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Use a node pool to improve performance by avoiding repeated new/delete
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@ -29,11 +29,43 @@ static inline double log2(double x) { return log(x) / log((double)2) ; }
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#define MAX(x, y) ((x) > (y)) ? (x) : (y)
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#define MIN(x, y) ((x) < (y)) ? (x) : (y)
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static const unsigned char BIT_MASK[8] = { 1 << 7, 1 << 6, 1 << 5, 1 << 4, 1 << 3, 1 << 2, 1 << 1, 1 };
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static inline size_t get_index(const u_int32_t r, const uint32_t g, const u_int32_t b, const size_t level) {
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static inline size_t get_index(const uint32_t r, const uint32_t g, const uint32_t b, const size_t level) {
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return ((((r & BIT_MASK[level]) >> (7 - level)) << 2) | (((g & BIT_MASK[level]) >> (7 - level)) << 1) | ((b & BIT_MASK[level]) >> (7 - level)));
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}
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template <class T> class Pool {
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private:
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QVector<T> nodes;
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T *first_available;
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public:
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Pool<T>(size_t size) : nodes(size), first_available(nodes.data()) {
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for (size_t i = 0; i < size - 1; i++) this->nodes[i].next_available_in_pool = &this->nodes[i+1];
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}
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T* checkout() {
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T *ans = this->first_available;
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if (ans == NULL) throw std::out_of_range("Something bad happened: ran out of nodes in the pool");
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this->first_available = ans->next_available_in_pool;
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if (this->first_available == NULL) {
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// Grow the pool
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int size = this->nodes.size();
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this->nodes.resize(2*size);
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this->first_available = &this->nodes[size];
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for (int i = size; i < 2*size - 1; i++) this->nodes[i].next_available_in_pool = &this->nodes[i+1];
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}
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return ans;
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}
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void relinquish(T *node) {
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node->reset();
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node->next_available_in_pool = this->first_available;
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this->first_available = node;
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}
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};
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class Node {
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friend class Pool<Node>;
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private:
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bool is_leaf;
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unsigned char index;
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@ -42,6 +74,7 @@ private:
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uint64_t green_sum;
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uint64_t blue_sum;
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Node* next_reducible_node;
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Node *next_available_in_pool;
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Node* children[MAX_DEPTH];
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public:
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@ -49,20 +82,26 @@ public:
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// Disable the new behavior warning caused by children() below
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#pragma warning( push )
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#pragma warning (disable: 4351)
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Node() : is_leaf(false), index(0), pixel_count(0), red_sum(0), green_sum(0), blue_sum(0), next_reducible_node(NULL), children() {}
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Node() : is_leaf(false), index(0), pixel_count(0), red_sum(0), green_sum(0), blue_sum(0), next_reducible_node(NULL), next_available_in_pool(NULL), children() {}
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#pragma warning ( pop )
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#endif
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~Node() {
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for (size_t i = 0; i < MAX_DEPTH; i++) { delete this->children[i]; this->children[i] = NULL; }
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void reset() {
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this->is_leaf = false;
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this->pixel_count = 0;
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this->red_sum = 0;
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this->green_sum = 0;
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this->blue_sum = 0;
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this->next_reducible_node = NULL;
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for (size_t i = 0; i < MAX_DEPTH; i++) this->children[i] = NULL;
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}
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void check_compiler() {
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if (this->children[0] != NULL) throw std::runtime_error("Compiler failed to default initialize children");
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}
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inline Node* create_child(const size_t level, const size_t depth, unsigned int *leaf_count, Node **reducible_nodes) {
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Node *c = new Node();
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inline Node* create_child(const size_t level, const size_t depth, unsigned int *leaf_count, Node **reducible_nodes, Pool<Node> &node_pool) {
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Node *c = node_pool.checkout();
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if (level == depth) {
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c->is_leaf = true;
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(*leaf_count)++;
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@ -73,7 +112,7 @@ public:
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return c;
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}
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void add_color(const uint32_t r, const uint32_t g, const uint32_t b, const size_t depth, const size_t level, unsigned int *leaf_count, Node **reducible_nodes) {
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void add_color(const uint32_t r, const uint32_t g, const uint32_t b, const size_t depth, const size_t level, unsigned int *leaf_count, Node **reducible_nodes, Pool<Node> &node_pool) {
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if (this->is_leaf) {
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this->pixel_count++;
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this->red_sum += r;
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@ -81,12 +120,12 @@ public:
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this->blue_sum += b;
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} else {
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size_t index = get_index(r, g, b, level);
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if (this->children[index] == NULL) this->children[index] = this->create_child(level, depth, leaf_count, reducible_nodes);
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this->children[index]->add_color(r, g, b, depth, level + 1, leaf_count, reducible_nodes);
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if (this->children[index] == NULL) this->children[index] = this->create_child(level, depth, leaf_count, reducible_nodes, node_pool);
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this->children[index]->add_color(r, g, b, depth, level + 1, leaf_count, reducible_nodes, node_pool);
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}
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}
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void reduce(const size_t depth, unsigned int *leaf_count, Node **reducible_nodes) {
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void reduce(const size_t depth, unsigned int *leaf_count, Node **reducible_nodes, Pool<Node> &node_pool) {
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size_t i = 0;
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Node *node = NULL;
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@ -106,7 +145,7 @@ public:
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node->green_sum += node->children[i]->green_sum;
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node->blue_sum += node->children[i]->blue_sum;
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node->pixel_count += node->children[i]->pixel_count;
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delete node->children[i]; node->children[i] = NULL;
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node_pool.relinquish(node->children[i]); node->children[i] = NULL;
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(*leaf_count)--;
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}
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}
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@ -134,6 +173,7 @@ public:
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}
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};
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QImage quantize(const QImage &image, unsigned int maximum_colors, bool dither) {
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ScopedGILRelease PyGILRelease;
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size_t depth = 0;
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@ -156,6 +196,10 @@ QImage quantize(const QImage &image, unsigned int maximum_colors, bool dither) {
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// by iterating over the color table rather than the pixels
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if (img.format() != QImage::Format_RGB32) img = img.convertToFormat(QImage::Format_RGB32);
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if (img.isNull()) throw std::bad_alloc();
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// There can be at-most 8*(maximum_colors + 1) nodes, since we reduce the
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// tree after each color is added Use an extra eight node just in case
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// there is an off-by-one error somewhere :)
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Pool<Node> node_pool((2 + maximum_colors) * 8);
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depth = (size_t)log2(maximum_colors);
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depth = MAX(2, MIN(depth, MAX_DEPTH));
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@ -164,9 +208,9 @@ QImage quantize(const QImage &image, unsigned int maximum_colors, bool dither) {
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line = reinterpret_cast<const QRgb*>(img.constScanLine(r));
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for (c = 0; c < iwidth; c++) {
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const QRgb pixel = *(line + c);
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root.add_color(qRed(pixel), qGreen(pixel), qBlue(pixel), depth, 0, &leaf_count, reducible_nodes);
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root.add_color(qRed(pixel), qGreen(pixel), qBlue(pixel), depth, 0, &leaf_count, reducible_nodes, node_pool);
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while (leaf_count > maximum_colors)
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root.reduce(depth, &leaf_count, reducible_nodes);
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root.reduce(depth, &leaf_count, reducible_nodes, node_pool);
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}
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}
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