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Copy pathImageToBlocks.cs
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Copy pathImageToBlocks.cs
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220 lines (182 loc) · 5.68 KB
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using CommunityToolkit.HighPerformance;
namespace BCnEncoder.Shared
{
internal static class ImageToBlocks
{
#region Blocks to colors
internal static ColorRgba32[] ColorsFromRawBlocks(RawBlock4X4Rgba32[,] blocks, int pixelWidth, int pixelHeight)
{
var output = new ColorRgba32[pixelWidth * pixelHeight];
for (var y = 0; y < pixelHeight; y++)
{
for (var x = 0; x < pixelWidth; x++)
{
var blockIndexX = x >> 2;
var blockIndexY = y >> 2;
var blockInternalIndexX = x & 3;
var blockInternalIndexY = y & 3;
output[x + y * pixelWidth] = blocks[blockIndexX, blockIndexY][blockInternalIndexX, blockInternalIndexY];
}
}
return output;
}
internal static ColorRgba32[] ColorsFromRawBlocks(RawBlock4X4Rgba32[] blocks, int pixelWidth, int pixelHeight)
{
var blocksWidth = ((pixelWidth + 3) & ~3) >> 2;
var output = new ColorRgba32[pixelWidth * pixelHeight];
for (var y = 0; y < pixelHeight; y++)
{
for (var x = 0; x < pixelWidth; x++)
{
var blockIndexX = x >> 2;
var blockIndexY = y >> 2;
var blockInternalIndexX = x & 3;
var blockInternalIndexY = y & 3;
var blockIndex = blockIndexX + blockIndexY * blocksWidth;
output[x + y * pixelWidth] = blocks[blockIndex][blockInternalIndexX, blockInternalIndexY];
}
}
return output;
}
internal static ColorRgbFloat[] ColorsFromRawBlocks(RawBlock4X4RgbFloat[] blocks, int pixelWidth, int pixelHeight)
{
var blocksWidth = ((pixelWidth + 3) & ~3) >> 2;
var output = new ColorRgbFloat[pixelWidth * pixelHeight];
for (var y = 0; y < pixelHeight; y++)
{
for (var x = 0; x < pixelWidth; x++)
{
var blockIndexX = x >> 2;
var blockIndexY = y >> 2;
var blockInternalIndexX = x & 3;
var blockInternalIndexY = y & 3;
var blockIndex = blockIndexX + blockIndexY * blocksWidth;
output[x + y * pixelWidth] = blocks[blockIndex][blockInternalIndexX, blockInternalIndexY];
}
}
return output;
}
#endregion
#region Image to blocks
internal static RawBlock4X4Rgba32[] ImageTo4X4(ReadOnlyMemory2D<ColorRgba32> image, out int blocksWidth, out int blocksHeight)
{
blocksWidth = ((image.Width + 3) & ~3) >> 2;
blocksHeight = ((image.Height + 3) & ~3) >> 2;
var output = new RawBlock4X4Rgba32[blocksWidth * blocksHeight];
var span = image.Span;
for (var y = 0; y < image.Height; y++)
{
for (var x = 0; x < image.Width; x++)
{
var color = span[y, x];
var blockIndexX = x >> 2;
var blockIndexY = y >> 2;
var blockInternalIndexX = x & 3;
var blockInternalIndexY = y & 3;
output[blockIndexX + blockIndexY * blocksWidth][blockInternalIndexX, blockInternalIndexY] = color;
}
}
// Fill in block y with edge color
if ((image.Height & 3) != 0)
{
var yPaddingStart = image.Height & 3;
for (var i = 0; i < blocksWidth; i++)
{
var lastBlock = output[i + blocksWidth * (blocksHeight - 1)];
for (var y = yPaddingStart; y < 4; y++)
{
for (var x = 0; x < 4; x++)
{
lastBlock[x, y] = lastBlock[x, y - 1];
}
}
output[i + blocksWidth * (blocksHeight - 1)] = lastBlock;
}
}
// Fill in block x with edge color
if ((image.Width & 3) != 0)
{
var xPaddingStart = image.Width & 3;
for (var i = 0; i < blocksHeight; i++)
{
var lastBlock = output[blocksWidth - 1 + i * blocksWidth];
for (var x = xPaddingStart; x < 4; x++)
{
for (var y = 0; y < 4; y++)
{
lastBlock[x, y] = lastBlock[x - 1, y];
}
}
output[blocksWidth - 1 + i * blocksWidth] = lastBlock;
}
}
return output;
}
internal static RawBlock4X4RgbFloat[] ImageTo4X4(ReadOnlyMemory2D<ColorRgbFloat> image, out int blocksWidth, out int blocksHeight)
{
blocksWidth = ((image.Width + 3) & ~3) >> 2;
blocksHeight = ((image.Height + 3) & ~3) >> 2;
var output = new RawBlock4X4RgbFloat[blocksWidth * blocksHeight];
var span = image.Span;
for (var y = 0; y < image.Height; y++)
{
for (var x = 0; x < image.Width; x++)
{
var color = span[y, x];
var blockIndexX = x >> 2;
var blockIndexY = y >> 2;
var blockInternalIndexX = x & 3;
var blockInternalIndexY = y & 3;
output[blockIndexX + blockIndexY * blocksWidth][blockInternalIndexX, blockInternalIndexY] = color;
}
}
// Fill in block y with edge color
if ((image.Height & 3) != 0)
{
var yPaddingStart = image.Height & 3;
for (var i = 0; i < blocksWidth; i++)
{
var lastBlock = output[i + blocksWidth * (blocksHeight - 1)];
for (var y = yPaddingStart; y < 4; y++)
{
for (var x = 0; x < 4; x++)
{
lastBlock[x, y] = lastBlock[x, y - 1];
}
}
output[i + blocksWidth * (blocksHeight - 1)] = lastBlock;
}
}
// Fill in block x with edge color
if ((image.Width & 3) != 0)
{
var xPaddingStart = image.Width & 3;
for (var i = 0; i < blocksHeight; i++)
{
var lastBlock = output[blocksWidth - 1 + i * blocksWidth];
for (var x = xPaddingStart; x < 4; x++)
{
for (var y = 0; y < 4; y++)
{
lastBlock[x, y] = lastBlock[x - 1, y];
}
}
output[blocksWidth - 1 + i * blocksWidth] = lastBlock;
}
}
return output;
}
#endregion
public static int CalculateNumOfBlocks(int pixelWidth, int pixelHeight)
{
var blocksWidth = ((pixelWidth + 3) & ~3) >> 2;
var blocksHeight = ((pixelHeight + 3) & ~3) >> 2;
return blocksWidth * blocksHeight;
}
public static void CalculateNumOfBlocks(int pixelWidth, int pixelHeight, out int blocksWidth, out int blocksHeight)
{
blocksWidth = ((pixelWidth + 3) & ~3) >> 2;
blocksHeight = ((pixelHeight + 3) & ~3) >> 2;
}
}
}