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use smallvec::smallvec;
use crate::{
allocator::create_and_fill_uniform_buffer,
include_shader_module,
renderer::{screen_triangle_vertex_shader, DrawData, DrawError, Renderer},
wgpu_resources::{
BindGroupDesc, BindGroupEntry, BindGroupLayoutDesc, GpuBindGroup, GpuBindGroupLayoutHandle,
GpuRenderPipelineHandle, GpuTexture, PipelineLayoutDesc, RenderPipelineDesc,
},
RenderContext,
};
/// Supported chroma subsampling input formats.
///
/// We use `YUV`/`YCbCr`/`YPbPr` interchangeably and usually just call it `YUV`.
///
/// According to this [source](https://www.retrosix.wiki/yuv-vs-ycbcr-vs-rgb-color-space/):
/// * `YUV` is an analog signal
/// * `YCbCr` is scaled and offsetted version of YUV, used in digital signals (we denote this as "limited range YUV")
/// * `YPbPr` is the physical component cabel to transmit `YCbCr`
/// Actual use in the wild seems to be all over the place.
/// For instance `OpenCV` uses `YCbCr` when talking about the full range and YUV when talking about
/// limited range. [Source](https://docs.opencv.org/4.x/de/d25/imgproc_color_conversions.html):
/// > RGB <-> YCrCb JPEG [...] Y, Cr, and Cb cover the whole value range.
/// > RGB <-> YUV with subsampling [...] with resulting values Y [16, 235], U and V [16, 240] centered at 128.
///
/// For more on YUV ranges see [`YuvRange`].
///
/// Naming schema:
/// * every time a plane starts add a `_`
/// * end with `4xy` for 4:x:y subsampling.
///
/// This picture gives a great overview of how to interpret the 4:x:y naming scheme for subsampling:
/// <https://en.wikipedia.org/wiki/Chroma_subsampling#Sampling_systems_and_ratios/>
///
/// Keep indices in sync with `yuv_converter.wgsl`
#[allow(non_camel_case_types)]
#[derive(Clone, Copy, Debug)]
pub enum YuvPixelLayout {
// ---------------------------
// Planar formats
// ---------------------------
//
/// 4:4:4 no chroma downsampling with 3 separate planes.
/// Also known as `I444`
///
/// Expects single channel data texture format.
///
/// ```text
/// width
/// __________
/// | |
/// height | Y |
/// | |
/// |_________|
/// | |
/// height | U |
/// | |
/// |_________|
/// | |
/// height | V |
/// | |
/// |_________|
/// ```
Y_U_V444 = 0,
/// 4:2:2 subsampling with 3 separate planes.
/// Also known as `I422`
///
/// Expects single channel data texture format.
///
/// Each data texture row in U & V section contains two rows
/// of U/V respectively, since there's a total of (width/2) * (height/2) U & V samples
///
/// ```text
/// width
/// __________
/// | |
/// height | Y |
/// | |
/// |_________|
/// height/2 | U |
/// |_________|
/// height/2 | V |
/// |_________|
/// ```
Y_U_V422 = 1,
/// 4:2:0 subsampling with 3 separate planes.
/// Also known as `I420`
///
/// Expects single channel data texture format.
///
/// Each data texture row in U & V section contains two rows
/// of U/V respectively, since there's a total of (width/2) * height U & V samples
///
/// ```text
/// width
/// __________
/// | |
/// height | Y |
/// | |
/// |_________|
/// height/4 |___◌̲U____|
/// height/4 |___◌̲V____|
/// ```
Y_U_V420 = 2,
// ---------------------------
// Semi-planar formats
// ---------------------------
//
/// 4:2:0 subsampling with a separate Y plane, followed by a UV plane.
/// Also known as `NV12` (although `NV12` usually also implies the limited range).
///
/// Expects single channel data texture format.
///
/// First comes entire image in Y in one plane,
/// followed by a plane with interleaved lines ordered as U0, V0, U1, V1, etc.
///
/// ```text
/// width
/// __________
/// | |
/// height | Y |
/// | |
/// |_________|
/// height/2 | U,V,U,… |
/// |_________|
/// ```
Y_UV420 = 100,
// ---------------------------
// Interleaved formats
// ---------------------------
//
/// YUV 4:2:2 subsampling, single plane.
///
/// Expects single channel data texture format.
///
/// The order of the channels is Y0, U0, Y1, V0, all in the same plane.
///
/// ```text
/// width * 2
/// __________________
/// | |
/// height | Y0, U0, Y1, V0… |
/// |_________________|
/// ```
YUYV422 = 200,
// ---------------------------
// Monochrome formats
// ---------------------------
//
/// 4:0:0, single plane of chroma only.
/// Also known as I400
///
/// Expects single channel data texture format.
///
/// Note that we still convert this to RGBA, for convenience.
///
/// ```text
/// width
/// __________
/// | |
/// height | Y |
/// | |
/// |_________|
/// ```
Y400 = 300,
}
impl std::fmt::Display for YuvPixelLayout {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Self::Y_U_V444 => write!(f, "4:4:4 (planar)"),
Self::Y_U_V422 => write!(f, "4:2:2 (planar)"),
Self::Y_U_V420 => write!(f, "4:2:0 (planar)"),
Self::Y_UV420 => write!(f, "4:2:0 (semi-planar)"),
Self::YUYV422 => write!(f, "4:2:2 (interleaved"),
Self::Y400 => write!(f, "4:0:0"),
}
}
}
/// Yuv matrix coefficients that determine how a YUV image is meant to be converted to RGB.
///
/// A rigorious definition of the yuv conversion matrix would still require to define
/// the transfer characteristics & color primaries of the resulting RGB space.
/// See [`re_video::decode`]'s documentation.
///
/// However, at this point we generally assume that no further processing is needed after the transform.
/// This is acceptable for most non-HDR content because of the following properties of `Bt709`/`Bt601`/ sRGB:
/// * Bt709 & sRGB primaries are practically identical
/// * Bt601 PAL & Bt709 color primaries are the same (with some slight differences for Bt709 NTSC)
/// * Bt709 & sRGB transfer function are almost identical (and the difference is widely ignored)
/// (sources: <https://en.wikipedia.org/wiki/Rec._709>, <https://en.wikipedia.org/wiki/Rec._601>)
/// …which means for the moment we pretty much only care about the (actually quite) different YUV conversion matrices!
#[derive(Clone, Copy, Debug)]
pub enum YuvMatrixCoefficients {
/// Identity matrix, interpret YUV as GBR.
Identity = 0,
/// BT.601 (aka. SDTV, aka. Rec.601)
///
/// Wiki: <https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.601_conversion/>
Bt601 = 1,
/// BT.709 (aka. HDTV, aka. Rec.709)
///
/// Wiki: <https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.709_conversion/>
///
/// These are the same primaries we usually assume and use for all our rendering
/// since they are the same primaries used by sRGB.
/// <https://en.wikipedia.org/wiki/Rec._709#Relationship_to_sRGB/>
/// The OETF/EOTF function (<https://en.wikipedia.org/wiki/Transfer_functions_in_imaging>) is different,
/// but for all other purposes they are the same.
/// (The only reason for us to convert to optical units ("linear" instead of "gamma") is for
/// lighting & tonemapping where we typically start out with an sRGB image!)
Bt709 = 2,
//
// Not yet supported. These vary a lot more from the other two!
//
// /// BT.2020 (aka. PQ, aka. Rec.2020)
// ///
// /// Wiki: <https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion/>
// BT2020_ConstantLuminance,
// BT2020_NonConstantLuminance,
}
impl std::fmt::Display for YuvMatrixCoefficients {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Self::Identity => write!(f, "identity"),
Self::Bt601 => write!(f, "BT.601"),
Self::Bt709 => write!(f, "BT.709"),
}
}
}
/// Expected range of YUV values.
///
/// Keep indices in sync with `yuv_converter.wgsl`
#[derive(Clone, Copy, Debug, Default)]
pub enum YuvRange {
/// Use limited range YUV, i.e. for 8bit data, Y is valid in [16, 235] and U/V [16, 240].
///
/// This is by far the more common YUV range.
// TODO(andreas): What about higher bit ranges?
// This range says https://www.reddit.com/r/ffmpeg/comments/uiugfc/comment/i7f4wyp/
// 64-940 for Y and 64-960 for chroma.
#[default]
Limited = 0,
/// Use full range YUV with all components ranging from 0 to 255 for 8bit or higher otherwise.
Full = 1,
}
impl std::fmt::Display for YuvRange {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
Self::Limited => write!(f, "limited"),
Self::Full => write!(f, "full"),
}
}
}
impl YuvPixelLayout {
/// Given the dimensions of the output picture, what are the expected dimensions of the input data texture.
pub fn data_texture_width_height(&self, [decoded_width, decoded_height]: [u32; 2]) -> [u32; 2] {
match self {
Self::Y_U_V444 => [decoded_width, decoded_height * 3],
Self::Y_U_V422 => [decoded_width, decoded_height * 2],
Self::Y_U_V420 | Self::Y_UV420 => [decoded_width, decoded_height + decoded_height / 2],
Self::YUYV422 => [decoded_width * 2, decoded_height],
Self::Y400 => [decoded_width, decoded_height],
}
}
/// What format the input data texture is expected to be in.
pub fn data_texture_format(&self) -> wgpu::TextureFormat {
// TODO(andreas): How to deal with higher precision formats here?
//
// Our shader currently works with 8 bit integer formats here since while
// _technically_ YUV formats have nothing to do with concrete bit depth,
// practically there's underlying expectation for 8 bits per channel
// at least as long as the data is Bt.709 or Bt.601.
// In other words: The conversions implementations we have today expect 0-255 as the value range.
#[allow(clippy::match_same_arms)]
match self {
// Only thing that makes sense for 8 bit planar data is the R8Uint format.
Self::Y_U_V444 | Self::Y_U_V422 | Self::Y_U_V420 => wgpu::TextureFormat::R8Uint,
// Same for planar
Self::Y_UV420 => wgpu::TextureFormat::R8Uint,
// Interleaved have opportunities here!
// TODO(andreas): Why not use [`wgpu::TextureFormat::Rg8Uint`] here?
Self::YUYV422 => wgpu::TextureFormat::R8Uint,
// Monochrome have only one channel anyways.
Self::Y400 => wgpu::TextureFormat::R8Uint,
}
}
/// Size of the buffer needed to create the data texture, i.e. the raw input data.
pub fn num_data_buffer_bytes(&self, decoded_width: [u32; 2]) -> usize {
let data_texture_width_height = self.data_texture_width_height(decoded_width);
let data_texture_format = self.data_texture_format();
(data_texture_format
.block_copy_size(None)
.expect("data texture formats are expected to be trivial")
* data_texture_width_height[0]
* data_texture_width_height[1]) as usize
}
}
mod gpu_data {
use crate::wgpu_buffer_types;
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct UniformBuffer {
/// Uses [`super::YuvPixelLayout`].
pub yuv_layout: u32,
/// Uses [`super::YuvMatrixCoefficients`].
pub yuv_matrix_coefficients: u32,
pub target_texture_size: [u32; 2],
/// Uses [`super::YuvRange`].
pub yuv_range: wgpu_buffer_types::U32RowPadded,
pub _end_padding: [wgpu_buffer_types::PaddingRow; 16 - 2],
}
}
/// A work item for the subsampling converter.
pub struct YuvFormatConversionTask {
bind_group: GpuBindGroup,
target_texture: GpuTexture,
}
impl DrawData for YuvFormatConversionTask {
type Renderer = YuvFormatConverter;
}
impl YuvFormatConversionTask {
/// Format that a target texture must have in order to be used as output of this converter.
///
/// sRGB encoded 8 bit texture.
///
/// Not using [`wgpu::TextureFormat::Rgba8UnormSrgb`] since consumers typically consume this
/// texture with software EOTF ("to linear") for more flexibility.
pub const OUTPUT_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
/// Usage flags that a target texture must have in order to be used as output of this converter.
pub const REQUIRED_TARGET_TEXTURE_USAGE_FLAGS: wgpu::TextureUsages =
wgpu::TextureUsages::RENDER_ATTACHMENT;
/// Creates a new conversion task that can be used with [`YuvFormatConverter`].
///
/// Does *not* validate that the input data has the expected format,
/// see methods of [`YuvPixelLayout`] for details.
pub fn new(
ctx: &RenderContext,
yuv_layout: YuvPixelLayout,
yuv_range: YuvRange,
yuv_matrix_coefficients: YuvMatrixCoefficients,
input_data: &GpuTexture,
target_texture: &GpuTexture,
) -> Self {
let target_label = target_texture.creation_desc.label.clone();
let renderer = ctx.renderer::<YuvFormatConverter>();
let uniform_buffer = create_and_fill_uniform_buffer(
ctx,
format!("{target_label}_conversion").into(),
gpu_data::UniformBuffer {
yuv_layout: yuv_layout as _,
yuv_matrix_coefficients: yuv_matrix_coefficients as _,
target_texture_size: [
target_texture.creation_desc.size.width,
target_texture.creation_desc.size.height,
],
yuv_range: (yuv_range as u32).into(),
_end_padding: Default::default(),
},
);
let bind_group = ctx.gpu_resources.bind_groups.alloc(
&ctx.device,
&ctx.gpu_resources,
&BindGroupDesc {
label: "RectangleInstance::bind_group".into(),
entries: smallvec![
uniform_buffer,
BindGroupEntry::DefaultTextureView(input_data.handle),
],
layout: renderer.bind_group_layout,
},
);
Self {
bind_group,
target_texture: target_texture.clone(),
}
}
/// Runs the conversion from the input texture data.
pub fn convert_input_data_to_texture(self, ctx: &RenderContext) -> Result<(), DrawError> {
// TODO(andreas): Does this have to be on the global view encoder?
// If this ever becomes a problem we could easily schedule this to another encoder as long as
// we guarantee that the conversion is enqueued before the resulting texture is used.
// Given that we already have this neatly encapsulated work package this would be quite easy to do!
let mut encoder = ctx.active_frame.before_view_builder_encoder.lock();
let mut pass = encoder
.get()
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: self.target_texture.creation_desc.label.get(),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.target_texture.default_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
ctx.renderer::<YuvFormatConverter>().draw(
&ctx.gpu_resources.render_pipelines.resources(),
crate::draw_phases::DrawPhase::Opaque, // Don't care about the phase.
&mut pass,
&self,
)
}
}
/// Converter for chroma subsampling formats.
///
/// Takes chroma subsampled data and draws to a fullscreen sRGB output texture.
/// Implemented as a [`Renderer`] in order to make use of the existing mechanisms for storing renderer data.
/// (we need some place to lazily create the render pipeline, store a handle to it and encapsulate the draw logic!)
pub struct YuvFormatConverter {
render_pipeline: GpuRenderPipelineHandle,
bind_group_layout: GpuBindGroupLayoutHandle,
}
impl Renderer for YuvFormatConverter {
type RendererDrawData = YuvFormatConversionTask;
fn create_renderer(ctx: &RenderContext) -> Self {
let vertex_handle = screen_triangle_vertex_shader(ctx);
let bind_group_layout = ctx.gpu_resources.bind_group_layouts.get_or_create(
&ctx.device,
&BindGroupLayoutDesc {
label: "YuvFormatConverter".into(),
entries: vec![
// Uniform buffer with some information.
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: (std::mem::size_of::<gpu_data::UniformBuffer>()
as u64)
.try_into()
.ok(),
},
count: None,
},
// Input data texture.
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Uint,
},
count: None,
},
],
},
);
let pipeline_layout = ctx.gpu_resources.pipeline_layouts.get_or_create(
ctx,
&PipelineLayoutDesc {
label: "YuvFormatConverter".into(),
// Note that this is a fairly unusual layout for us with the first entry
// not being the globally set bind group!
entries: vec![bind_group_layout],
},
);
let shader_modules = &ctx.gpu_resources.shader_modules;
let render_pipeline = ctx.gpu_resources.render_pipelines.get_or_create(
ctx,
&RenderPipelineDesc {
label: "TestTriangle::render_pipeline".into(),
pipeline_layout,
vertex_entrypoint: "main".into(),
vertex_handle,
fragment_entrypoint: "fs_main".into(),
fragment_handle: shader_modules.get_or_create(
ctx,
&include_shader_module!("../../shader/conversions/yuv_converter.wgsl"),
),
vertex_buffers: smallvec![],
render_targets: smallvec![Some(YuvFormatConversionTask::OUTPUT_FORMAT.into())],
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
},
);
Self {
render_pipeline,
bind_group_layout,
}
}
fn draw(
&self,
render_pipelines: &crate::wgpu_resources::GpuRenderPipelinePoolAccessor<'_>,
_phase: crate::draw_phases::DrawPhase,
pass: &mut wgpu::RenderPass<'_>,
draw_data: &Self::RendererDrawData,
) -> Result<(), DrawError> {
let pipeline = render_pipelines.get(self.render_pipeline)?;
pass.set_pipeline(pipeline);
pass.set_bind_group(0, &draw_data.bind_group, &[]);
pass.draw(0..3, 0..1);
Ok(())
}
fn participated_phases() -> &'static [crate::draw_phases::DrawPhase] {
// Doesn't participate in regular rendering.
&[]
}
}