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ColorSpaceConversion

Struct ColorSpaceConversion 

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pub struct ColorSpaceConversion;
Expand description

Color space conversion operations

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impl ColorSpaceConversion

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pub fn rgb_to_yuv( device: &GpuDevice, input: &[u8], output: &mut [u8], width: u32, height: u32, color_space: ColorSpace, ) -> Result<()>

Convert RGB to YUV

§Arguments
  • device - GPU device
  • input - Input RGB buffer (packed RGBA format)
  • output - Output YUV buffer (packed YUVA format)
  • width - Image width
  • height - Image height
  • color_space - Color space standard (BT.601, BT.709, BT.2020)
§Errors

Returns an error if buffer sizes are invalid or if the GPU operation fails.

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pub fn yuv_to_rgb( device: &GpuDevice, input: &[u8], output: &mut [u8], width: u32, height: u32, color_space: ColorSpace, ) -> Result<()>

Convert YUV to RGB

§Arguments
  • device - GPU device
  • input - Input YUV buffer (packed YUVA format)
  • output - Output RGB buffer (packed RGBA format)
  • width - Image width
  • height - Image height
  • color_space - Color space standard (BT.601, BT.709, BT.2020)
§Errors

Returns an error if buffer sizes are invalid or if the GPU operation fails.

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impl ColorSpaceConversion

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pub fn rgb_to_hsv(data: &[u8], width: u32, height: u32) -> Vec<u8>

Convert interleaved RGBA pixels from RGB to HSV encoding.

Input layout: 4 bytes per pixel — R, G, B, A. Output layout: 4 bytes per pixel — H_enc, S_enc, V_enc, A (pass-through).

Encoding:

  • H → (H / 360.0 * 255.0) as u8 (hue 0°–360° mapped to 0–255)
  • S → (S * 255.0) as u8 (saturation 0.0–1.0)
  • V → (V * 255.0) as u8 (value 0.0–1.0)
§Panics

Does not panic; invalid pixel counts are handled by truncating to complete 4-byte pixels.

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pub fn hsv_to_rgb(data: &[u8], width: u32, height: u32) -> Vec<u8>

Convert interleaved RGBA pixels from HSV to RGB encoding.

Input layout: 4 bytes per pixel — H_enc, S_enc, V_enc, A. Output layout: 4 bytes per pixel — R, G, B, A (pass-through).

Decoding: H = byte × 360 / 255, S = byte / 255, V = byte / 255.

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pub fn rgb_to_lab(data: &[u8], width: u32, height: u32) -> Vec<u8>

Convert interleaved RGBA pixels from sRGB to CIE Lab*.

Input layout: 4 bytes per pixel — R, G, B, A. Output layout: 4 bytes per pixel:

  • L* (0–100) → byte = (L * 255.0 / 100.0) as u8
  • a* (−128–127) → byte = (a + 128.0) as u8 (clamped 0–255)
  • b* (−128–127) → byte = (b + 128.0) as u8 (clamped 0–255)
  • A: pass-through
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pub fn lab_to_rgb(data: &[u8], width: u32, height: u32) -> Vec<u8>

Convert interleaved RGBA pixels from CIE Lab* back to sRGB.

Input layout: 4 bytes per pixel — L_enc, a_enc, b_enc, A. Output layout: 4 bytes per pixel — R, G, B, A (pass-through).

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pub fn srgb_to_linear(data: &[u8], width: u32, height: u32) -> Vec<u8>

Convert interleaved RGBA pixels from sRGB to linear light (remove gamma).

Input/output: 4 bytes per pixel — R, G, B, A. Alpha is passed through. The linear value (0.0–1.0 f64) is scaled back to u8 (0–255).

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pub fn linear_to_srgb(data: &[u8], width: u32, height: u32) -> Vec<u8>

Convert interleaved RGBA pixels from linear light to sRGB (apply gamma).

Input/output: 4 bytes per pixel — R, G, B, A. Alpha is passed through.

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