fix(iced-video): Write the conversion matrix buffer so the video actually shows up
This commit is contained in:
@@ -3,6 +3,7 @@ pub mod primitive;
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pub mod source;
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pub mod widget;
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pub use widget::Video;
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pub mod yuv;
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use error_stack::{Report, ResultExt};
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@@ -8,7 +8,38 @@ use std::sync::{Arc, Mutex, atomic::AtomicBool};
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#[derive(Clone, Copy, Debug, bytemuck::Zeroable, bytemuck::Pod)]
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#[repr(transparent)]
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pub struct ConversionMatrix {
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matrix: [[f32; 4]; 4],
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matrix: [Vec3f; 3],
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}
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#[derive(Clone, Copy, Debug, bytemuck::Zeroable, bytemuck::Pod)]
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#[repr(C, align(16))]
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pub struct Vec3f {
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data: [f32; 3],
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__padding: u32,
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}
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impl From<[f32; 3]> for Vec3f {
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fn from(value: [f32; 3]) -> Self {
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Vec3f {
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data: [value[0], value[1], value[2]],
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__padding: 0,
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}
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}
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}
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impl Vec3f {
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pub fn new(x: f32, y: f32, z: f32) -> Self {
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Vec3f {
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data: [x, y, z],
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__padding: 0,
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}
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}
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pub const fn from(data: [f32; 3]) -> Self {
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Vec3f {
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data: [data[0], data[1], data[2]],
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__padding: 0,
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}
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}
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}
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// impl ConversionMatrix {
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@@ -44,19 +75,17 @@ pub struct ConversionMatrix {
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pub const BT2020_TO_RGB: ConversionMatrix = ConversionMatrix {
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matrix: [
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[1.1684, 0.0000, 1.6836, -0.9122],
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[1.1684, -0.1873, -0.6520, 0.3015],
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[1.1684, 2.1482, 0.0000, -1.1322],
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[0.0, 0.0, 0.0, 1.0],
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Vec3f::from([1.0, 0.0, 1.13983]),
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Vec3f::from([1.0, -0.39465, -0.58060]),
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Vec3f::from([1.0, 2.03211, 0.0]),
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],
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};
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pub const BT709_TO_RGB: ConversionMatrix = ConversionMatrix {
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matrix: [
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[1.1644, 0.0000, 1.7927, -0.9729],
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[1.1644, -0.2132, -0.5329, 0.3015],
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[1.1644, 2.1124, 0.0000, -1.1334],
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[0.0, 0.0, 0.0, 1.0],
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Vec3f::from([1.0, 0.0, 1.13983]),
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Vec3f::from([1.0, -0.39465, -0.58060]),
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Vec3f::from([1.0, 2.03211, 0.0]),
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],
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};
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@@ -69,13 +98,6 @@ pub struct VideoFrame {
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pub format: VideoFormat,
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}
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#[derive(Debug, Clone, Copy)]
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pub enum ToneMapping {
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None,
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InverseOETF,
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Reinhard,
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}
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impl iced_wgpu::Primitive for VideoFrame {
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type Pipeline = VideoPipeline;
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@@ -95,17 +117,6 @@ impl iced_wgpu::Primitive for VideoFrame {
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pipeline.format,
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self.format,
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);
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let conversion_matrix = if texture.format().is_wide() {
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BT2020_TO_RGB
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} else {
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BT709_TO_RGB
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};
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let buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("iced-video-conversion-matrix-buffer"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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size: core::mem::size_of::<ConversionMatrix>() as wgpu::BufferAddress,
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mapped_at_creation: false,
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced-video-texture-bind-group"),
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@@ -130,11 +141,13 @@ impl iced_wgpu::Primitive for VideoFrame {
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],
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});
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// texture.write_conversion_matrix(&BT709_TO_RGB, queue);
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VideoFrameData {
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id: self.id.clone(),
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texture,
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conversion_matrix: buffer,
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bind_group,
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conversion_matrix: BT709_TO_RGB,
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ready: Arc::clone(&self.ready),
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}
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});
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@@ -179,24 +192,8 @@ impl iced_wgpu::Primitive for VideoFrame {
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let data = buffer
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.map_readable()
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.expect("BUG: Failed to map gst::Buffer readable");
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// queue.write_buffer(&video.buffer, 0, &data);
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video.texture.write_texture(&data, queue);
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// queue.write_texture(
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// wgpu::TexelCopyTextureInfo {
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// texture: &video.texture,
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// mip_level: 0,
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// origin: wgpu::Origin3d::ZERO,
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// aspect: wgpu::TextureAspect::All,
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// },
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// &data,
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// wgpu::TexelCopyBufferLayout {
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// offset: 0,
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// bytes_per_row: Some(4 * self.size.width),
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// rows_per_image: Some(self.size.height),
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// },
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// self.size,
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// );
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drop(data);
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video
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@@ -250,6 +247,10 @@ impl iced_wgpu::Primitive for VideoFrame {
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/// While we can use vulkan with moltenvk on macos, I'd much rather use metal directly
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/// Right now only supports interleaved UV formats.
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/// For planar formats we would need 3 textures.
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/// Also NV12 and P010 textures are not COPY_DST capable
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/// This assumes 4:2:0 chroma subsampling (for now).
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/// So for 4 Y samples there is 1 U and 1 V sample.
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/// This means that the UV texture is half the width and half the height of the Y texture.
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#[derive(Debug)]
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pub struct VideoTexture {
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y: wgpu::Texture,
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@@ -257,7 +258,7 @@ pub struct VideoTexture {
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size: wgpu::Extent3d,
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video_format: VideoFormat,
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surface_format: wgpu::TextureFormat,
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tone_mapping: ToneMapping,
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conversion_matrix_buffer: wgpu::Buffer,
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}
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impl VideoTexture {
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@@ -281,16 +282,6 @@ impl VideoTexture {
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tracing::warn!("Video format is HDR but surface does not support HDR");
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}
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let tone_mapping = if surface_hdr && video_hdr {
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ToneMapping::None
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} else if surface_hdr && !video_hdr {
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ToneMapping::InverseOETF
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} else if !surface_hdr && video_hdr {
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ToneMapping::Reinhard
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} else {
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ToneMapping::None
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};
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let y_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some(&format!("{}-y", label)),
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size: wgpu::Extent3d {
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@@ -319,13 +310,21 @@ impl VideoTexture {
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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let buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("iced-video-conversion-matrix-buffer"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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size: core::mem::size_of::<ConversionMatrix>() as wgpu::BufferAddress,
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mapped_at_creation: false,
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});
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VideoTexture {
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y: y_texture,
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uv: uv_texture,
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size,
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surface_format,
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video_format,
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tone_mapping,
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conversion_matrix_buffer: buffer,
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}
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}
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@@ -343,23 +342,20 @@ impl VideoTexture {
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}
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pub fn resize(&self, name: &str, new_size: wgpu::Extent3d, device: &wgpu::Device) -> Self {
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VideoTexture::new(name, new_size, device, self.format(), self.video_format)
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VideoTexture::new(name, new_size, device, self.format(), self.pixel_format())
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}
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pub fn pixel_format(&self) -> VideoFormat {
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self.video_format
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}
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pub fn set_pixel_format(&mut self, format: VideoFormat) {
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self.video_format = format;
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}
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/// This assumes that the data is laid out correctly for the texture format.
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pub fn write_texture(&self, data: &[u8], queue: &wgpu::Queue) {
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// let (y, u, v) = match self.video_format {
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// VideoFormat::Nv12 | VideoFormat::P01010le | VideoFormat::P016Le => (4, 1, 1),
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// _ => (1, 1),
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// };
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let Self { y, uv, .. } = self;
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let y_size = y.size();
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let uv_size = uv.size();
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@@ -367,6 +363,17 @@ impl VideoTexture {
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let y_data_size = (y_size.width * y_size.height * 2) as usize;
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let uv_data_size = (y_data_size / 2) as usize; // UV is interleaved
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// debug_assert_eq!(y_data_size, data.len() / 3 * 2);
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// debug_assert_eq!(uv_data_size, data.len() / 3);
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// let y_data = &data[0..y_data_size];
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// let uv_data = &data[y_data_size..];
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// dbg!(y_data.len());
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// dbg!(uv_data.len());
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// dbg!(y_data.len() + uv_data.len());
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// dbg!(data.len());
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// dbg!(y.size());
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// dbg!(uv.size());
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queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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texture: y,
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@@ -374,11 +381,11 @@ impl VideoTexture {
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&data[0..y_data_size],
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y_data,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(y_size.width),
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rows_per_image: Some(y_size.height),
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bytes_per_row: Some(y_size.width * 2),
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rows_per_image: None,
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},
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y_size,
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);
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@@ -390,15 +397,23 @@ impl VideoTexture {
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&data[y_data_size..(y_data_size + uv_data_size)],
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uv_data,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(uv_size.width),
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rows_per_image: Some(uv_size.height),
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bytes_per_row: Some(uv_size.width * 4),
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rows_per_image: None,
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},
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uv_size,
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);
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}
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pub fn write_conversion_matrix(&self, matrix: &ConversionMatrix, queue: &wgpu::Queue) {
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queue.write_buffer(
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&self.conversion_matrix_buffer,
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0,
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bytemuck::bytes_of(matrix),
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);
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}
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}
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#[derive(Debug)]
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@@ -406,7 +421,7 @@ pub struct VideoFrameData {
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id: id::Id,
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texture: VideoTexture,
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bind_group: wgpu::BindGroup,
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conversion_matrix: wgpu::Buffer,
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conversion_matrix: ConversionMatrix,
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ready: Arc<AtomicBool>,
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}
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@@ -19,16 +19,12 @@ fn vs_main(
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@group(0) @binding(0) var y_texture: texture_2d<f32>;
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@group(0) @binding(1) var uv_texture: texture_2d<f32>;
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@group(0) @binding(2) var texture_sampler: sampler;
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@group(0) @binding(3) var<uniform> rgb_primaries: mat4x4<f32>;
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@group(0) @binding(3) var<uniform> rgb_primaries: mat3x3<f32>;
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@fragment
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fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
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let y = textureSample(y_texture, texture_sampler, input.tex_coords).r;
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let uv = textureSample(uv_texture, texture_sampler, input.tex_coords).rg;
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let yuv = vec4f(y, uv, 0);
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let rgb = rgb_primaries * yuv;
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return vec4f(rgb.r, rgb.g, rgb.b, 1.0);
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// let rgb = rgb_primaries * yuv;
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// return vec4f(rgb, 1.0);
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let yuv = vec3f(y, uv);
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return vec4f(yuv * rgb_primaries, 1.0);
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}
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