using System;
using System.Numerics;
using RGB.NET.Core;
namespace RGB.NET.Presets.Textures.Sampler;
///
/// Represents a sampled that averages multiple float-data entries.
///
public sealed class AverageFloatSampler : ISampler
{
#region Methods
///
public unsafe void Sample(SamplerInfo info, Span pixelData)
{
int count = info.Width * info.Height;
if (count == 0) return;
int dataLength = pixelData.Length;
Span sums = stackalloc float[dataLength];
int elementsPerVector = Vector.Count / dataLength;
int valuesPerVector = elementsPerVector * dataLength;
if (Vector.IsHardwareAccelerated && (info.Height > 1) && (info.Width >= valuesPerVector) && (dataLength <= Vector.Count))
{
int chunks = info.Width / elementsPerVector;
Vector sum = Vector.Zero;
for (int y = 0; y < info.Height; y++)
{
ReadOnlySpan data = info[y];
fixed (float* colorPtr = data)
{
float* current = colorPtr;
for (int i = 0; i < chunks; i++)
{
sum = Vector.Add(sum, *(Vector*)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];
}
else
{
for (int y = 0; y < info.Height; y++)
{
ReadOnlySpan 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++)
pixelData[i] = sums[i] / count;
}
#endregion
}