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Make multi-planar textures renderable #8307
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35 changes: 35 additions & 0 deletions
35
tests/tests/wgpu-gpu/planar_texture/planar_texture_rendering.wgsl
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,35 @@ | ||
struct VertexOutput { | ||
@builtin(position) position: vec4<f32>, | ||
} | ||
|
||
const VERTICES: array<vec3<f32>, 3> = array<vec3<f32>, 3>( | ||
vec3<f32>(-0.5, 0.0, 0.0), | ||
vec3<f32>(0.5, 0.0, 0.0), | ||
vec3<f32>(0.0, 1.0, 0.0), | ||
); | ||
|
||
@vertex | ||
fn vs_main(@builtin(vertex_index) idx: u32) -> VertexOutput { | ||
var output: VertexOutput; | ||
output.position = vec4(VERTICES[idx], 1.0); | ||
return output; | ||
} | ||
|
||
@fragment | ||
fn fs_y_main(input: VertexOutput) -> @location(0) f32 { | ||
let color = vec3<f32>(1.0); | ||
let conversion_weights = vec3<f32>(0.2126, 0.7152, 0.0722); | ||
return clamp(dot(color, conversion_weights), 0.0, 1.0); | ||
} | ||
|
||
@fragment | ||
fn fs_uv_main(input: VertexOutput) -> @location(0) vec2<f32> { | ||
let color = vec3<f32>(1.0); | ||
let conversion_weights = mat3x2<f32>( | ||
-0.1146, 0.5, | ||
-0.3854, -0.4542, | ||
0.5, -0.0458, | ||
); | ||
let conversion_bias = vec2<f32>(0.5, 0.5); | ||
return clamp(conversion_weights * color + conversion_bias, vec2(0.0, 0.0), vec2(1.0, 1.0)); | ||
} |
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Nit regarding extended usage, do we already ensure that we have vulkan 1.1 before we allow multi-planar textures? If not we should add that check.
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If I'm reading the code correctly,
TEXTURE_FORMAT_NV12
andTEXTURE_FORMAT_P010
features requireVK_KHR_sampler_ycbcr_conversion
extension which depends on:VK_KHR_maintenance1
andVK_KHR_bind_memory2
andVK_KHR_get_memory_requirements2
andVK_KHR_get_physical_device_properties2
From what I checked, wgpu does not require all of those extensions so the only way we could use multi-planar textures would be if we had at least vulkan 1.1 and I think wgpu ensures that (unless I read the code wrong)