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RGB.NET/RGB.NET.Presets/Textures/Sampler/AverageByteSampler.cs

129 lines
4.2 KiB
C#

using System;
using System.Numerics;
using RGB.NET.Core;
namespace RGB.NET.Presets.Textures.Sampler;
/// <summary>
/// Represents a sampled that averages multiple byte-data entries.
/// </summary>
public sealed class AverageByteSampler : ISampler<byte>
{
#region Constants
private static readonly int INT_VECTOR_LENGTH = Vector<uint>.Count;
#endregion
#region Methods
/// <inheritdoc />
public unsafe void Sample(in SamplerInfo<byte> info, Span<byte> pixelData)
{
int count = info.Width * info.Height;
if (count == 0) return;
int dataLength = pixelData.Length;
Span<uint> sums = stackalloc uint[dataLength];
int elementsPerVector = Vector<byte>.Count / dataLength;
int valuesPerVector = elementsPerVector * dataLength;
if (Vector.IsHardwareAccelerated && (info.Height > 1) && (info.Width >= valuesPerVector) && (dataLength <= Vector<byte>.Count))
{
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;
for (int y = 0; y < info.Height; y++)
{
ReadOnlySpan<byte> data = info[y];
fixed (byte* colorPtr = data)
{
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);
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;
int sumIndex = 0;
for (int j = 0; (j < INT_VECTOR_LENGTH) && (value < valuesPerVector); j++)
{
sums[sumIndex] += sum1[j];
++sumIndex;
++value;
if (sumIndex >= dataLength)
sumIndex = 0;
}
for (int j = 0; (j < INT_VECTOR_LENGTH) && (value < valuesPerVector); j++)
{
sums[sumIndex] += sum2[j];
++sumIndex;
++value;
if (sumIndex >= dataLength)
sumIndex = 0;
}
for (int j = 0; (j < INT_VECTOR_LENGTH) && (value < valuesPerVector); j++)
{
sums[sumIndex] += sum3[j];
++sumIndex;
++value;
if (sumIndex >= dataLength)
sumIndex = 0;
}
for (int j = 0; (j < INT_VECTOR_LENGTH) && (value < valuesPerVector); j++)
{
sums[sumIndex] += sum4[j];
++sumIndex;
++value;
if (sumIndex >= dataLength)
sumIndex = 0;
}
}
else
{
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;
for (int i = 0; i < pixelData.Length; i++)
pixelData[i] = (sums[i] / divisor).GetByteValueFromPercentage();
}
#endregion
}