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arcane_core/renderer/
postprocess.rs

1use wgpu::util::DeviceExt;
2
3use super::gpu::GpuContext;
4
5/// Maximum user-settable vec4 param slots per effect.
6const MAX_EFFECT_PARAMS: usize = 4;
7/// Total uniform floats: resolution (vec4) + 4 user vec4 = 5 x 4 = 20
8const PARAM_FLOATS: usize = 20;
9
10#[derive(Clone, Copy, Debug)]
11pub enum EffectType {
12    Bloom,
13    Blur,
14    Vignette,
15    Crt,
16}
17
18impl EffectType {
19    pub fn from_str(s: &str) -> Option<Self> {
20        match s {
21            "bloom" => Some(EffectType::Bloom),
22            "blur" => Some(EffectType::Blur),
23            "vignette" => Some(EffectType::Vignette),
24            "crt" => Some(EffectType::Crt),
25            _ => None,
26        }
27    }
28
29    fn fragment_source(&self) -> &'static str {
30        match self {
31            EffectType::Bloom => BLOOM_FRAGMENT,
32            EffectType::Blur => BLUR_FRAGMENT,
33            EffectType::Vignette => VIGNETTE_FRAGMENT,
34            EffectType::Crt => CRT_FRAGMENT,
35        }
36    }
37
38    /// Default param values for each effect type.
39    fn defaults(&self) -> [f32; PARAM_FLOATS] {
40        let mut d = [0.0f32; PARAM_FLOATS];
41        match self {
42            EffectType::Bloom => {
43                // values[0]: threshold=0.7, intensity=0.5, radius=3.0
44                d[4] = 0.7;
45                d[5] = 0.5;
46                d[6] = 3.0;
47            }
48            EffectType::Blur => {
49                // values[0]: strength=1.0
50                d[4] = 1.0;
51            }
52            EffectType::Vignette => {
53                // values[0]: intensity=0.5, radius=0.8
54                d[4] = 0.5;
55                d[5] = 0.8;
56            }
57            EffectType::Crt => {
58                // values[0]: scanline_freq=800.0, distortion=0.1, brightness=1.1
59                d[4] = 800.0;
60                d[5] = 0.1;
61                d[6] = 1.1;
62            }
63        }
64        d
65    }
66}
67
68struct EffectEntry {
69    #[allow(dead_code)]
70    effect_type: EffectType,
71    pipeline: wgpu::RenderPipeline,
72    param_buffer: wgpu::Buffer,
73    param_bind_group: wgpu::BindGroup,
74    param_data: [f32; PARAM_FLOATS],
75}
76
77struct OffscreenTarget {
78    #[allow(dead_code)]
79    texture: wgpu::Texture,
80    view: wgpu::TextureView,
81    bind_group: wgpu::BindGroup,
82    width: u32,
83    height: u32,
84}
85
86/// Post-processing pipeline: renders sprites to offscreen texture,
87/// applies fullscreen effects (ping-pong), outputs to surface.
88pub struct PostProcessPipeline {
89    /// Ordered list of (id, effect). Applied in insertion order.
90    effects: Vec<(u32, EffectEntry)>,
91    // Ping-pong offscreen targets
92    target_a: Option<OffscreenTarget>,
93    target_b: Option<OffscreenTarget>,
94    // Shared GPU resources
95    texture_bind_group_layout: wgpu::BindGroupLayout,
96    params_bind_group_layout: wgpu::BindGroupLayout,
97    pipeline_layout: wgpu::PipelineLayout,
98    sampler: wgpu::Sampler,
99    surface_format: wgpu::TextureFormat,
100}
101
102impl PostProcessPipeline {
103    /// Create a post-process pipeline for headless testing.
104    pub fn new_headless(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
105        Self::new_internal(device, format)
106    }
107
108    pub fn new(gpu: &GpuContext) -> Self {
109        Self::new_internal(&gpu.device, gpu.config.format)
110    }
111
112    fn new_internal(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self {
113        // Group 0: input texture + sampler
114        let texture_bind_group_layout =
115            device
116                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
117                    label: Some("postprocess_texture_layout"),
118                    entries: &[
119                        wgpu::BindGroupLayoutEntry {
120                            binding: 0,
121                            visibility: wgpu::ShaderStages::FRAGMENT,
122                            ty: wgpu::BindingType::Texture {
123                                multisampled: false,
124                                view_dimension: wgpu::TextureViewDimension::D2,
125                                sample_type: wgpu::TextureSampleType::Float {
126                                    filterable: true,
127                                },
128                            },
129                            count: None,
130                        },
131                        wgpu::BindGroupLayoutEntry {
132                            binding: 1,
133                            visibility: wgpu::ShaderStages::FRAGMENT,
134                            ty: wgpu::BindingType::Sampler(
135                                wgpu::SamplerBindingType::Filtering,
136                            ),
137                            count: None,
138                        },
139                    ],
140                });
141
142        // Group 1: effect params uniform
143        let params_bind_group_layout =
144            device
145                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
146                    label: Some("postprocess_params_layout"),
147                    entries: &[wgpu::BindGroupLayoutEntry {
148                        binding: 0,
149                        visibility: wgpu::ShaderStages::FRAGMENT,
150                        ty: wgpu::BindingType::Buffer {
151                            ty: wgpu::BufferBindingType::Uniform,
152                            has_dynamic_offset: false,
153                            min_binding_size: None,
154                        },
155                        count: None,
156                    }],
157                });
158
159        let pipeline_layout =
160            device
161                .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
162                    label: Some("postprocess_pipeline_layout"),
163                    bind_group_layouts: &[
164                        &texture_bind_group_layout,
165                        &params_bind_group_layout,
166                    ],
167                    push_constant_ranges: &[],
168                });
169
170        let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
171            label: Some("postprocess_sampler"),
172            address_mode_u: wgpu::AddressMode::ClampToEdge,
173            address_mode_v: wgpu::AddressMode::ClampToEdge,
174            mag_filter: wgpu::FilterMode::Linear,
175            min_filter: wgpu::FilterMode::Linear,
176            ..Default::default()
177        });
178
179        Self {
180            effects: Vec::new(),
181            target_a: None,
182            target_b: None,
183            texture_bind_group_layout,
184            params_bind_group_layout,
185            pipeline_layout,
186            sampler,
187            surface_format,
188        }
189    }
190
191    /// Returns true if there are active effects.
192    pub fn has_effects(&self) -> bool {
193        !self.effects.is_empty()
194    }
195
196    /// Add an effect. The id is pre-assigned by the bridge.
197    pub fn add(&mut self, device: &wgpu::Device, id: u32, effect_type: EffectType) {
198        let wgsl = build_effect_wgsl(effect_type.fragment_source());
199
200        let shader_module =
201            device
202                .create_shader_module(wgpu::ShaderModuleDescriptor {
203                    label: Some("postprocess_shader"),
204                    source: wgpu::ShaderSource::Wgsl(wgsl.into()),
205                });
206
207        let pipeline =
208            device
209                .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
210                    label: Some("postprocess_pipeline"),
211                    layout: Some(&self.pipeline_layout),
212                    vertex: wgpu::VertexState {
213                        module: &shader_module,
214                        entry_point: Some("vs_main"),
215                        buffers: &[], // fullscreen triangle via vertex_index
216                        compilation_options: Default::default(),
217                    },
218                    fragment: Some(wgpu::FragmentState {
219                        module: &shader_module,
220                        entry_point: Some("fs_main"),
221                        targets: &[Some(wgpu::ColorTargetState {
222                            format: self.surface_format,
223                            blend: None,
224                            write_mask: wgpu::ColorWrites::ALL,
225                        })],
226                        compilation_options: Default::default(),
227                    }),
228                    primitive: wgpu::PrimitiveState {
229                        topology: wgpu::PrimitiveTopology::TriangleList,
230                        ..Default::default()
231                    },
232                    depth_stencil: None,
233                    multisample: wgpu::MultisampleState::default(),
234                    multiview: None,
235                    cache: None,
236                });
237
238        let param_data = effect_type.defaults();
239
240        let param_buffer =
241            device
242                .create_buffer_init(&wgpu::util::BufferInitDescriptor {
243                    label: Some("postprocess_param_buffer"),
244                    contents: bytemuck::cast_slice(&param_data),
245                    usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
246                });
247
248        let param_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
249            label: Some("postprocess_param_bind_group"),
250            layout: &self.params_bind_group_layout,
251            entries: &[wgpu::BindGroupEntry {
252                binding: 0,
253                resource: param_buffer.as_entire_binding(),
254            }],
255        });
256
257        self.effects.push((
258            id,
259            EffectEntry {
260                effect_type,
261                pipeline,
262                param_buffer,
263                param_bind_group,
264                param_data,
265            },
266        ));
267    }
268
269    /// Set a user param vec4 slot (0-3) on an effect.
270    pub fn set_param(&mut self, id: u32, index: u32, x: f32, y: f32, z: f32, w: f32) {
271        if let Some((_, entry)) = self.effects.iter_mut().find(|(eid, _)| *eid == id) {
272            let base = 4 + (index as usize).min(MAX_EFFECT_PARAMS - 1) * 4;
273            entry.param_data[base] = x;
274            entry.param_data[base + 1] = y;
275            entry.param_data[base + 2] = z;
276            entry.param_data[base + 3] = w;
277        }
278    }
279
280    /// Remove an effect by ID.
281    pub fn remove(&mut self, id: u32) {
282        self.effects.retain(|(eid, _)| *eid != id);
283    }
284
285    /// Remove all effects.
286    pub fn clear(&mut self) {
287        self.effects.clear();
288    }
289
290    /// Ensure offscreen targets exist and match surface dimensions.
291    fn ensure_targets(&mut self, gpu: &GpuContext) {
292        let w = gpu.config.width;
293        let h = gpu.config.height;
294
295        let needs_recreate = self
296            .target_a
297            .as_ref()
298            .map(|t| t.width != w || t.height != h)
299            .unwrap_or(true);
300
301        if needs_recreate {
302            self.target_a = Some(self.create_target(gpu, w, h, "postprocess_a"));
303            self.target_b = Some(self.create_target(gpu, w, h, "postprocess_b"));
304        }
305    }
306
307    fn create_target(
308        &self,
309        gpu: &GpuContext,
310        width: u32,
311        height: u32,
312        label: &str,
313    ) -> OffscreenTarget {
314        let texture = gpu.device.create_texture(&wgpu::TextureDescriptor {
315            label: Some(label),
316            size: wgpu::Extent3d {
317                width,
318                height,
319                depth_or_array_layers: 1,
320            },
321            mip_level_count: 1,
322            sample_count: 1,
323            dimension: wgpu::TextureDimension::D2,
324            format: self.surface_format,
325            usage: wgpu::TextureUsages::RENDER_ATTACHMENT
326                | wgpu::TextureUsages::TEXTURE_BINDING,
327            view_formats: &[],
328        });
329
330        let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
331
332        let bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
333            label: Some(&format!("{label}_bind_group")),
334            layout: &self.texture_bind_group_layout,
335            entries: &[
336                wgpu::BindGroupEntry {
337                    binding: 0,
338                    resource: wgpu::BindingResource::TextureView(&view),
339                },
340                wgpu::BindGroupEntry {
341                    binding: 1,
342                    resource: wgpu::BindingResource::Sampler(&self.sampler),
343                },
344            ],
345        });
346
347        OffscreenTarget {
348            texture,
349            view,
350            bind_group,
351            width,
352            height,
353        }
354    }
355
356    /// Get the offscreen target view for sprite rendering.
357    /// Sprites render here instead of the surface when effects are active.
358    pub fn sprite_target(&mut self, gpu: &GpuContext) -> &wgpu::TextureView {
359        self.ensure_targets(gpu);
360        &self.target_a.as_ref().unwrap().view
361    }
362
363    /// Apply all effects and output to the surface.
364    /// Call after sprites have been rendered to sprite_target().
365    pub fn apply(
366        &mut self,
367        gpu: &GpuContext,
368        encoder: &mut wgpu::CommandEncoder,
369        surface_view: &wgpu::TextureView,
370    ) {
371        let n = self.effects.len();
372        if n == 0 {
373            return;
374        }
375
376        let resolution = [gpu.config.width as f32, gpu.config.height as f32];
377
378        // Flush all param buffers with current resolution
379        for (_, entry) in self.effects.iter_mut() {
380            entry.param_data[0] = resolution[0];
381            entry.param_data[1] = resolution[1];
382            gpu.queue.write_buffer(
383                &entry.param_buffer,
384                0,
385                bytemuck::cast_slice(&entry.param_data),
386            );
387        }
388
389        // Ping-pong: sprites were rendered to target_a.
390        // Effect 0: read A -> write B (or surface if last)
391        // Effect 1: read B -> write A (or surface if last)
392        // ...
393        for i in 0..n {
394            let is_last = i == n - 1;
395
396            // Source bind group (for sampling)
397            let source_bg = if i % 2 == 0 {
398                &self.target_a.as_ref().unwrap().bind_group
399            } else {
400                &self.target_b.as_ref().unwrap().bind_group
401            };
402
403            // Destination view
404            let dest_view = if is_last {
405                surface_view
406            } else if i % 2 == 0 {
407                &self.target_b.as_ref().unwrap().view
408            } else {
409                &self.target_a.as_ref().unwrap().view
410            };
411
412            let (_, entry) = &self.effects[i];
413
414            let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
415                label: Some("postprocess_pass"),
416                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
417                    view: dest_view,
418                    resolve_target: None,
419                    ops: wgpu::Operations {
420                        load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
421                        store: wgpu::StoreOp::Store,
422                    },
423                })],
424                depth_stencil_attachment: None,
425                timestamp_writes: None,
426                occlusion_query_set: None,
427            });
428
429            pass.set_pipeline(&entry.pipeline);
430            pass.set_bind_group(0, source_bg, &[]);
431            pass.set_bind_group(1, &entry.param_bind_group, &[]);
432            pass.draw(0..3, 0..1); // fullscreen triangle
433        }
434    }
435}
436
437/// Build complete WGSL source for a post-process effect.
438fn build_effect_wgsl(fragment_source: &str) -> String {
439    format!("{}\n{}\n", EFFECT_PREAMBLE, fragment_source)
440}
441
442/// Shared declarations + fullscreen vertex shader for all effects.
443const EFFECT_PREAMBLE: &str = r#"
444@group(0) @binding(0)
445var t_input: texture_2d<f32>;
446
447@group(0) @binding(1)
448var s_input: sampler;
449
450struct EffectParams {
451    resolution: vec4<f32>,
452    values: array<vec4<f32>, 4>,
453};
454
455@group(1) @binding(0)
456var<uniform> params: EffectParams;
457
458struct VertexOutput {
459    @builtin(position) position: vec4<f32>,
460    @location(0) uv: vec2<f32>,
461};
462
463@vertex
464fn vs_main(@builtin(vertex_index) idx: u32) -> VertexOutput {
465    // Fullscreen triangle: 3 vertices cover clip space [-1,1]
466    var out: VertexOutput;
467    let uv = vec2<f32>(f32((idx << 1u) & 2u), f32(idx & 2u));
468    out.position = vec4<f32>(uv * 2.0 - 1.0, 0.0, 1.0);
469    out.uv = vec2<f32>(uv.x, 1.0 - uv.y);
470    return out;
471}
472"#;
473
474/// Simplified single-pass bloom: bright-pass + weighted blur + additive composite.
475/// Params: values[0].x = threshold, values[0].y = intensity, values[0].z = radius.
476const BLOOM_FRAGMENT: &str = r#"
477@fragment
478fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
479    let resolution = params.resolution.xy;
480    let threshold = params.values[0].x;
481    let intensity = params.values[0].y;
482    let radius = params.values[0].z;
483
484    let texel = 1.0 / resolution;
485    let original = textureSample(t_input, s_input, in.uv);
486
487    // 3x3 Gaussian-weighted bright-pass blur
488    var bloom = vec3<f32>(0.0);
489
490    let s00 = textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0, -1.0) * texel * radius).rgb;
491    let s10 = textureSample(t_input, s_input, in.uv + vec2<f32>( 0.0, -1.0) * texel * radius).rgb;
492    let s20 = textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0, -1.0) * texel * radius).rgb;
493    let s01 = textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0,  0.0) * texel * radius).rgb;
494    let s11 = textureSample(t_input, s_input, in.uv).rgb;
495    let s21 = textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0,  0.0) * texel * radius).rgb;
496    let s02 = textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0,  1.0) * texel * radius).rgb;
497    let s12 = textureSample(t_input, s_input, in.uv + vec2<f32>( 0.0,  1.0) * texel * radius).rgb;
498    let s22 = textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0,  1.0) * texel * radius).rgb;
499
500    let lum = vec3<f32>(0.2126, 0.7152, 0.0722);
501    bloom += max(dot(s00, lum) - threshold, 0.0) * s00 * 0.0625;
502    bloom += max(dot(s10, lum) - threshold, 0.0) * s10 * 0.125;
503    bloom += max(dot(s20, lum) - threshold, 0.0) * s20 * 0.0625;
504    bloom += max(dot(s01, lum) - threshold, 0.0) * s01 * 0.125;
505    bloom += max(dot(s11, lum) - threshold, 0.0) * s11 * 0.25;
506    bloom += max(dot(s21, lum) - threshold, 0.0) * s21 * 0.125;
507    bloom += max(dot(s02, lum) - threshold, 0.0) * s02 * 0.0625;
508    bloom += max(dot(s12, lum) - threshold, 0.0) * s12 * 0.125;
509    bloom += max(dot(s22, lum) - threshold, 0.0) * s22 * 0.0625;
510
511    return vec4<f32>(original.rgb + bloom * intensity, original.a);
512}
513"#;
514
515/// 9-tap Gaussian blur.
516/// Params: values[0].x = strength (texel offset multiplier).
517const BLUR_FRAGMENT: &str = r#"
518@fragment
519fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
520    let resolution = params.resolution.xy;
521    let strength = params.values[0].x;
522
523    let texel = 1.0 / resolution * strength;
524
525    var color = vec4<f32>(0.0);
526    color += textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0, -1.0) * texel) * 0.0625;
527    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 0.0, -1.0) * texel) * 0.125;
528    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0, -1.0) * texel) * 0.0625;
529    color += textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0,  0.0) * texel) * 0.125;
530    color += textureSample(t_input, s_input, in.uv) * 0.25;
531    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0,  0.0) * texel) * 0.125;
532    color += textureSample(t_input, s_input, in.uv + vec2<f32>(-1.0,  1.0) * texel) * 0.0625;
533    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 0.0,  1.0) * texel) * 0.125;
534    color += textureSample(t_input, s_input, in.uv + vec2<f32>( 1.0,  1.0) * texel) * 0.0625;
535
536    return color;
537}
538"#;
539
540/// Vignette: darkens edges based on distance from center.
541/// Params: values[0].x = intensity (0-1), values[0].y = radius (0-1).
542const VIGNETTE_FRAGMENT: &str = r#"
543@fragment
544fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
545    let intensity = params.values[0].x;
546    let radius = params.values[0].y;
547
548    let original = textureSample(t_input, s_input, in.uv);
549
550    let center = in.uv - vec2<f32>(0.5);
551    let dist = length(center) * 1.414;
552    let vignette = smoothstep(radius, radius - 0.3, dist);
553    let factor = mix(1.0, vignette, intensity);
554
555    return vec4<f32>(original.rgb * factor, original.a);
556}
557"#;
558
559/// CRT effect: scanlines + barrel distortion + chromatic aberration.
560/// Params: values[0].x = scanline_freq, values[0].y = distortion, values[0].z = brightness.
561const CRT_FRAGMENT: &str = r#"
562@fragment
563fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
564    let scanline_freq = params.values[0].x;
565    let distortion = params.values[0].y;
566    let brightness = params.values[0].z;
567
568    // Barrel distortion
569    let center = in.uv - vec2<f32>(0.5);
570    let dist2 = dot(center, center);
571    let distorted_uv = in.uv + center * dist2 * distortion;
572
573    // Black outside screen bounds
574    if distorted_uv.x < 0.0 || distorted_uv.x > 1.0 || distorted_uv.y < 0.0 || distorted_uv.y > 1.0 {
575        return vec4<f32>(0.0, 0.0, 0.0, 1.0);
576    }
577
578    let original = textureSample(t_input, s_input, distorted_uv);
579
580    // Scanlines
581    let scanline = sin(distorted_uv.y * scanline_freq) * 0.5 + 0.5;
582    let scanline_effect = mix(0.8, 1.0, scanline);
583
584    // Chromatic aberration (subtle RGB offset at edges)
585    let ca_offset = center * dist2 * 0.003;
586    let r = textureSample(t_input, s_input, distorted_uv + ca_offset).r;
587    let g = original.g;
588    let b = textureSample(t_input, s_input, distorted_uv - ca_offset).b;
589
590    return vec4<f32>(vec3<f32>(r, g, b) * scanline_effect * brightness, original.a);
591}
592"#;
593
594#[cfg(test)]
595mod tests {
596    use super::*;
597
598    #[test]
599    fn test_effect_type_from_str_bloom() {
600        assert!(matches!(EffectType::from_str("bloom"), Some(EffectType::Bloom)));
601    }
602
603    #[test]
604    fn test_effect_type_from_str_blur() {
605        assert!(matches!(EffectType::from_str("blur"), Some(EffectType::Blur)));
606    }
607
608    #[test]
609    fn test_effect_type_from_str_vignette() {
610        assert!(matches!(EffectType::from_str("vignette"), Some(EffectType::Vignette)));
611    }
612
613    #[test]
614    fn test_effect_type_from_str_crt() {
615        assert!(matches!(EffectType::from_str("crt"), Some(EffectType::Crt)));
616    }
617
618    #[test]
619    fn test_effect_type_from_str_unknown() {
620        assert!(EffectType::from_str("unknown").is_none());
621        assert!(EffectType::from_str("").is_none());
622        assert!(EffectType::from_str("Bloom").is_none()); // case-sensitive
623    }
624
625    #[test]
626    fn test_bloom_defaults() {
627        let d = EffectType::Bloom.defaults();
628        // resolution slots 0-3 are zero
629        assert_eq!(d[0], 0.0);
630        // values[0]: threshold=0.7, intensity=0.5, radius=3.0
631        assert_eq!(d[4], 0.7);
632        assert_eq!(d[5], 0.5);
633        assert_eq!(d[6], 3.0);
634    }
635
636    #[test]
637    fn test_blur_defaults() {
638        let d = EffectType::Blur.defaults();
639        assert_eq!(d[4], 1.0); // strength
640        assert_eq!(d[5], 0.0); // unused
641    }
642
643    #[test]
644    fn test_vignette_defaults() {
645        let d = EffectType::Vignette.defaults();
646        assert_eq!(d[4], 0.5); // intensity
647        assert_eq!(d[5], 0.8); // radius
648    }
649
650    #[test]
651    fn test_crt_defaults() {
652        let d = EffectType::Crt.defaults();
653        assert_eq!(d[4], 800.0); // scanline_freq
654        assert_eq!(d[5], 0.1);   // distortion
655        assert_eq!(d[6], 1.1);   // brightness
656    }
657
658    #[test]
659    fn test_defaults_array_size() {
660        let d = EffectType::Bloom.defaults();
661        assert_eq!(d.len(), PARAM_FLOATS);
662    }
663}