184 lines
7.3 KiB
Rust
184 lines
7.3 KiB
Rust
//! NV12 → linear-RGB blit: composites a hardware-decoded video frame (two wgpu plane textures,
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//! Y = R8Unorm + CbCr = Rg8Unorm) directly into the Rgba16Float HDR layer, with no CPU upload.
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//! The colour math mirrors the software path (BT.709 → sRGB-encoded → linear) so hardware- and
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//! software-decoded video look identical. See `panes/shaders/nv12_blit.wgsl`.
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use crate::gpu_brush::BlitTransform;
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/// Uniform: the `viewport_uv → frame_uv` affine (same packing as [`BlitTransform`]), the Y'CbCr→RGB
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/// matrix coefficients, and the full-range flag. 80 bytes (48 matrix + 16 coeffs + u32 + 12 pad).
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#[repr(C)]
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#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
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struct Nv12Params {
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transform: BlitTransform,
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coeffs: [f32; 4],
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full_range: u32,
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_pad: [u32; 3],
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}
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pub struct Nv12BlitPipeline {
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pipeline: wgpu::RenderPipeline,
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bg_layout: wgpu::BindGroupLayout,
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sampler: wgpu::Sampler,
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}
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impl Nv12BlitPipeline {
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pub fn new(device: &wgpu::Device) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("nv12_blit_shader"),
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source: wgpu::ShaderSource::Wgsl(
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include_str!("panes/shaders/nv12_blit.wgsl").into(),
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),
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});
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let tex_entry = |binding: u32| wgpu::BindGroupLayoutEntry {
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binding,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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};
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let bg_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("nv12_blit_bgl"),
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entries: &[
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tex_entry(0), // Y plane (R8Unorm)
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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tex_entry(3), // CbCr plane (Rg8Unorm)
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("nv12_blit_pl"),
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bind_group_layouts: &[&bg_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("nv12_blit_pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::Rgba16Float,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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// Bilinear: the frame is scaled to the output size; nearest would look blocky.
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("nv12_blit_sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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Self { pipeline, bg_layout, sampler }
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}
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/// Convert + blit the NV12 frame into `target_view` (Rgba16Float, cleared to transparent),
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/// positioned by `transform` (built like the RGBA video path's `BlitTransform`).
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#[allow(clippy::too_many_arguments)]
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pub fn blit(
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&self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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y_view: &wgpu::TextureView,
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uv_view: &wgpu::TextureView,
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target_view: &wgpu::TextureView,
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transform: &BlitTransform,
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full_range: bool,
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coeffs: [f32; 4],
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) {
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let params = Nv12Params {
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transform: *transform,
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coeffs,
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full_range: full_range as u32,
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_pad: [0; 3],
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};
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let param_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("nv12_blit_params"),
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size: std::mem::size_of::<Nv12Params>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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queue.write_buffer(¶m_buf, 0, bytemuck::bytes_of(¶ms));
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let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("nv12_blit_bg"),
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layout: &self.bg_layout,
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entries: &[
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wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(y_view) },
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wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&self.sampler) },
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wgpu::BindGroupEntry { binding: 2, resource: param_buf.as_entire_binding() },
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wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::TextureView(uv_view) },
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],
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});
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("nv12_blit_encoder"),
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});
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{
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let mut rp = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("nv12_blit_pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: target_view,
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resolve_target: None,
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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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rp.set_pipeline(&self.pipeline);
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rp.set_bind_group(0, &bg, &[]);
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rp.draw(0..4, 0..1);
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}
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queue.submit(Some(encoder.finish()));
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}
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}
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