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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 | import now from './now'; import { IImage } from '../../../../types'; /** * This function transforms stored pixel values into a canvas image data buffer * by using a LUT. This is the most performance sensitive code in cornerstone and * we use a special trick to make this go as fast as possible. Specifically we * use the alpha channel only to control the luminance rather than the red, green and * blue channels which makes it over 3x faster. The canvasImageDataData buffer needs * to be previously filled with white pixels. * * NOTE: Attribution would be appreciated if you use this technique! * * @param {Image} image A Cornerstone Image Object * @param {Array} lut Lookup table array * @param {Uint8ClampedArray} canvasImageDataData canvasImageData.data buffer filled with white pixels * * @returns {void} * @memberof Internal */ export default function ( image: IImage, lutFunction: (value: number) => number, canvasImageDataData: Uint8ClampedArray ): void { let start = now(); const pixelData = image.getPixelData(); image.stats.lastGetPixelDataTime = now() - start; const numPixels = pixelData.length; // const minPixelValue = image.minPixelValue; let canvasImageDataIndex = 3; let storedPixelDataIndex = 0; // NOTE: As of Nov 2014, most javascript engines have lower performance when indexing negative indexes. // We have a special code path for this case that improves performance. Thanks to @jpambrun for this enhancement // Added two paths (Int16Array, Uint16Array) to avoid polymorphic deoptimization in chrome. start = now(); while (storedPixelDataIndex < numPixels) { canvasImageDataData[canvasImageDataIndex] = lutFunction( pixelData[storedPixelDataIndex++] ); // Alpha canvasImageDataIndex += 4; } image.stats.lastStoredPixelDataToCanvasImageDataTime = now() - start; } |