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Experimental GPU overclock
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70
app/NvAPIWrapper/Display/IntensityTexture.cs
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70
app/NvAPIWrapper/Display/IntensityTexture.cs
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using System;
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using System.Linq;
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namespace NvAPIWrapper.Display
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{
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/// <summary>
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/// Represents a texture of intensity values
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/// </summary>
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public class IntensityTexture : FloatTexture
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{
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/// <summary>
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/// Creates a new instance of <see cref="IntensityTexture" />.
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/// </summary>
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/// <param name="width">The texture width.</param>
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/// <param name="height">The texture height.</param>
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public IntensityTexture(int width, int height) : base(width, height, 3)
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{
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}
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private IntensityTexture(int width, int height, float[] floats) : base(width, height, 3, floats)
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{
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}
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/// <summary>
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/// Returns a new instance of FloatTexture from the passed array of float values.
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/// </summary>
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/// <param name="width">The texture width.</param>
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/// <param name="height">The texture height.</param>
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/// <param name="floats">The array of float values.</param>
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/// <returns>A new instance of <see cref="FloatTexture" />.</returns>
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// ReSharper disable once TooManyArguments
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public static IntensityTexture FromFloatArray(int width, int height, float[] floats)
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{
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if (floats.Length != width * height * 3)
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{
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throw new ArgumentOutOfRangeException(nameof(floats));
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}
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return new IntensityTexture(width, height, floats.ToArray());
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}
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/// <summary>
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/// Gets the value of intensity pixel at a specific location.
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/// </summary>
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/// <param name="x">The horizontal location.</param>
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/// <param name="y">The vertical location.</param>
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/// <returns>An instance of <see cref="IntensityTexturePixel" />.</returns>
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public IntensityTexturePixel GetPixel(int x, int y)
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{
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return IntensityTexturePixel.FromFloatArray(UnderlyingArray, y * Width + x);
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}
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/// <summary>
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/// Sets the value of intensity pixel at a specific location
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/// </summary>
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/// <param name="x">The horizontal location.</param>
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/// <param name="y">The vertical location.</param>
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/// <param name="pixel">An instance of <see cref="IntensityTexturePixel" />.</param>
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public void SetPixel(int x, int y, IntensityTexturePixel pixel)
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{
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var index = y * Width + x;
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var floats = pixel.ToFloatArray();
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for (var i = 0; i < Math.Min(Channels, floats.Length); i++)
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{
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UnderlyingArray[index + i] = floats[i];
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}
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}
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}
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}
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