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