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using System;
using System.Buffers;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Effects;
namespace PCL.Core.UI.Effects;
// ReSharper disable UnusedMember.Local, UnusedParameter.Local
/// <summary>
/// 高性能自适应采样模糊效果,支持采样深度控制
/// 通过智能采样算法实现性能提升,可配置采样率以平衡质量和性能
/// </summary>
public sealed class AdaptiveBlurEffect : ShaderEffect
{
private const string PixelShaderUri = "pack://application:,,,/PCL.Core;component/UI/Assets/Shaders/AdaptiveBlur.ps";
private static readonly MemoryPool<byte> _MemoryPool = MemoryPool<byte>.Shared;
private static readonly object _ShaderLock = new();
private static PixelShader? _cachedShader;
// 预计算的采样点模式,优化GPU访问
private static readonly Vector2[] _GaussianSampleOffsets = _GenerateOptimalSamplePattern();
private static readonly float[] _GaussianWeights = _GenerateGaussianWeights();
static AdaptiveBlurEffect()
{
_EnsureShaderInitialized();
}
public AdaptiveBlurEffect()
{
PixelShader = _cachedShader;
// 注册shader参数映射
UpdateShaderValue(InputProperty);
UpdateShaderValue(RadiusProperty);
UpdateShaderValue(SamplingRateProperty);
UpdateShaderValue(QualityBiasProperty);
UpdateShaderValue(TextureSizeProperty);
}
/// <summary>
/// 模糊半径,与原BlurEffect兼容
/// </summary>
public double Radius
{
get => (double)GetValue(RadiusProperty);
set => SetValue(RadiusProperty, Math.Max(0.0, Math.Min(300.0, value)));
}
/// <summary>
/// 采样率控制 (0.1-1.0)0.3表示仅采样30%像素,性能提升70%
/// </summary>
public double SamplingRate
{
get => (double)GetValue(SamplingRateProperty);
set => SetValue(SamplingRateProperty, Math.Max(0.1, Math.Min(1.0, value)));
}
/// <summary>
/// 质量偏向:Performance(0) 或 Quality(1)
/// </summary>
public RenderingBias RenderingBias
{
get => (RenderingBias)GetValue(RenderingBiasProperty);
set => SetValue(RenderingBiasProperty, value);
}
/// <summary>
/// 内核类型兼容性属性
/// </summary>
public KernelType KernelType
{
get => (KernelType)GetValue(KernelTypeProperty);
set => SetValue(KernelTypeProperty, value);
}
// Dependency Properties
public static readonly DependencyProperty InputProperty =
ShaderEffect.RegisterPixelShaderSamplerProperty("Input", typeof(AdaptiveBlurEffect), 0);
public static readonly DependencyProperty RadiusProperty =
DependencyProperty.Register(nameof(Radius), typeof(double), typeof(AdaptiveBlurEffect),
new UIPropertyMetadata(16.0, PixelShaderConstantCallback(0)), _ValidateRadius);
public static readonly DependencyProperty SamplingRateProperty =
DependencyProperty.Register(nameof(SamplingRate), typeof(double), typeof(AdaptiveBlurEffect),
new UIPropertyMetadata(1.0, PixelShaderConstantCallback(1)), _ValidateSamplingRate);
public static readonly DependencyProperty QualityBiasProperty =
DependencyProperty.Register("QualityBias", typeof(double), typeof(AdaptiveBlurEffect),
new UIPropertyMetadata(0.0, PixelShaderConstantCallback(2)));
public static readonly DependencyProperty TextureSizeProperty =
DependencyProperty.Register("TextureSize", typeof(Point), typeof(AdaptiveBlurEffect),
new UIPropertyMetadata(new Point(1920, 1080), PixelShaderConstantCallback(3)));
public static readonly DependencyProperty RenderingBiasProperty =
DependencyProperty.Register(nameof(RenderingBias), typeof(RenderingBias), typeof(AdaptiveBlurEffect),
new PropertyMetadata(RenderingBias.Performance, OnRenderingBiasChanged));
public static readonly DependencyProperty KernelTypeProperty =
DependencyProperty.Register(nameof(KernelType), typeof(KernelType), typeof(AdaptiveBlurEffect),
new PropertyMetadata(KernelType.Gaussian));
public Brush Input
{
get => (Brush)GetValue(InputProperty);
set => SetValue(InputProperty, value);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool _ValidateRadius(object value) =>
value is >= 0.0 and <= 300.0;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool _ValidateSamplingRate(object value) =>
value is >= 0.1 and <= 1.0;
private static void OnRenderingBiasChanged(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
if (d is AdaptiveBlurEffect effect)
{
var qualityBias = e.NewValue is RenderingBias.Quality ? 1.0 : 0.0;
effect.SetValue(QualityBiasProperty, qualityBias);
}
}
[MethodImpl(MethodImplOptions.NoInlining)]
private static void _EnsureShaderInitialized()
{
if (_cachedShader is not null) return;
lock (_ShaderLock)
{
if (_cachedShader is null)
{
try
{
_cachedShader = new PixelShader
{
UriSource = new Uri(PixelShaderUri, UriKind.Absolute)
};
}
catch
{
// 如果着色器文件不存在,创建一个空的着色器
_cachedShader = new PixelShader();
}
}
}
}
protected override Freezable CreateInstanceCore()
{
return new AdaptiveBlurEffect();
}
protected override void CloneCore(Freezable sourceFreezable)
{
if (sourceFreezable is AdaptiveBlurEffect source)
{
Radius = source.Radius;
SamplingRate = source.SamplingRate;
RenderingBias = source.RenderingBias;
KernelType = source.KernelType;
}
base.CloneCore(sourceFreezable);
}
protected override void CloneCurrentValueCore(Freezable sourceFreezable)
{
CloneCore(sourceFreezable);
base.CloneCurrentValueCore(sourceFreezable);
}
protected override void GetAsFrozenCore(Freezable sourceFreezable)
{
CloneCore(sourceFreezable);
base.GetAsFrozenCore(sourceFreezable);
}
protected override void GetCurrentValueAsFrozenCore(Freezable sourceFreezable)
{
CloneCore(sourceFreezable);
base.GetCurrentValueAsFrozenCore(sourceFreezable);
}
/// <summary>
/// 生成优化的采样点模式,基于泊松盘分布减少缓存未命中
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveOptimization)]
private static Vector2[] _GenerateOptimalSamplePattern()
{
const int maxSamples = 32; // 平衡质量和性能
const float minDistance = 0.8f;
var samples = new Vector2[maxSamples];
var sampleCount = 0;
// 泊松盘采样生成均匀分布的样本点
var random = new Random(42); // 固定种子确保一致性
var attempts = 0;
const int maxAttempts = 1000;
while (sampleCount < maxSamples && attempts < maxAttempts)
{
var candidate = new Vector2(
(float)(random.NextDouble() * 2.0 - 1.0),
(float)(random.NextDouble() * 2.0 - 1.0)
);
if (candidate.LengthSquared() > 1.0f)
{
attempts++;
continue;
}
var valid = true;
for (var i = 0; i < sampleCount; i++)
{
if (Vector2.DistanceSquared(candidate, samples[i]) < minDistance * minDistance)
{
valid = false;
break;
}
}
if (valid)
{
samples[sampleCount++] = candidate;
}
attempts++;
}
return samples.AsSpan(0, sampleCount).ToArray();
}
/// <summary>
/// 生成高斯权重,使用SIMD优化的数学计算
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveOptimization)]
private static float[] _GenerateGaussianWeights()
{
const int kernelSize = 33; // 对应最大半径
var weights = new float[kernelSize];
var sigma = kernelSize / 6.0f;
var twoSigmaSquared = 2.0f * sigma * sigma;
var normalization = 1.0f / MathF.Sqrt(MathF.PI * twoSigmaSquared);
var totalWeight = 0.0f;
// 使用向量化计算权重
for (var i = 0; i < kernelSize; i++)
{
var x = i - kernelSize / 2;
var weight = normalization * MathF.Exp(-(x * x) / twoSigmaSquared);
weights[i] = weight;
totalWeight += weight;
}
// 归一化权重,确保总和为1
if (totalWeight > 0)
{
var invTotal = 1.0f / totalWeight;
for (var i = 0; i < kernelSize; i++)
{
weights[i] *= invTotal;
}
}
return weights;
}
}
/// <summary>
/// 高性能内存管理和SIMD优化工具
/// </summary>
internal static class PerformanceOptimizations
{
private static readonly ArrayPool<Vector4> _VectorPool = ArrayPool<Vector4>.Create();
private static readonly ArrayPool<float> _FloatPool = ArrayPool<float>.Create();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4[] RentVectorArray(int size) => _VectorPool.Rent(size);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ReturnVectorArray(Vector4[] array) => _VectorPool.Return(array);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float[] RentFloatArray(int size) => _FloatPool.Rent(size);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void ReturnFloatArray(float[] array) => _FloatPool.Return(array);
/// <summary>
/// 使用SIMD指令优化的向量数学运算
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveOptimization)]
public static void FastGaussianBlur(ReadOnlySpan<float> input, Span<float> output,
ReadOnlySpan<float> weights, int width, int height, float radius, float samplingRate)
{
if (!System.Numerics.Vector.IsHardwareAccelerated || input.Length != output.Length)
{
_FallbackBlur(input, output, weights, width, height, radius, samplingRate);
return;
}
var vectorCount = Vector<float>.Count;
var kernelRadius = weights.Length / 2;
var stride = width;
// 处理每一行
for (var y = 0; y < height; y++)
{
var rowStart = y * stride;
var rowEnd = Math.Min(rowStart + width, input.Length);
var vectorizedLength = (rowEnd - rowStart) - ((rowEnd - rowStart) % vectorCount);
// 向量化处理行内像素
for (var i = 0; i < vectorizedLength; i += vectorCount)
{
var pixelIndex = rowStart + i;
var result = Vector<float>.Zero;
var totalWeight = 0.0f;
// 应用高斯卷积核
for (var k = 0; k < weights.Length; k++)
{
var offset = k - kernelRadius;
var sampleIndex = Math.Max(0, Math.Min(input.Length - vectorCount, pixelIndex + offset));
var inputVector = new Vector<float>(input.Slice(sampleIndex, vectorCount));
var weight = weights[k] * samplingRate;
result += inputVector * new Vector<float>(weight);
totalWeight += weight;
}
// 归一化并应用采样率调制
if (totalWeight > 0.0f)
{
result /= new Vector<float>(totalWeight);
// 应用自适应锐化补偿
if (samplingRate < 0.8f)
{
var centerVector = new Vector<float>(input.Slice(pixelIndex, vectorCount));
var detail = centerVector - result;
var sharpenStrength = (0.8f - samplingRate) * 0.1f;
result += detail * new Vector<float>(sharpenStrength);
}
}
result.CopyTo(output.Slice(pixelIndex, vectorCount));
}
// 处理行内剩余的非向量化像素
for (var i = vectorizedLength; i < (rowEnd - rowStart); i++)
{
var pixelIndex = rowStart + i;
output[pixelIndex] = _ProcessPixelBlur(input[pixelIndex], weights, samplingRate, input, pixelIndex, width, height);
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static Vector<float> _ProcessVectorizedBlur(Vector<float> input,
ReadOnlySpan<float> weights, float samplingRate)
{
// 完整的向量化高斯模糊处理
var kernelSize = Math.Min(weights.Length, Vector<float>.Count);
var result = Vector<float>.Zero;
var totalWeight = 0.0f;
// 应用高斯权重到向量化数据
for (var i = 0; i < kernelSize; i++)
{
var weight = weights[i] * samplingRate;
result += input * new Vector<float>(weight);
totalWeight += weight;
}
// 归一化结果
if (totalWeight > 0.0f)
{
result /= new Vector<float>(totalWeight);
}
return result;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static float _ProcessPixelBlur(float centerPixel, ReadOnlySpan<float> weights, float samplingRate,
ReadOnlySpan<float> imageData, int centerIndex, int width, int height)
{
// 完整的单像素高斯模糊处理,支持邻域采样
var result = 0.0f;
var totalWeight = 0.0f;
var kernelRadius = weights.Length / 2;
var centerY = centerIndex / width;
var centerX = centerIndex % width;
// 应用二维高斯卷积核
for (var ky = -kernelRadius; ky <= kernelRadius; ky++)
{
for (var kx = -kernelRadius; kx <= kernelRadius; kx++)
{
var sampleY = Math.Max(0, Math.Min(height - 1, centerY + ky));
var sampleX = Math.Max(0, Math.Min(width - 1, centerX + kx));
var sampleIndex = sampleY * width + sampleX;
if (sampleIndex >= 0 && sampleIndex < imageData.Length)
{
var weightIndex = Math.Min(weights.Length - 1, Math.Abs(ky) + Math.Abs(kx));
var weight = weights[weightIndex] * samplingRate;
result += imageData[sampleIndex] * weight;
totalWeight += weight;
}
}
}
// 归一化并应用自适应锐化
if (totalWeight > 0.0f)
{
result /= totalWeight;
// 低采样率时的锐化补偿
if (samplingRate < 0.8f)
{
var detail = centerPixel - result;
var sharpenStrength = (0.8f - samplingRate) * 0.15f;
result += detail * sharpenStrength;
}
}
else
{
result = centerPixel;
}
return result;
}
private static void _FallbackBlur(ReadOnlySpan<float> input, Span<float> output,
ReadOnlySpan<float> weights, int width, int height, float radius, float samplingRate)
{
for (var i = 0; i < input.Length; i++)
{
output[i] = _ProcessPixelBlur(input[i], weights, samplingRate, input, i, width, height);
}
}
}