use super::RenderNodeCpu;
#[cfg(feature = "wgpu")]
struct FilmGrainPipeline {
render_pipeline: wgpu::RenderPipeline,
bind_group_layout: wgpu::BindGroupLayout,
uniform_buf: wgpu::Buffer,
}
pub struct FilmGrainNode {
pub luma_strength: f32,
pub chroma_strength: f32,
pub frame_index: u32,
#[cfg(feature = "wgpu")]
pipeline: std::sync::OnceLock<FilmGrainPipeline>,
}
impl FilmGrainNode {
#[must_use]
pub fn new(luma_strength: f32, chroma_strength: f32, frame_index: u32) -> Self {
Self {
luma_strength,
chroma_strength,
frame_index,
#[cfg(feature = "wgpu")]
pipeline: std::sync::OnceLock::new(),
}
}
}
impl Default for FilmGrainNode {
fn default() -> Self {
Self::new(0.0, 0.0, 0)
}
}
fn wang_hash(seed_in: u32) -> u32 {
let mut seed = (seed_in ^ 0x3d) ^ (seed_in >> 16);
seed = seed.wrapping_mul(9);
seed ^= seed >> 4;
seed = seed.wrapping_mul(0x27d4_eb2d);
seed ^= seed >> 15;
seed
}
#[allow(clippy::cast_precision_loss)]
fn rand01(seed: u32) -> f32 {
wang_hash(seed) as f32 / 4_294_967_295.0
}
impl RenderNodeCpu for FilmGrainNode {
#[allow(
clippy::cast_possible_truncation,
clippy::cast_sign_loss,
clippy::many_single_char_names,
clippy::similar_names
)]
fn process_cpu(&self, rgba: &mut [u8], w: u32, _h: u32) {
if w == 0 {
return;
}
for (i, pixel) in rgba.as_chunks_mut::<4>().0.iter_mut().enumerate() {
let x = i as u32 % w;
let y = i as u32 / w;
let base = x
.wrapping_mul(1973)
.wrapping_add(y.wrapping_mul(9277))
.wrapping_add(self.frame_index.wrapping_mul(26699));
let g_luma = (rand01(base) - 0.5) * self.luma_strength;
let g_cb = (rand01(base.wrapping_add(1)) - 0.5) * self.chroma_strength;
let g_cr = (rand01(base.wrapping_add(2)) - 0.5) * self.chroma_strength;
let r = f32::from(pixel[0]) / 255.0;
let g = f32::from(pixel[1]) / 255.0;
let b = f32::from(pixel[2]) / 255.0;
let mut ly = 0.2126 * r + 0.7152 * g + 0.0722 * b;
let mut cb = (b - ly) / 1.8556;
let mut cr = (r - ly) / 1.5748;
ly += g_luma;
cb += g_cb;
cr += g_cr;
let nr = ly + 1.5748 * cr;
let ng = ly - 0.1873 * cb - 0.4681 * cr;
let nb = ly + 1.8556 * cb;
pixel[0] = (nr.clamp(0.0, 1.0) * 255.0 + 0.5) as u8;
pixel[1] = (ng.clamp(0.0, 1.0) * 255.0 + 0.5) as u8;
pixel[2] = (nb.clamp(0.0, 1.0) * 255.0 + 0.5) as u8;
}
}
}
#[cfg(feature = "wgpu")]
impl FilmGrainNode {
fn get_or_create_pipeline(&self, ctx: &crate::context::RenderContext) -> &FilmGrainPipeline {
self.pipeline.get_or_init(|| {
let device = &ctx.device;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("FilmGrain shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/film_grain.wgsl").into()),
});
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("FilmGrain BGL"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("FilmGrain layout"),
bind_group_layouts: &[Some(&bgl)],
immediate_size: 0,
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("FilmGrain pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Unorm,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview_mask: None,
cache: None,
});
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("FilmGrain uniforms"),
size: 16,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
FilmGrainPipeline {
render_pipeline,
bind_group_layout: bgl,
uniform_buf,
}
})
}
}
#[cfg(feature = "wgpu")]
impl super::RenderNode for FilmGrainNode {
fn process(
&self,
inputs: &[&wgpu::Texture],
outputs: &[&wgpu::Texture],
ctx: &crate::context::RenderContext,
) {
let Some(input) = inputs.first() else {
log::warn!("FilmGrainNode::process called with no inputs");
return;
};
let Some(output) = outputs.first() else {
log::warn!("FilmGrainNode::process called with no outputs");
return;
};
let pd = self.get_or_create_pipeline(ctx);
let mut uniform_bytes = Vec::with_capacity(16);
uniform_bytes.extend_from_slice(&self.luma_strength.to_le_bytes());
uniform_bytes.extend_from_slice(&self.chroma_strength.to_le_bytes());
uniform_bytes.extend_from_slice(&self.frame_index.to_le_bytes());
uniform_bytes.extend_from_slice(&0u32.to_le_bytes());
ctx.queue.write_buffer(&pd.uniform_buf, 0, &uniform_bytes);
let input_view = input.create_view(&wgpu::TextureViewDescriptor::default());
let output_view = output.create_view(&wgpu::TextureViewDescriptor::default());
let bind_group = ctx.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("FilmGrain BG"),
layout: &pd.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&input_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: pd.uniform_buf.as_entire_binding(),
},
],
});
let mut encoder = ctx
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("FilmGrain pass"),
});
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("FilmGrain pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &output_view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
pass.set_pipeline(&pd.render_pipeline);
pass.set_bind_group(0, &bind_group, &[]);
pass.draw(0..6, 0..1);
}
ctx.queue.submit(std::iter::once(encoder.finish()));
}
}
#[cfg(test)]
mod tests {
use super::*;
fn solid_frame(w: u32, h: u32, rgb: [u8; 3]) -> Vec<u8> {
let mut buf = Vec::with_capacity((w * h * 4) as usize);
for _ in 0..w * h {
buf.extend_from_slice(&[rgb[0], rgb[1], rgb[2], 255]);
}
buf
}
fn r_spread(rgba: &[u8]) -> u8 {
let mut min = 255u8;
let mut max = 0u8;
for px in rgba.as_chunks::<4>().0 {
min = min.min(px[0]);
max = max.max(px[0]);
}
max - min
}
#[test]
fn film_grain_node_should_produce_noise() {
let node = FilmGrainNode::new(0.05, 0.02, 0);
let (w, h) = (16u32, 16u32);
let mut rgba = solid_frame(w, h, [128, 128, 128]);
node.process_cpu(&mut rgba, w, h);
assert!(
r_spread(&rgba) > 0,
"grain must make a uniform frame spatially varying"
);
}
#[test]
fn film_grain_node_frames_should_differ() {
let (w, h) = (16u32, 16u32);
let mut frame0 = solid_frame(w, h, [128, 128, 128]);
let mut frame1 = solid_frame(w, h, [128, 128, 128]);
FilmGrainNode::new(0.05, 0.02, 0).process_cpu(&mut frame0, w, h);
FilmGrainNode::new(0.05, 0.02, 1).process_cpu(&mut frame1, w, h);
assert_ne!(
frame0, frame1,
"frame_index 0 and 1 must produce different grain (no temporal sticking)"
);
}
#[test]
fn film_grain_node_zero_strength_should_be_noop() {
let node = FilmGrainNode::default();
let (w, h) = (8u32, 8u32);
let original = solid_frame(w, h, [200, 150, 100]);
let mut rgba = original.clone();
node.process_cpu(&mut rgba, w, h);
for (a, b) in rgba.iter().zip(original.iter()) {
assert!(
(i32::from(*a) - i32::from(*b)).abs() <= 1,
"zero-strength grain must preserve the frame (±1); got {a} vs {b}"
);
}
}
}
#[cfg(all(test, feature = "wgpu"))]
mod gpu_tests {
use super::*;
use crate::context::RenderContext;
use crate::graph::RenderGraph;
use std::sync::Arc;
fn ctx() -> Option<Arc<RenderContext>> {
match futures::executor::block_on(RenderContext::init()) {
Ok(ctx) => Some(Arc::new(ctx)),
Err(_) => None,
}
}
fn solid(w: u32, h: u32, v: u8) -> Vec<u8> {
let mut buf = Vec::with_capacity((w * h * 4) as usize);
for _ in 0..w * h {
buf.extend_from_slice(&[v, v, v, 255]);
}
buf
}
fn r_spread(rgba: &[u8]) -> u8 {
let mut min = 255u8;
let mut max = 0u8;
for px in rgba.as_chunks::<4>().0 {
min = min.min(px[0]);
max = max.max(px[0]);
}
max - min
}
#[test]
fn film_grain_gpu_should_produce_noise_and_vary_per_frame() {
let Some(ctx) = ctx() else {
return;
};
let (w, h) = (16u32, 16u32);
let frame = solid(w, h, 128);
let g0 = RenderGraph::new(Arc::clone(&ctx))
.push(FilmGrainNode::new(0.05, 0.02, 0))
.process_gpu(&frame, w, h)
.expect("gpu grain 0");
let g1 = RenderGraph::new(Arc::clone(&ctx))
.push(FilmGrainNode::new(0.05, 0.02, 1))
.process_gpu(&frame, w, h)
.expect("gpu grain 1");
assert!(r_spread(&g0) > 0, "grain must make the frame noisy");
assert_ne!(g0, g1, "frame 0 and 1 must differ (no temporal sticking)");
}
}