public static Vector <T> Abs <T>(Vector <T> value) where T : struct
 {
     return(Vector <T> .Abs(value));
 }
Example #2
0
        private async Task processVideo()
        {
            //int maxThreads =

            var progressHandler = new Progress <ProcessingProgressReport>(value =>
            {
                status_txt.Text = value.message;
                if (value.drawStats)
                {
                    drawStats(value.currentIndex);
                }
            });
            var progress = progressHandler as IProgress <ProcessingProgressReport>;
            await Task.Run(() =>
            {
                int frameCount           = loadedVideo.Length;
                int[] sortedIndizi       = new int[loadedVideo.Length];
                bool[] alreadyUsedFrames = new bool[loadedVideo.Length];
                alreadyUsedFrames[0]     = true;

                int width             = loadedVideo[0].width;
                int height            = loadedVideo[0].height;
                int pixelCount        = width *height;
                int pixelCountX3      = width *height * 3;
                int stride            = loadedVideo[0].stride;
                int channelMultiplier = 3;


                // Stats
                Stopwatch stopWatch = new Stopwatch();
                ProcessingProgressReport progressReport = new ProcessingProgressReport();
                fps = new float[loadedVideo.Length];
                smallestDifferences        = new float[loadedVideo.Length];
                lowestFPS                  = float.PositiveInfinity;
                highestFPS                 = 0;
                smallestSmallestDifference = float.PositiveInfinity;
                highestSmallestDifference  = 0;

                // Vectorization related stuff
                int elementsPerVector       = Vector <short> .Count;
                int elementsPerTwoVectors   = 2 * elementsPerVector;
                int maxDifferencesPerVector = short.MaxValue / 255; // How often can we add a difference (assuming unlikely case of 255 each time) to a vector until it overflows? Then we need to flush.
                int oneFrameTotalLength     = loadedVideo[0].imageData.Length;

                if (loadedVideo[0].pixelFormat == System.Drawing.Imaging.PixelFormat.Format32bppArgb)
                {
                    channelMultiplier = 4;
                }

                Console.WriteLine(loadedVideo[0].pixelFormat);

                int currentFrame = 0;
                //Vector3Image currentFrameData;

                double[] frameDifferences = new double[frameCount];

                int maxWorkers = 0;
                int maxCompletionPortThreads = 0;
                ThreadPool.GetMaxThreads(out maxWorkers, out maxCompletionPortThreads);


                progress.Report("Starting processing of " + frameCount + " frames with up to " + maxWorkers + "(workers)/" + maxCompletionPortThreads + "(IO) ...");
#if DEBUG
                try
                {
#endif

                stopWatch.Start();
                for (int currentIndex = 0; currentIndex < frameCount; currentIndex++)
                {// not to confuse with current frame. We're just tracking our progress here.
                    double smallestDifference   = double.PositiveInfinity;
                    int smallestDifferenceFrame = -1;

                    //currentFrameData = new Vector3Image(loadedVideo[currentFrame]);
                    //ParallelOptions options = new ParallelOptions();
                    //options.MaxDegreeOfParallelism = 4;

                    double smallestDifferenceImpreciseOpt = double.PositiveInfinity;
                    // Go through all frames, comparing them to the current frame
                    Parallel.For(0, frameCount, (compareFrame) =>
                    {
                        //File.WriteAllText(compareFrame + ".txt", ""); // debug


                        frameDifferences[compareFrame] = double.PositiveInfinity;
                        if (compareFrame == currentFrame)
                        {
                            return;                               // No need to compare to itself.
                        }
                        if (alreadyUsedFrames[compareFrame] == true)
                        {
                            return;                                          // No need to go through already used frames
                        }
                        double thisFrameDifference = 0;

                        /*Vector3 thisFrameRGBDifference = new Vector3() { X = 0, Y = 0, Z = 0 };
                         * Vector3 currentFramePixel = new Vector3() { X = 0, Y = 0, Z = 0 };
                         * Vector3 compareFramePixel = new Vector3() { X = 0, Y = 0, Z = 0 };*/
                        Vector <short> thisFrameRGBDifference = new Vector <short>(0);
                        Vector <short> currentFramePixel      = new Vector <short>();
                        Vector <short> currentFramePixel2     = new Vector <short>();
                        Vector <short> compareFramePixel      = new Vector <short>();
                        Vector <short> compareFramePixel2     = new Vector <short>();

                        //Vector<short> tmpDiff = new Vector<short>();


                        // Calculate difference
                        int baseIndex;
                        //int pixelOffsetBase;

                        int i, a;
                        int donePixelsPerVectorElement = 0;
                        for (i = 0; i < oneFrameTotalLength; i += elementsPerTwoVectors)
                        {
                            Vector.Widen(new Vector <sbyte>(loadedVideo[currentFrame].imageData, i), out currentFramePixel, out currentFramePixel2);
                            Vector.Widen(new Vector <sbyte>(loadedVideo[compareFrame].imageData, i), out compareFramePixel, out compareFramePixel2);
                            thisFrameRGBDifference += Vector.Abs <short>(currentFramePixel - compareFramePixel);
                            thisFrameRGBDifference += Vector.Abs <short>(currentFramePixel2 - compareFramePixel2);

                            // Danger: XOR fuckery
                            //tmpDiff = currentFramePixel - compareFramePixel;
                            //(tmpDiff ^ (tmpDiff >> 31)) - (tmpDiff >> 31);
                            // /Danger XOR fuckery over


                            donePixelsPerVectorElement += 2;

                            if (donePixelsPerVectorElement >= (maxDifferencesPerVector - 2))
                            {
                                for (a = 0; a < elementsPerVector; a++)
                                {
                                    thisFrameDifference += thisFrameRGBDifference[a];
                                }
                                donePixelsPerVectorElement = 0;
                                if (thisFrameDifference / pixelCountX3 > smallestDifferenceImpreciseOpt)
                                {
                                    break;
                                }
                                thisFrameRGBDifference = new Vector <short>(0);
                            }

                            /*for(a=0; a < elementsPerVector; a++)
                             * {
                             *  currentFramePixel.Item[]
                             * }*/
                        }
                        if (donePixelsPerVectorElement > 0)
                        {
                            for (a = 0; a < elementsPerVector; a++)
                            {
                                thisFrameDifference += thisFrameRGBDifference[a];
                            }
                        }

                        /*
                         * for (int y = 0; y < height; y++)
                         * {
                         *  //pixelOffsetBase = y * width;
                         *  for (int x = 0; x < width; x++)
                         *  {
                         *      baseIndex = stride * y + x * channelMultiplier;
                         *      currentFramePixel.X = loadedVideo[currentFrame].imageData[baseIndex];
                         *      currentFramePixel.Y = loadedVideo[currentFrame].imageData[baseIndex + 1];
                         *      currentFramePixel.Z = loadedVideo[currentFrame].imageData[baseIndex + 2];
                         *      compareFramePixel.X = loadedVideo[compareFrame].imageData[baseIndex];
                         *      compareFramePixel.Y = loadedVideo[compareFrame].imageData[baseIndex + 1];
                         *      compareFramePixel.Z = loadedVideo[compareFrame].imageData[baseIndex + 2];
                         *      thisFrameRGBDifference += Vector3.Abs(currentFramePixel - compareFramePixel);
                         *      //thisFrameRGBDifference += Vector3.Abs(currentFrameData.imageData[pixelOffsetBase+x]-compareFramePixel);
                         *      //thisFrameDifference += Math.Abs(loadedVideo[currentFrame].imageData[baseIndex] - loadedVideo[compareFrame].imageData[baseIndex]);
                         *      //thisFrameDifference += Math.Abs(loadedVideo[currentFrame].imageData[baseIndex + 1] - loadedVideo[compareFrame].imageData[baseIndex + 1]);
                         *      //thisFrameDifference += Math.Abs(loadedVideo[currentFrame].imageData[baseIndex + 2] - loadedVideo[compareFrame].imageData[baseIndex + 2]);
                         *  }
                         *  //if (thisFrameDifference / pixelCountX3 > smallestDifferenceImpreciseOpt) break; // fast skip for very different frames. Since this is multithreaded, this might not always be correct in the sense of always having the right number in smallestDifference, but might work as optimization.
                         *  thisFrameDifference = thisFrameRGBDifference.X + thisFrameRGBDifference.Y + thisFrameRGBDifference.Z;
                         *  if (thisFrameDifference / pixelCountX3 > smallestDifferenceImpreciseOpt) break; // fast skip for very different frames. Since this is multithreaded, this might not always be correct in the sense of always having the right number in smallestDifference, but might work as optimization.
                         * }
                         * thisFrameDifference = thisFrameRGBDifference.X + thisFrameRGBDifference.Y + thisFrameRGBDifference.Z;*/
                        frameDifferences[compareFrame] = thisFrameDifference / pixelCountX3;
                        if (frameDifferences[compareFrame] < smallestDifferenceImpreciseOpt)
                        {
                            smallestDifferenceImpreciseOpt = frameDifferences[compareFrame];
                        }

                        //if (compareFrame % 1000 == 0)
                        //{
                        //    progress.Report("Processing: " + currentIndex + "/" + frameCount + " ordered frames. Current frame is "+currentFrame+" comparing to "+compareFrame);
                        //}
                    });



                    for (int compareFrame = 0; compareFrame < frameCount; compareFrame++)
                    {
                        if (frameDifferences[compareFrame] < smallestDifference)
                        {
                            smallestDifference      = frameDifferences[compareFrame];
                            smallestDifferenceFrame = compareFrame;
                        }
                    }


                    /*for (int compareFrame = 0; compareFrame < frameCount; compareFrame++)
                     * {
                     *  frameDifferences[compareFrame] = double.PositiveInfinity;
                     *  if (compareFrame == currentFrame) continue; // No need to compare to itself.
                     *  if (alreadyUsedFrames[compareFrame] == true) continue; // No need to go through already used frames
                     *
                     *  double thisFrameDifference = 0;
                     *  // Calculate difference
                     *  int baseIndex;
                     *  for (int y = 0; y < height; y++)
                     *  {
                     *      for (int x = 0; x < width; x++)
                     *      {
                     *          baseIndex = stride * y + x*channelMultiplier;
                     *          thisFrameDifference += Math.Abs(loadedVideo[currentFrame].imageData[baseIndex] - loadedVideo[compareFrame].imageData[baseIndex]);
                     *          thisFrameDifference += Math.Abs(loadedVideo[currentFrame].imageData[baseIndex + 1] - loadedVideo[compareFrame].imageData[baseIndex + 1]);
                     *          thisFrameDifference += Math.Abs(loadedVideo[currentFrame].imageData[baseIndex + 2] - loadedVideo[compareFrame].imageData[baseIndex + 2]);
                     *      }
                     *      if (thisFrameDifference / pixelCountX3 > smallestDifferenceImpreciseOpt) break; // fast skip for very different frames. Since this is multithreaded, this might not always be correct in the sense of always having the right number in smallestDifference, but might work as optimization.
                     *  }
                     *  frameDifferences[compareFrame] = thisFrameDifference / pixelCountX3;
                     *  if (frameDifferences[compareFrame] < smallestDifference)
                     *  {
                     *      smallestDifference = frameDifferences[compareFrame];
                     *      smallestDifferenceFrame = compareFrame;
                     *  }
                     * }*/


                    //Stats
                    fps[currentIndex] = 1 / ((float)stopWatch.ElapsedTicks / (float)Stopwatch.Frequency);
                    if (fps[currentIndex] < lowestFPS)
                    {
                        lowestFPS = fps[currentIndex];
                    }
                    if (fps[currentIndex] > highestFPS)
                    {
                        highestFPS = fps[currentIndex];
                    }
                    smallestDifferences[currentIndex] = (float)smallestDifference;
                    if (smallestDifference < smallestSmallestDifference)
                    {
                        smallestSmallestDifference = smallestDifferences[currentIndex];
                    }
                    if (smallestDifference > highestSmallestDifference && smallestDifference != double.PositiveInfinity)
                    {
                        highestSmallestDifference = smallestDifferences[currentIndex];
                    }
                    progressReport.drawStats = currentIndex % 100 == 0; // Only after 100 processed frames draw stats, to not have a notable performance impact
                    stopWatch.Restart();

                    // Status update
                    progressReport.message      = "Processing: " + currentIndex + "/" + frameCount + " ordered frames. Current frame is " + currentFrame + ", last smallest difference was " + smallestDifference;
                    progressReport.currentIndex = currentIndex;
                    progress.Report(progressReport);

                    if (smallestDifferenceFrame != -1)
                    {
                        sortedIndizi[currentIndex] = smallestDifferenceFrame;
                        currentFrame = smallestDifferenceFrame;
                        alreadyUsedFrames[smallestDifferenceFrame] = true;
                    }
                }
#if DEBUG
            }
                           catch (Exception e)
            {
                MessageBox.Show("le error: " + e.Message);
            }
#endif
                progressReport.message      = "Processing finished";
                progressReport.drawStats    = true;
                progressReport.currentIndex = frameCount - 1;
                progress.Report(progressReport);
                orderedVideo = sortedIndizi;
            });

            status_txt.Text                      = "Completed processing.";
            videoIsLoaded                        = true;
            loadVideo_button.IsEnabled           = true;
            processVideo_button.IsEnabled        = true;
            saveSortedFrameList_button.IsEnabled = true;
            saveSortedVideo_button.IsEnabled     = true;
        }