//-------------------------------------------------------------------- public ArrayPOD <RGBA_Bytes> allocate(int span_len) { if (span_len > m_span.Size()) { // To reduce the number of reallocs we align the // span_len to 256 color elements. // Well, I just like this number and it looks reasonable. //----------------------- m_span.Resize((((int)span_len + 255) >> 8) << 8); } return(m_span); }
private void realloc_span(int len) { if (len > m_span.Size()) { m_span.Resize(len + (int)span_extra_tail_e.span_extra_tail); } }
void ReAllocSpan(int len) { if (len > m_span.Size()) { m_span.Resize(len + (int)SpanExtraTail.span_extra_tail); } }
//-------------------------------------------------------------------- public void reset(int min_x, int max_x) { int max_len = max_x - min_x + 3; if (max_len > m_spans.Size()) { m_spans.Resize(max_len); } m_last_x = 0x7FFFFFF0; m_span_index = 0; }
private void ReAllocLut(T radius) { m_radius = radius; m_diameter = Basics.CeilingUint(radius) * 2; m_start = -(int)(m_diameter / 2 - 1); int size = (int)m_diameter << (int)SubPixelScale.Shift; if (size > m_weight_array.Size()) { m_weight_array.Resize(size); } }
//-------------------------------------------------------------------- public void Reset(int min_x, int max_x) { int max_len = max_x - min_x + 3; if (max_len > m_spans.Size()) { m_spans.Resize(max_len); m_covers.Resize(max_len); } m_last_x = 0x7FFFFFF0; m_cover_index = 0; m_span_index = 0; m_spans.Array[m_span_index].Len = 0; }