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Vector4Utils.cs
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// Copyright (c) Six Labors.
// Licensed under the Apache License, Version 2.0.
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
#if SUPPORTS_RUNTIME_INTRINSICS
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
#endif
namespace SixLabors.ImageSharp
{
/// <summary>
/// Utility methods for the <see cref="Vector4"/> struct.
/// </summary>
internal static class Vector4Utils
{
private const int BlendAlphaControl = 0b_10_00_10_00;
private const int ShuffleAlphaControl = 0b_11_11_11_11;
/// <summary>
/// Pre-multiplies the "x", "y", "z" components of a vector by its "w" component leaving the "w" component intact.
/// </summary>
/// <param name="source">The <see cref="Vector4"/> to premultiply</param>
[MethodImpl(InliningOptions.ShortMethod)]
public static void Premultiply(ref Vector4 source)
{
float w = source.W;
source *= w;
source.W = w;
}
/// <summary>
/// Reverses the result of premultiplying a vector via <see cref="Premultiply(ref Vector4)"/>.
/// </summary>
/// <param name="source">The <see cref="Vector4"/> to premultiply</param>
[MethodImpl(InliningOptions.ShortMethod)]
public static void UnPremultiply(ref Vector4 source)
{
float w = source.W;
source /= w;
source.W = w;
}
/// <summary>
/// Bulk variant of <see cref="Premultiply(ref Vector4)"/>
/// </summary>
/// <param name="vectors">The span of vectors</param>
[MethodImpl(InliningOptions.ShortMethod)]
public static void Premultiply(Span<Vector4> vectors)
{
#if SUPPORTS_RUNTIME_INTRINSICS
if (Avx2.IsSupported && vectors.Length >= 2)
{
ref Vector256<float> vectorsBase =
ref Unsafe.As<Vector4, Vector256<float>>(ref MemoryMarshal.GetReference(vectors));
// Divide by 2 as 4 elements per Vector4 and 8 per Vector256<float>
ref Vector256<float> vectorsLast = ref Unsafe.Add(ref vectorsBase, (IntPtr)((uint)vectors.Length / 2u));
while (Unsafe.IsAddressLessThan(ref vectorsBase, ref vectorsLast))
{
Vector256<float> source = vectorsBase;
Vector256<float> multiply = Avx.Shuffle(source, source, ShuffleAlphaControl);
vectorsBase = Avx.Blend(Avx.Multiply(source, multiply), source, BlendAlphaControl);
vectorsBase = ref Unsafe.Add(ref vectorsBase, 1);
}
if (Numerics.Modulo2(vectors.Length) != 0)
{
// Vector4 fits neatly in pairs. Any overlap has to be equal to 1.
Premultiply(ref MemoryMarshal.GetReference(vectors.Slice(vectors.Length - 1)));
}
}
else
#endif
{
ref Vector4 baseRef = ref MemoryMarshal.GetReference(vectors);
for (int i = 0; i < vectors.Length; i++)
{
ref Vector4 v = ref Unsafe.Add(ref baseRef, i);
Premultiply(ref v);
}
}
}
/// <summary>
/// Bulk variant of <see cref="UnPremultiply(ref Vector4)"/>
/// </summary>
/// <param name="vectors">The span of vectors</param>
[MethodImpl(InliningOptions.ShortMethod)]
public static void UnPremultiply(Span<Vector4> vectors)
{
#if SUPPORTS_RUNTIME_INTRINSICS
if (Avx2.IsSupported && vectors.Length >= 2)
{
ref Vector256<float> vectorsBase =
ref Unsafe.As<Vector4, Vector256<float>>(ref MemoryMarshal.GetReference(vectors));
// Divide by 2 as 4 elements per Vector4 and 8 per Vector256<float>
ref Vector256<float> vectorsLast = ref Unsafe.Add(ref vectorsBase, (IntPtr)((uint)vectors.Length / 2u));
while (Unsafe.IsAddressLessThan(ref vectorsBase, ref vectorsLast))
{
Vector256<float> source = vectorsBase;
Vector256<float> multiply = Avx.Shuffle(source, source, ShuffleAlphaControl);
vectorsBase = Avx.Blend(Avx.Divide(source, multiply), source, BlendAlphaControl);
vectorsBase = ref Unsafe.Add(ref vectorsBase, 1);
}
if (Numerics.Modulo2(vectors.Length) != 0)
{
// Vector4 fits neatly in pairs. Any overlap has to be equal to 1.
UnPremultiply(ref MemoryMarshal.GetReference(vectors.Slice(vectors.Length - 1)));
}
}
else
#endif
{
ref Vector4 baseRef = ref MemoryMarshal.GetReference(vectors);
for (int i = 0; i < vectors.Length; i++)
{
ref Vector4 v = ref Unsafe.Add(ref baseRef, i);
UnPremultiply(ref v);
}
}
}
/// <summary>
/// Transforms a vector by the given matrix.
/// </summary>
/// <param name="vector">The source vector.</param>
/// <param name="matrix">The transformation matrix.</param>
[MethodImpl(InliningOptions.ShortMethod)]
public static void Transform(ref Vector4 vector, ref ColorMatrix matrix)
{
float x = vector.X;
float y = vector.Y;
float z = vector.Z;
float w = vector.W;
vector.X = (x * matrix.M11) + (y * matrix.M21) + (z * matrix.M31) + (w * matrix.M41) + matrix.M51;
vector.Y = (x * matrix.M12) + (y * matrix.M22) + (z * matrix.M32) + (w * matrix.M42) + matrix.M52;
vector.Z = (x * matrix.M13) + (y * matrix.M23) + (z * matrix.M33) + (w * matrix.M43) + matrix.M53;
vector.W = (x * matrix.M14) + (y * matrix.M24) + (z * matrix.M34) + (w * matrix.M44) + matrix.M54;
}
/// <summary>
/// Bulk variant of <see cref="Transform(ref Vector4, ref ColorMatrix)"/>.
/// </summary>
/// <param name="vectors">The span of vectors</param>
/// <param name="matrix">The transformation matrix.</param>
[MethodImpl(InliningOptions.ShortMethod)]
public static void Transform(Span<Vector4> vectors, ref ColorMatrix matrix)
{
ref Vector4 baseRef = ref MemoryMarshal.GetReference(vectors);
for (int i = 0; i < vectors.Length; i++)
{
ref Vector4 v = ref Unsafe.Add(ref baseRef, i);
Transform(ref v, ref matrix);
}
}
}
}