++)
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sums[j] += data[i + j];
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}
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for (int i = 0; i < pixelData.Length; i++)
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pixelData[i] = sums[i] / count;
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