use image::GenericImageView;
use wgpu::util::DeviceExt;
use crate::video::{VideoFrameData, YuvColorInfo, YuvMatrix, YuvRange};
pub struct Renderer {
pub instance: wgpu::Instance,
pub adapter: wgpu::Adapter,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub bind_group_layout_tex: wgpu::BindGroupLayout,
pub bind_group_layout_uni: wgpu::BindGroupLayout,
pipeline_layout: wgpu::PipelineLayout,
shader: wgpu::ShaderModule,
pipeline: std::sync::Mutex<Option<(wgpu::TextureFormat, wgpu::RenderPipeline)>>,
nv12_bind_group_layout: wgpu::BindGroupLayout,
nv12_pipeline: wgpu::RenderPipeline,
}
pub struct VideoTexture {
output: wgpu::Texture,
output_view: wgpu::TextureView,
effects_bind_group: wgpu::BindGroup,
luma: wgpu::Texture,
chroma: wgpu::Texture,
conversion_buffer: wgpu::Buffer,
conversion_bind_group: wgpu::BindGroup,
width: u32,
height: u32,
}
impl VideoTexture {
pub fn texture(&self) -> &wgpu::Texture {
&self.output
}
pub fn bind_group(&self) -> &wgpu::BindGroup {
&self.effects_bind_group
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct YuvConversion {
range: [f32; 4],
red: [f32; 4],
green: [f32; 4],
blue: [f32; 4],
}
impl YuvConversion {
fn new(color: YuvColorInfo) -> Self {
let range = match color.range {
YuvRange::Limited => [16.0 / 255.0, 255.0 / 219.0, 128.0 / 255.0, 255.0 / 224.0],
YuvRange::Full => [0.0, 1.0, 128.0 / 255.0, 1.0],
};
let (red_cr, green_cb, green_cr, blue_cb) = match color.matrix {
YuvMatrix::Bt601 => (1.402, -0.344_136, -0.714_136, 1.772),
YuvMatrix::Bt709 => (1.5748, -0.187_324, -0.468_124, 1.8556),
YuvMatrix::Bt2020 => (1.4746, -0.164_553, -0.571_353, 1.8814),
};
Self {
range,
red: [1.0, 0.0, red_cr, 0.0],
green: [1.0, green_cb, green_cr, 0.0],
blue: [1.0, blue_cb, 0.0, 0.0],
}
}
}
pub struct PerOutputUniforms {
pub buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Uniforms {
pub time: f32,
pub progress: f32,
pub effect_type: u32,
pub padding: u32,
pub resolution: [f32; 2],
pub image_resolution: [f32; 2],
pub old_image_resolution: [f32; 2],
pub param_a: f32,
pub param_b: f32,
pub param_c: f32,
pub param_d: f32,
pub origin: [f32; 2],
pub direction: [f32; 2],
pub easing: u32,
pub scaling_mode: u32,
}
impl Uniforms {
pub fn from_effect(effect: &crate::animation::EffectUniforms) -> Self {
Self {
time: effect.progress,
progress: effect.progress,
effect_type: effect.effect_type,
padding: 0,
resolution: [1920.0, 1080.0],
image_resolution: [1920.0, 1080.0],
old_image_resolution: [1920.0, 1080.0],
param_a: effect.param_a,
param_b: effect.param_b,
param_c: effect.param_c,
param_d: effect.param_d,
origin: effect.origin,
direction: effect.direction,
easing: effect.easing,
scaling_mode: 0,
}
}
}
impl Default for Uniforms {
fn default() -> Self {
Self {
time: 0.0,
progress: 0.0,
effect_type: 0,
padding: 0,
resolution: [1920.0, 1080.0],
image_resolution: [1920.0, 1080.0],
old_image_resolution: [1920.0, 1080.0],
param_a: 0.0,
param_b: 0.0,
param_c: 0.0,
param_d: 0.0,
origin: [0.5, 0.5],
direction: [0.0, 0.0],
easing: 3,
scaling_mode: 0,
}
}
}
impl Renderer {
pub async fn new() -> anyhow::Result<Self> {
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: None,
force_fallback_adapter: false,
})
.await
.ok_or_else(|| anyhow::anyhow!("Failed to find suitable adapter"))?;
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
memory_hints: wgpu::MemoryHints::default(),
},
None,
)
.await?;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Effects Shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
crate::shader::EFFECTS_SHADER,
)),
});
let bind_group_layout_tex =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let bind_group_layout_uni =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("uniform_bind_group_layout"),
});
let nv12_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("NV12 Conversion Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
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("Render Pipeline Layout"),
bind_group_layouts: &[
&bind_group_layout_tex,
&bind_group_layout_tex,
&bind_group_layout_uni,
],
push_constant_ranges: &[],
});
let nv12_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("NV12 to RGB Shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
crate::shader::NV12_TO_RGB_SHADER,
)),
});
let nv12_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("NV12 Conversion Pipeline Layout"),
bind_group_layouts: &[&nv12_bind_group_layout],
push_constant_ranges: &[],
});
let nv12_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("NV12 Conversion Pipeline"),
layout: Some(&nv12_pipeline_layout),
vertex: wgpu::VertexState {
module: &nv12_shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &nv12_shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8UnormSrgb,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
cache: None,
});
Ok(Self {
instance,
adapter,
device,
queue,
pipeline_layout,
shader,
bind_group_layout_tex,
bind_group_layout_uni,
pipeline: std::sync::Mutex::new(None),
nv12_bind_group_layout,
nv12_pipeline,
})
}
pub fn create_per_output_uniforms(&self) -> PerOutputUniforms {
let uniforms = Uniforms::default();
let buffer = self
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Per-Output Uniform Buffer"),
contents: bytemuck::cast_slice(&[uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.bind_group_layout_uni,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
}],
label: Some("per_output_uniform_bind_group"),
});
PerOutputUniforms { buffer, bind_group }
}
fn get_pipeline(&self, format: wgpu::TextureFormat) -> wgpu::RenderPipeline {
let mut cache = self.pipeline.lock().unwrap();
if let Some((cached_fmt, ref pipeline)) = *cache
&& cached_fmt == format
{
return pipeline.clone();
}
let pipeline = self
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&self.pipeline_layout),
vertex: wgpu::VertexState {
module: &self.shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &self.shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None, polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
*cache = Some((format, pipeline.clone()));
pipeline
}
pub fn create_texture(&self, width: u32, height: u32) -> (wgpu::Texture, wgpu::BindGroup) {
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: None,
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.bind_group_layout_tex,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
label: None,
});
(texture, bind_group)
}
pub fn update_texture(&self, texture: &wgpu::Texture, rgba: &[u8], width: u32, height: u32) {
self.queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
rgba,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4 * width),
rows_per_image: Some(height),
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
}
pub fn create_video_texture(&self, width: u32, height: u32) -> VideoTexture {
let plane_texture = |label, size, format| {
self.device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
})
};
let luma = plane_texture(
"Video NV12 Luma",
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
wgpu::TextureFormat::R8Unorm,
);
let chroma = plane_texture(
"Video NV12 Chroma",
wgpu::Extent3d {
width: width.div_ceil(2),
height: height.div_ceil(2),
depth_or_array_layers: 1,
},
wgpu::TextureFormat::Rg8Unorm,
);
let output = self.device.create_texture(&wgpu::TextureDescriptor {
label: Some("Video RGB Output"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::COPY_DST
| wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
let sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Video Plane Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let output_sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Video Output Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let conversion = YuvConversion::new(YuvColorInfo {
matrix: YuvMatrix::Bt709,
range: YuvRange::Limited,
});
let conversion_buffer = self
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Video YUV Conversion Uniform"),
contents: bytemuck::bytes_of(&conversion),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let luma_view = luma.create_view(&wgpu::TextureViewDescriptor::default());
let chroma_view = chroma.create_view(&wgpu::TextureViewDescriptor::default());
let output_view = output.create_view(&wgpu::TextureViewDescriptor::default());
let conversion_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Video NV12 Conversion Bind Group"),
layout: &self.nv12_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&luma_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&chroma_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 3,
resource: conversion_buffer.as_entire_binding(),
},
],
});
let effects_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Video Effects Bind Group"),
layout: &self.bind_group_layout_tex,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&output_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&output_sampler),
},
],
});
VideoTexture {
output,
output_view,
effects_bind_group,
luma,
chroma,
conversion_buffer,
conversion_bind_group,
width,
height,
}
}
pub fn update_video_texture(
&self,
texture: &VideoTexture,
frame: &VideoFrameData,
) -> anyhow::Result<()> {
match frame {
VideoFrameData::Rgba(rgba) => {
anyhow::ensure!(
rgba.len() == texture.width as usize * texture.height as usize * 4,
"invalid RGBA video frame size"
);
self.update_texture(&texture.output, rgba, texture.width, texture.height);
}
VideoFrameData::Nv12 {
y_plane,
uv_plane,
color,
} => {
let chroma_width = texture.width.div_ceil(2);
let chroma_height = texture.height.div_ceil(2);
anyhow::ensure!(
y_plane.len() == texture.width as usize * texture.height as usize,
"invalid NV12 luma plane size"
);
anyhow::ensure!(
uv_plane.len() == (chroma_width * chroma_height * 2) as usize,
"invalid NV12 chroma plane size"
);
self.queue.write_texture(
texture.luma.as_image_copy(),
y_plane,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(texture.width),
rows_per_image: Some(texture.height),
},
wgpu::Extent3d {
width: texture.width,
height: texture.height,
depth_or_array_layers: 1,
},
);
self.queue.write_texture(
texture.chroma.as_image_copy(),
uv_plane,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(chroma_width * 2),
rows_per_image: Some(chroma_height),
},
wgpu::Extent3d {
width: chroma_width,
height: chroma_height,
depth_or_array_layers: 1,
},
);
self.queue.write_buffer(
&texture.conversion_buffer,
0,
bytemuck::bytes_of(&YuvConversion::new(*color)),
);
let mut encoder =
self.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("NV12 Conversion Encoder"),
});
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("NV12 Conversion Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &texture.output_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
pass.set_pipeline(&self.nv12_pipeline);
pass.set_bind_group(0, &texture.conversion_bind_group, &[]);
pass.draw(0..3, 0..1);
}
self.queue.submit([encoder.finish()]);
}
}
Ok(())
}
pub fn load_texture(
&self,
image: &image::DynamicImage,
) -> anyhow::Result<(wgpu::Texture, wgpu::BindGroup)> {
let rgba = image.to_rgba8();
let (width, height) = image.dimensions();
let (texture, bind_group) = self.create_texture(width, height);
self.update_texture(&texture, &rgba, width, height);
Ok((texture, bind_group))
}
pub fn update_uniforms(&self, buffer: &wgpu::Buffer, uniforms: Uniforms) {
self.queue
.write_buffer(buffer, 0, bytemuck::cast_slice(&[uniforms]));
}
pub fn render_frame(
&self,
request: FrameRequest,
per_output: &PerOutputUniforms,
) -> anyhow::Result<FrameStatus> {
let FrameRequest {
surface,
format,
bg_bind,
new_bind,
effect,
width,
height,
img_width,
img_height,
old_img_width,
old_img_height,
scaling_mode,
} = request;
let mut uniforms = Uniforms::from_effect(effect);
uniforms.resolution = [width as f32, height as f32];
uniforms.image_resolution = [img_width as f32, img_height as f32];
uniforms.old_image_resolution = [old_img_width as f32, old_img_height as f32];
uniforms.scaling_mode = scaling_mode;
self.update_uniforms(&per_output.buffer, uniforms);
let pipeline = self.get_pipeline(format);
let output = match surface.get_current_texture() {
Ok(texture) => texture,
Err(wgpu::SurfaceError::Timeout) => return Ok(FrameStatus::TimedOut),
Err(wgpu::SurfaceError::Outdated) => return Ok(FrameStatus::Outdated),
Err(wgpu::SurfaceError::Lost) => return Ok(FrameStatus::Lost),
Err(err) => {
return Err(anyhow::anyhow!(
"failed to acquire swapchain texture: {err:?}"
));
}
};
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Wallpaper Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&pipeline);
render_pass.set_bind_group(0, bg_bind, &[]);
render_pass.set_bind_group(1, new_bind, &[]);
render_pass.set_bind_group(2, &per_output.bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(FrameStatus::Presented)
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum FrameStatus {
Presented,
TimedOut,
Outdated,
Lost,
}
pub struct FrameRequest<'a> {
pub surface: &'a wgpu::Surface<'a>,
pub format: wgpu::TextureFormat,
pub bg_bind: &'a wgpu::BindGroup,
pub new_bind: &'a wgpu::BindGroup,
pub effect: &'a crate::animation::EffectUniforms,
pub width: u32,
pub height: u32,
pub img_width: u32,
pub img_height: u32,
pub old_img_width: u32,
pub old_img_height: u32,
pub scaling_mode: u32,
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn selects_yuv_conversion_coefficients_and_range() {
let limited_709 = YuvConversion::new(YuvColorInfo {
matrix: YuvMatrix::Bt709,
range: YuvRange::Limited,
});
assert_eq!(limited_709.red, [1.0, 0.0, 1.5748, 0.0]);
assert_eq!(limited_709.green, [1.0, -0.187_324, -0.468_124, 0.0]);
assert_eq!(limited_709.range[0], 16.0 / 255.0);
assert_eq!(limited_709.range[1], 255.0 / 219.0);
let full_2020 = YuvConversion::new(YuvColorInfo {
matrix: YuvMatrix::Bt2020,
range: YuvRange::Full,
});
assert_eq!(full_2020.red, [1.0, 0.0, 1.4746, 0.0]);
assert_eq!(full_2020.blue, [1.0, 1.8814, 0.0, 0.0]);
assert_eq!(full_2020.range, [0.0, 1.0, 128.0 / 255.0, 1.0]);
}
}