@gyeonghokim/fisheye.js 1.0.0 → 1.0.2

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package/dist/index.js.map CHANGED
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- {"version":3,"sources":["../src/fisheye.ts","../src/utils.ts"],"sourcesContent":["import tgpu, { type TgpuBuffer, type TgpuTexture } from \"typegpu\";\nimport * as d from \"typegpu/data\";\nimport * as std from \"typegpu/std\";\nimport type { FisheyeConfig, FisheyeOptions } from \"./types\";\n\n/**\n * Uniform struct for fisheye dewarping parameters\n */\nconst FisheyeUniforms = d.struct({\n k1: d.f32,\n k2: d.f32,\n k3: d.f32,\n k4: d.f32,\n fov: d.f32,\n centerX: d.f32,\n centerY: d.f32,\n zoom: d.f32,\n width: d.f32,\n height: d.f32,\n padding: d.f32,\n});\n\ntype TgpuRootType = Awaited<ReturnType<typeof tgpu.init>>;\n\n/**\n * Bind group layout for fisheye dewarping compute shader\n */\nconst fisheyeLayout = tgpu.bindGroupLayout({\n inputTexture: { texture: d.texture2d() },\n outputTexture: { storageTexture: d.textureStorage2d(\"rgba8unorm\") },\n uniforms: { uniform: FisheyeUniforms },\n});\n\n// Type definitions for textures with proper usage flags\ntype SampledTextureProps = {\n size: readonly [number, number];\n format: \"rgba8unorm\";\n};\n\ntype StorageTextureProps = {\n size: readonly [number, number];\n format: \"rgba8unorm\";\n};\n\ntype InputTextureType = TgpuTexture<SampledTextureProps> & {\n usableAsSampled: true;\n};\n\ntype OutputTextureType = TgpuTexture<StorageTextureProps> & {\n usableAsStorage: true;\n};\n\ntype UniformBufferType = TgpuBuffer<typeof FisheyeUniforms> & {\n usableAsUniform: true;\n};\n\n/**\n * Fisheye dewarper using WebGPU via TypeGPU (Pure GPGPU)\n *\n * @example\n * ```ts\n * const dewarper = new Fisheye({\n * distortion: 0.5,\n * width: 1920,\n * height: 1080,\n * });\n *\n * const dewarpedFrame = await dewarper.dewarp(videoFrame);\n * ```\n */\nexport class Fisheye {\n private config: FisheyeConfig;\n private root: TgpuRootType | null = null;\n private uniformBuffer: UniformBufferType | null = null;\n private inputTexture: InputTextureType | null = null;\n private outputTexture: OutputTextureType | null = null;\n private inputView: ReturnType<typeof Fisheye.createInputView> | null = null;\n private outputView: ReturnType<typeof Fisheye.createOutputView> | null = null;\n private bindGroup: ReturnType<TgpuRootType[\"createBindGroup\"]> | null = null;\n private dewarpPipeline: ReturnType<\n TgpuRootType[\"~unstable\"][\"createGuardedComputePipeline\"]\n > | null = null;\n private readbackBuffers: [GPUBuffer | null, GPUBuffer | null] | null = null;\n private readbackIndex = 0;\n private readbackHasData: [boolean, boolean] = [false, false];\n private readbackBytesPerRow = 0;\n private readbackActualBytesPerRow = 0;\n private pixelBuffer: Uint8Array | null = null;\n private inputTextureSize: [number, number] = [0, 0];\n private outputTextureSize: [number, number] = [0, 0];\n\n private static createInputView(texture: InputTextureType) {\n return texture.createView(d.texture2d());\n }\n\n private static createOutputView(texture: OutputTextureType) {\n return texture.createView(d.textureStorage2d(\"rgba8unorm\"));\n }\n\n constructor(options: FisheyeOptions = {}) {\n this.config = this.applyDefaults(options);\n }\n\n /**\n * Apply default values to options\n */\n private applyDefaults(options: FisheyeOptions): FisheyeConfig {\n const k1 = options.k1 ?? 0;\n return {\n k1,\n k2: options.k2 ?? 0,\n k3: options.k3 ?? 0,\n k4: options.k4 ?? 0,\n width: options.width ?? 300,\n height: options.height ?? 150,\n fov: options.fov ?? 180,\n centerX: options.centerX ?? 0,\n centerY: options.centerY ?? 0,\n zoom: options.zoom ?? 1.0,\n };\n }\n\n /**\n * Initialize TypeGPU root and resources\n */\n private async initialize(): Promise<void> {\n if (this.root) {\n return;\n }\n\n this.root = await tgpu.init();\n\n // Create uniform buffer with TypeGPU for type-safe data handling\n this.uniformBuffer = this.root\n .createBuffer(FisheyeUniforms, this.getUniformData())\n .$usage(\"uniform\");\n\n this.dewarpPipeline = this.root[\"~unstable\"].createGuardedComputePipeline(\n (x: number, y: number) => {\n \"use gpu\";\n\n const inputTex = fisheyeLayout.$.inputTexture;\n const outputTex = fisheyeLayout.$.outputTexture;\n const params = fisheyeLayout.$.uniforms;\n\n const inputDims = std.textureDimensions(inputTex);\n const outputDims = std.textureDimensions(outputTex);\n const coord = d.vec2i(x, y);\n\n // Early exit if outside texture bounds\n if (x >= outputDims.x || y >= outputDims.y) {\n return;\n }\n\n // Normalize coordinates to [-1, 1]\n const uv = d.vec2f(\n (d.f32(coord.x) / d.f32(outputDims.x) - 0.5) * 2.0,\n (d.f32(coord.y) / d.f32(outputDims.y) - 0.5) * 2.0,\n );\n\n // Apply center offset\n const centered = uv.sub(d.vec2f(params.centerX, params.centerY));\n\n // Calculate radius from center\n const r = std.length(centered);\n\n // Fisheye distortion (OpenCV model): theta_d = theta * (1 + k1*theta^2 + k2*theta^4 + k3*theta^6 + k4*theta^8)\n const theta = std.atan(r);\n const theta2 = theta * theta;\n const theta4 = theta2 * theta2;\n const theta6 = theta4 * theta2;\n const theta8 = theta4 * theta4;\n const thetaDistorted =\n theta *\n (1.0 + params.k1 * theta2 + params.k2 * theta4 + params.k3 * theta6 + params.k4 * theta8);\n const rDistorted = std.tan(thetaDistorted);\n\n // Apply zoom\n const rScaled = rDistorted / params.zoom;\n\n // Convert back to texture coordinates\n let distortedUv = centered;\n if (r > 0.0001) {\n distortedUv = centered.mul(rScaled / r);\n }\n\n // Add center offset back and denormalize\n const finalUv = distortedUv.add(d.vec2f(params.centerX, params.centerY)).mul(0.5).add(0.5);\n\n // Sample from input texture if within bounds\n if (finalUv.x >= 0.0 && finalUv.x <= 1.0 && finalUv.y >= 0.0 && finalUv.y <= 1.0) {\n const sampleCoord = d.vec2i(\n d.i32(finalUv.x * d.f32(inputDims.x)),\n d.i32(finalUv.y * d.f32(inputDims.y)),\n );\n const color = std.textureLoad(inputTex, sampleCoord, 0);\n std.textureStore(outputTex, coord, color);\n } else {\n // Black for out of bounds\n std.textureStore(outputTex, coord, d.vec4f(0.0, 0.0, 0.0, 1.0));\n }\n },\n );\n }\n\n /**\n * Get uniform data from current configuration\n */\n private getUniformData(): d.Infer<typeof FisheyeUniforms> {\n return {\n k1: this.config.k1,\n k2: this.config.k2,\n k3: this.config.k3,\n k4: this.config.k4,\n fov: this.config.fov,\n centerX: this.config.centerX,\n centerY: this.config.centerY,\n zoom: this.config.zoom,\n width: this.config.width,\n height: this.config.height,\n padding: 0,\n };\n }\n\n /**\n * Update uniform buffer with current configuration\n */\n private updateUniforms(): void {\n if (!this.uniformBuffer) {\n return;\n }\n this.uniformBuffer.write(this.getUniformData());\n }\n\n private async readbackToVideoFrame(\n device: GPUDevice,\n root: TgpuRootType,\n outputTexture: OutputTextureType,\n timestamp: number,\n ): Promise<VideoFrame> {\n const readbackBuffers = this.readbackBuffers;\n\n if (!readbackBuffers) {\n throw new Error(\"Readback buffer not initialized\");\n }\n\n const outputGpuTexture = root.unwrap(outputTexture);\n const commandEncoder = device.createCommandEncoder();\n const writeIndex = this.readbackIndex;\n const readIndex = 1 - writeIndex;\n const writeBuffer = readbackBuffers[writeIndex];\n const readBuffer = readbackBuffers[readIndex];\n\n if (!writeBuffer || !readBuffer) {\n throw new Error(\"Readback buffer not initialized\");\n }\n\n commandEncoder.copyTextureToBuffer(\n { texture: outputGpuTexture },\n { buffer: writeBuffer, bytesPerRow: this.readbackBytesPerRow },\n [this.config.width, this.config.height],\n );\n device.queue.submit([commandEncoder.finish()]);\n\n this.readbackHasData[writeIndex] = true;\n this.readbackIndex = readIndex;\n\n const bufferToRead = this.readbackHasData[readIndex] ? readBuffer : writeBuffer;\n\n await bufferToRead.mapAsync(GPUMapMode.READ);\n const mappedData = bufferToRead.getMappedRange();\n\n const pixelData =\n this.pixelBuffer ?? new Uint8Array(this.config.width * this.config.height * 4);\n const srcView = new Uint8Array(mappedData);\n\n for (let row = 0; row < this.config.height; row++) {\n const srcOffset = row * this.readbackBytesPerRow;\n const dstOffset = row * this.readbackActualBytesPerRow;\n pixelData.set(\n srcView.subarray(srcOffset, srcOffset + this.readbackActualBytesPerRow),\n dstOffset,\n );\n }\n\n bufferToRead.unmap();\n\n return new VideoFrame(pixelData, {\n format: \"RGBA\",\n codedWidth: this.config.width,\n codedHeight: this.config.height,\n timestamp,\n });\n }\n\n /**\n * Create input texture with proper typing\n */\n private createInputTexture(root: TgpuRootType, width: number, height: number): InputTextureType {\n const size: readonly [number, number] = [width, height];\n const format: \"rgba8unorm\" = \"rgba8unorm\";\n return root[\"~unstable\"].createTexture({ size, format }).$usage(\"sampled\");\n }\n\n /**\n * Create output texture with proper typing (storage only, no render needed for GPGPU)\n */\n private createOutputTexture(\n root: TgpuRootType,\n width: number,\n height: number,\n ): OutputTextureType {\n const size: readonly [number, number] = [width, height];\n const format: \"rgba8unorm\" = \"rgba8unorm\";\n return root[\"~unstable\"].createTexture({ size, format }).$usage(\"storage\");\n }\n\n /**\n * Calculate bytes per row with proper alignment (256-byte alignment for WebGPU)\n */\n private calculateBytesPerRow(width: number): number {\n const bytesPerPixel = 4; // RGBA8\n const unalignedBytesPerRow = width * bytesPerPixel;\n // WebGPU requires 256-byte alignment for buffer copies\n return Math.ceil(unalignedBytesPerRow / 256) * 256;\n }\n\n /**\n * Create or recreate readback buffer for GPU to CPU data transfer\n */\n private createReadbackBuffer(device: GPUDevice, width: number, height: number): GPUBuffer {\n const bytesPerRow = this.calculateBytesPerRow(width);\n const bufferSize = bytesPerRow * height;\n\n return device.createBuffer({\n size: bufferSize,\n usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,\n });\n }\n\n /**\n * Dewarp a VideoFrame\n *\n * @param frame - Input VideoFrame with fisheye distortion\n * @returns Dewarped VideoFrame\n */\n async dewarp(frame: VideoFrame): Promise<VideoFrame> {\n await this.initialize();\n\n if (!this.root || !this.uniformBuffer) {\n throw new Error(\"GPU resources not initialized\");\n }\n\n // Capture root for type narrowing\n const root = this.root;\n const device = root.device;\n\n let bindGroupDirty = false;\n\n // Create or recreate input texture if dimensions changed\n if (\n !this.inputTexture ||\n this.inputTextureSize[0] !== frame.displayWidth ||\n this.inputTextureSize[1] !== frame.displayHeight\n ) {\n this.inputTexture?.destroy();\n this.inputTexture = this.createInputTexture(root, frame.displayWidth, frame.displayHeight);\n this.inputTextureSize = [frame.displayWidth, frame.displayHeight];\n this.inputView = Fisheye.createInputView(this.inputTexture);\n bindGroupDirty = true;\n }\n\n // Create or recreate output texture and readback buffer if config dimensions changed\n if (\n !this.outputTexture ||\n this.outputTextureSize[0] !== this.config.width ||\n this.outputTextureSize[1] !== this.config.height\n ) {\n this.outputTexture?.destroy();\n this.readbackBuffers?.[0]?.destroy();\n this.readbackBuffers?.[1]?.destroy();\n\n this.outputTexture = this.createOutputTexture(root, this.config.width, this.config.height);\n this.outputView = Fisheye.createOutputView(this.outputTexture);\n this.readbackBytesPerRow = this.calculateBytesPerRow(this.config.width);\n this.readbackActualBytesPerRow = this.config.width * 4;\n this.pixelBuffer = new Uint8Array(this.config.width * this.config.height * 4);\n this.readbackBuffers = [\n this.createReadbackBuffer(device, this.config.width, this.config.height),\n this.createReadbackBuffer(device, this.config.width, this.config.height),\n ];\n this.readbackIndex = 0;\n this.readbackHasData = [false, false];\n this.outputTextureSize = [this.config.width, this.config.height];\n bindGroupDirty = true;\n }\n\n // Capture for type narrowing\n const inputTexture = this.inputTexture;\n const outputTexture = this.outputTexture;\n\n // Write VideoFrame to input texture\n inputTexture.write(frame);\n\n if (bindGroupDirty || !this.bindGroup) {\n this.bindGroup = root.createBindGroup(fisheyeLayout, {\n inputTexture: this.inputView ?? Fisheye.createInputView(inputTexture),\n outputTexture: this.outputView ?? Fisheye.createOutputView(outputTexture),\n uniforms: this.uniformBuffer,\n });\n }\n\n const bindGroup = this.bindGroup;\n const dewarpPipeline = this.dewarpPipeline;\n\n if (!dewarpPipeline) {\n throw new Error(\"Compute pipeline not initialized\");\n }\n\n // Execute the compute shader\n dewarpPipeline.with(bindGroup).dispatchThreads(this.config.width, this.config.height);\n\n return this.readbackToVideoFrame(device, root, outputTexture, frame.timestamp);\n }\n\n /**\n * Update configuration\n */\n updateConfig(options: Partial<FisheyeOptions>): void {\n this.config = this.applyDefaults({ ...this.config, ...options });\n this.updateUniforms();\n\n // Recreate output texture and readback buffer if size changed\n if (options.width || options.height) {\n this.outputTexture?.destroy();\n this.readbackBuffers?.[0]?.destroy();\n this.readbackBuffers?.[1]?.destroy();\n this.outputTexture = null;\n this.readbackBuffers = null;\n this.readbackIndex = 0;\n this.readbackHasData = [false, false];\n this.outputTextureSize = [0, 0];\n this.outputView = null;\n this.bindGroup = null;\n this.readbackBytesPerRow = 0;\n this.readbackActualBytesPerRow = 0;\n this.pixelBuffer = null;\n }\n }\n\n /**\n * Clean up GPU resources\n */\n destroy(): void {\n this.inputTexture?.destroy();\n this.outputTexture?.destroy();\n this.readbackBuffers?.[0]?.destroy();\n this.readbackBuffers?.[1]?.destroy();\n this.root?.destroy();\n\n this.inputTexture = null;\n this.outputTexture = null;\n this.readbackBuffers = null;\n this.readbackIndex = 0;\n this.readbackHasData = [false, false];\n this.uniformBuffer = null;\n this.root = null;\n this.inputView = null;\n this.outputView = null;\n this.bindGroup = null;\n this.dewarpPipeline = null;\n this.readbackBytesPerRow = 0;\n this.readbackActualBytesPerRow = 0;\n this.pixelBuffer = null;\n this.inputTextureSize = [0, 0];\n this.outputTextureSize = [0, 0];\n }\n}\n","/**\n * Supported YUV pixel formats for VideoFrame creation\n */\nexport type YUVFormat = \"I420\" | \"I420A\" | \"I422\" | \"I444\" | \"NV12\";\n\n/**\n * Extended VideoFrameBufferInit with transfer support\n * (transfer is part of the spec but may not be in all TypeScript definitions)\n */\ninterface VideoFrameBufferInitExtended extends VideoFrameBufferInit {\n transfer?: ArrayBuffer[];\n}\n\n/**\n * Options for creating a VideoFrame from YUV data\n */\nexport interface CreateVideoFrameOptions {\n /**\n * YUV pixel format\n * - I420: YUV 4:2:0 planar (Y plane, U plane, V plane)\n * - I420A: YUV 4:2:0 planar with alpha\n * - I422: YUV 4:2:2 planar\n * - I444: YUV 4:4:4 planar\n * - NV12: YUV 4:2:0 semi-planar (Y plane, interleaved UV plane)\n */\n format: YUVFormat;\n\n /**\n * Width of the video frame in pixels\n */\n width: number;\n\n /**\n * Height of the video frame in pixels\n */\n height: number;\n\n /**\n * Timestamp in microseconds\n */\n timestamp: number;\n\n /**\n * Duration in microseconds (optional)\n */\n duration?: number;\n\n /**\n * Display width (optional, defaults to width)\n */\n displayWidth?: number;\n\n /**\n * Display height (optional, defaults to height)\n */\n displayHeight?: number;\n\n /**\n * Color space configuration (optional)\n */\n colorSpace?: VideoColorSpaceInit;\n\n /**\n * Transfer ownership of the buffer for zero-copy (optional)\n * If true, the input buffer will be detached after VideoFrame creation\n */\n transfer?: boolean;\n}\n\n/**\n * Create a VideoFrame from YUV binary data\n *\n * @param data - YUV binary data (ArrayBuffer, TypedArray, or DataView)\n * @param options - Configuration options including format, dimensions, and timestamp\n * @returns A new VideoFrame object\n *\n * @example\n * ```ts\n * // Create VideoFrame from I420 (YUV 4:2:0) data\n * const yuvData = new Uint8Array(width * height * 1.5); // I420 size\n * const frame = createVideoFrameFromYUV(yuvData, {\n * format: \"I420\",\n * width: 1920,\n * height: 1080,\n * timestamp: 0,\n * });\n * ```\n *\n * @example\n * ```ts\n * // Create VideoFrame from NV12 data with zero-copy transfer\n * const nv12Data = new Uint8Array(width * height * 1.5);\n * const frame = createVideoFrameFromYUV(nv12Data, {\n * format: \"NV12\",\n * width: 1920,\n * height: 1080,\n * timestamp: 0,\n * transfer: true, // Transfer buffer ownership for better performance\n * });\n * ```\n */\nexport function createVideoFrameFromYUV(\n data: BufferSource,\n options: CreateVideoFrameOptions,\n): VideoFrame {\n const {\n format,\n width,\n height,\n timestamp,\n duration,\n displayWidth,\n displayHeight,\n colorSpace,\n transfer,\n } = options;\n\n // Validate dimensions\n if (width <= 0 || height <= 0) {\n throw new Error(\"Width and height must be positive integers\");\n }\n\n // Calculate expected data size based on format\n const expectedSize = calculateYUVDataSize(format, width, height);\n const actualSize = data instanceof ArrayBuffer ? data.byteLength : data.byteLength;\n\n if (actualSize < expectedSize) {\n throw new Error(\n `Buffer too small for ${format} format. Expected at least ${expectedSize} bytes, got ${actualSize} bytes`,\n );\n }\n\n // Build VideoFrame init options\n const init: VideoFrameBufferInitExtended = {\n format,\n codedWidth: width,\n codedHeight: height,\n timestamp,\n };\n\n if (duration !== undefined) {\n init.duration = duration;\n }\n\n if (displayWidth !== undefined) {\n init.displayWidth = displayWidth;\n }\n\n if (displayHeight !== undefined) {\n init.displayHeight = displayHeight;\n }\n\n if (colorSpace !== undefined) {\n init.colorSpace = colorSpace;\n }\n\n // Handle buffer transfer for zero-copy\n if (transfer) {\n const buffer = data instanceof ArrayBuffer ? data : data.buffer;\n init.transfer = [buffer];\n }\n\n return new VideoFrame(data, init);\n}\n\n/**\n * Convert RGBA image data to YUV format (I420 by default)\n *\n * Uses ITU-R BT.601 color space conversion:\n * - Y = 0.299*R + 0.587*G + 0.114*B\n * - U = -0.169*R - 0.331*G + 0.5*B + 128\n * - V = 0.5*R - 0.419*G - 0.081*B + 128\n *\n * For I420 format:\n * - Y plane: full resolution (width * height)\n * - U plane: quarter resolution ((width/2) * (height/2))\n * - V plane: quarter resolution ((width/2) * (height/2))\n *\n * @param rgbaData - RGBA pixel data (Uint8ClampedArray from ImageData)\n * @param width - Image width in pixels\n * @param height - Image height in pixels\n * @param format - YUV format to convert to (default: \"I420\")\n * @returns YUV data as Uint8Array\n *\n * @example\n * ```ts\n * const canvas = document.createElement('canvas');\n * const ctx = canvas.getContext('2d');\n * ctx.drawImage(image, 0, 0);\n * const imageData = ctx.getImageData(0, 0, width, height);\n * const yuvData = convertRGBAtoYUV(imageData.data, width, height);\n * ```\n */\nexport function convertRGBAtoYUV(\n rgbaData: Uint8ClampedArray,\n width: number,\n height: number,\n format: YUVFormat = \"I420\",\n): Uint8Array {\n if (format !== \"I420\") {\n throw new Error(`Unsupported format: ${format}. Only I420 is currently supported.`);\n }\n\n const lumaSize = width * height;\n const chromaSize = (width / 2) * (height / 2);\n const yuvSize = lumaSize + chromaSize * 2; // Y + U + V\n const yuvData = new Uint8Array(yuvSize);\n\n // BT.601 coefficients\n const Y_R = 0.299;\n const Y_G = 0.587;\n const Y_B = 0.114;\n const U_R = -0.169;\n const U_G = -0.331;\n const U_B = 0.5;\n const V_R = 0.5;\n const V_G = -0.419;\n const V_B = -0.081;\n\n // Convert RGB to YUV and downsample chroma for I420\n const yPlane = yuvData.subarray(0, lumaSize);\n const uPlane = yuvData.subarray(lumaSize, lumaSize + chromaSize);\n const vPlane = yuvData.subarray(lumaSize + chromaSize, yuvSize);\n\n // First pass: convert to YUV and store Y plane\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const rgbaIdx = (y * width + x) * 4;\n const r = rgbaData[rgbaIdx];\n const g = rgbaData[rgbaIdx + 1];\n const b = rgbaData[rgbaIdx + 2];\n\n // Calculate Y (luma)\n const yVal = Y_R * r + Y_G * g + Y_B * b;\n yPlane[y * width + x] = Math.round(Math.max(0, Math.min(255, yVal)));\n\n // Calculate U and V for chroma downsampling\n // We'll accumulate these in the second pass\n }\n }\n\n // Second pass: downsample U and V planes (average 2x2 blocks)\n for (let y = 0; y < height / 2; y++) {\n for (let x = 0; x < width / 2; x++) {\n // Sample 2x2 block from original image\n let uSum = 0;\n let vSum = 0;\n\n for (let dy = 0; dy < 2; dy++) {\n for (let dx = 0; dx < 2; dx++) {\n const srcX = x * 2 + dx;\n const srcY = y * 2 + dy;\n const rgbaIdx = (srcY * width + srcX) * 4;\n const r = rgbaData[rgbaIdx];\n const g = rgbaData[rgbaIdx + 1];\n const b = rgbaData[rgbaIdx + 2];\n\n // Calculate U and V\n const uVal = U_R * r + U_G * g + U_B * b + 128;\n const vVal = V_R * r + V_G * g + V_B * b + 128;\n\n uSum += uVal;\n vSum += vVal;\n }\n }\n\n // Average the 2x2 block\n const uAvg = uSum / 4;\n const vAvg = vSum / 4;\n\n const chromaIdx = y * (width / 2) + x;\n uPlane[chromaIdx] = Math.round(Math.max(0, Math.min(255, uAvg)));\n vPlane[chromaIdx] = Math.round(Math.max(0, Math.min(255, vAvg)));\n }\n }\n\n return yuvData;\n}\n\n/**\n * Calculate the expected byte size for YUV data based on format and dimensions\n *\n * @param format - YUV pixel format\n * @param width - Frame width in pixels\n * @param height - Frame height in pixels\n * @returns Expected byte size\n */\nexport function calculateYUVDataSize(format: YUVFormat, width: number, height: number): number {\n const lumaSize = width * height;\n\n switch (format) {\n case \"I420\":\n case \"NV12\":\n // 4:2:0 - chroma is half resolution in both dimensions\n // Y: width * height, U: (width/2) * (height/2), V: (width/2) * (height/2)\n return lumaSize + lumaSize / 2;\n\n case \"I420A\":\n // 4:2:0 with alpha\n // Y: width * height, U: (width/2) * (height/2), V: (width/2) * (height/2), A: width * height\n return lumaSize * 2 + lumaSize / 2;\n\n case \"I422\":\n // 4:2:2 - chroma is half resolution horizontally only\n // Y: width * height, U: (width/2) * height, V: (width/2) * height\n return lumaSize * 2;\n\n case \"I444\":\n // 4:4:4 - full resolution for all planes\n // Y: width * height, U: width * height, V: width * height\n return lumaSize * 3;\n\n default:\n throw new Error(`Unsupported YUV format: ${format}`);\n 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+ {"version":3,"file":"index.js","sources":["../src/fisheye.ts","../src/utils.ts"],"sourcesContent":["import tgpu, { type TgpuBuffer, type TgpuTexture } from \"typegpu\";\nimport * as d from \"typegpu/data\";\nimport * as std from \"typegpu/std\";\nimport type { FisheyeConfig, FisheyeOptions } from \"./types\";\n\n/**\n * Uniform struct for fisheye dewarping parameters (type-safe with layout)\n */\nconst FisheyeUniforms = d.struct({\n k1: d.f32,\n k2: d.f32,\n k3: d.f32,\n k4: d.f32,\n fov: d.f32,\n centerX: d.f32,\n centerY: d.f32,\n zoom: d.f32,\n width: d.f32,\n height: d.f32,\n inputWidth: d.f32,\n inputHeight: d.f32,\n padding: d.f32,\n});\n\ntype TgpuRootType = Awaited<ReturnType<typeof tgpu.init>>;\n\n/**\n * Bind group layout for fisheye dewarping compute shader (type-safe access via layout.$)\n */\nconst fisheyeLayout = tgpu.bindGroupLayout({\n inputTexture: { texture: d.texture2d() },\n outputTexture: { storageTexture: d.textureStorage2d(\"rgba8unorm\") },\n uniforms: { uniform: FisheyeUniforms },\n});\n\n/** Input texture props (sampled + render for write(); per TypeGPU docs) */\ntype InputTextureProps = {\n size: readonly [number, number];\n format: \"rgba8unorm\";\n};\n\n/** Output texture props (storage) */\ntype OutputTextureProps = {\n size: readonly [number, number];\n format: \"rgba8unorm\";\n};\n\ntype InputTextureType = TgpuTexture<InputTextureProps> & {\n usableAsSampled: true;\n usableAsRender: true;\n};\n\ntype OutputTextureType = TgpuTexture<OutputTextureProps> & {\n usableAsStorage: true;\n};\n\ntype UniformBufferType = TgpuBuffer<typeof FisheyeUniforms> & {\n usableAsUniform: true;\n};\n\n/**\n * Fisheye dewarper using WebGPU via TypeGPU (Pure GPGPU)\n *\n * @example\n * ```ts\n * const dewarper = new Fisheye({\n * distortion: 0.5,\n * width: 1920,\n * height: 1080,\n * });\n *\n * const dewarpedFrame = await dewarper.dewarp(videoFrame);\n * ```\n */\nexport class Fisheye {\n private config: FisheyeConfig;\n private root: TgpuRootType | null = null;\n private uniformBuffer: UniformBufferType | null = null;\n private inputTexture: InputTextureType | null = null;\n private outputTexture: OutputTextureType | null = null;\n private bindGroup: ReturnType<TgpuRootType[\"createBindGroup\"]> | null = null;\n private dewarpPipeline: ReturnType<\n TgpuRootType[\"~unstable\"][\"createGuardedComputePipeline\"]\n > | null = null;\n private readbackBuffers: [GPUBuffer | null, GPUBuffer | null] | null = null;\n private readbackIndex = 0;\n private readbackHasData: [boolean, boolean] = [false, false];\n private readbackBytesPerRow = 0;\n private readbackActualBytesPerRow = 0;\n private pixelBuffer: Uint8Array | null = null;\n private inputTextureSize: [number, number] = [0, 0];\n private outputTextureSize: [number, number] = [0, 0];\n private uniformInputWidth = 0;\n private uniformInputHeight = 0;\n\n constructor(options: FisheyeOptions = {}) {\n this.config = this.applyDefaults(options);\n }\n\n /**\n * Apply default values to options\n */\n private applyDefaults(options: FisheyeOptions): FisheyeConfig {\n const k1 = options.k1 ?? 0;\n return {\n k1,\n k2: options.k2 ?? 0,\n k3: options.k3 ?? 0,\n k4: options.k4 ?? 0,\n width: options.width ?? 300,\n height: options.height ?? 150,\n fov: options.fov ?? 180,\n centerX: options.centerX ?? 0,\n centerY: options.centerY ?? 0,\n zoom: options.zoom ?? 1.0,\n };\n }\n\n /**\n * Initialize TypeGPU root and resources\n */\n private async initialize(): Promise<void> {\n if (this.root) {\n return;\n }\n\n this.root = await tgpu.init();\n\n // Create uniform buffer with TypeGPU for type-safe data handling\n this.uniformBuffer = this.root\n .createBuffer(FisheyeUniforms, this.getUniformData())\n .$usage(\"uniform\");\n\n this.dewarpPipeline = this.root[\"~unstable\"].createGuardedComputePipeline(\n (x: number, y: number) => {\n \"use gpu\";\n\n const p = fisheyeLayout.$.uniforms;\n const outputW = p.width;\n const outputH = p.height;\n const inputW = p.inputWidth;\n const inputH = p.inputHeight;\n const coord = d.vec2i(x, y);\n\n if (d.f32(x) >= outputW || d.f32(y) >= outputH) {\n return;\n }\n\n const uv = d.vec2f(\n (d.f32(coord.x) / outputW - 0.5) * 2.0,\n (d.f32(coord.y) / outputH - 0.5) * 2.0,\n );\n\n const centerX = p.centerX;\n const centerY = p.centerY;\n const centered = uv.sub(d.vec2f(centerX, centerY));\n const r = std.length(centered);\n // Scale r so output corner maps to fov/2, but cap so sampling stays inside input (theta_d <= sqrt(2)).\n const cornerNorm = Math.SQRT2;\n const fovRad = std.min(p.fov * 0.017453293, 3.1);\n const scaleRaw = std.tan(fovRad * 0.5) / cornerNorm;\n const scale = std.min(scaleRaw, 1.0);\n const rScaledForFov = r * scale;\n\n const theta = std.atan(rScaledForFov);\n const theta2 = theta * theta;\n const theta4 = theta2 * theta2;\n const theta6 = theta4 * theta2;\n const theta8 = theta4 * theta4;\n // OpenCV fisheye: distorted normalized radius = θ_d. x' = (θ_d/r)*a => |(x',y')| = θ_d.\n const thetaDistorted =\n theta * (1.0 + p.k1 * theta2 + p.k2 * theta4 + p.k3 * theta6 + p.k4 * theta8);\n const rDistorted = thetaDistorted;\n const rScaled = rDistorted / p.zoom;\n\n let distortedUv = d.vec2f(centered.x, centered.y);\n if (r > 0.0001) {\n distortedUv = d.vec2f(centered.x * (rScaled / r), centered.y * (rScaled / r));\n }\n\n const finalUv = distortedUv.add(d.vec2f(centerX, centerY)).mul(0.5).add(0.5);\n\n if (finalUv.x >= 0.0 && finalUv.x <= 1.0 && finalUv.y >= 0.0 && finalUv.y <= 1.0) {\n const sampleCoord = d.vec2i(d.i32(finalUv.x * inputW), d.i32(finalUv.y * inputH));\n const color = std.textureLoad(fisheyeLayout.$.inputTexture, sampleCoord, 0);\n std.textureStore(fisheyeLayout.$.outputTexture, coord, color);\n } else {\n std.textureStore(fisheyeLayout.$.outputTexture, coord, d.vec4f(0.0, 0.0, 0.0, 1.0));\n }\n },\n );\n }\n\n /**\n * Get uniform data from current configuration\n */\n private getUniformData(): d.Infer<typeof FisheyeUniforms> {\n return {\n k1: this.config.k1,\n k2: this.config.k2,\n k3: this.config.k3,\n k4: this.config.k4,\n fov: this.config.fov,\n centerX: this.config.centerX,\n centerY: this.config.centerY,\n zoom: this.config.zoom,\n width: this.config.width,\n height: this.config.height,\n inputWidth: this.uniformInputWidth,\n inputHeight: this.uniformInputHeight,\n padding: 0,\n };\n }\n\n /**\n * Update uniform buffer with current configuration\n */\n private updateUniforms(): void {\n if (!this.uniformBuffer) {\n return;\n }\n this.uniformBuffer.write(this.getUniformData());\n }\n\n private async readbackToVideoFrame(\n device: GPUDevice,\n outputTexture: GPUTexture,\n timestamp: number,\n ): Promise<VideoFrame> {\n const readbackBuffers = this.readbackBuffers;\n\n if (!readbackBuffers) {\n throw new Error(\"Readback buffer not initialized\");\n }\n\n const writeIndex = this.readbackIndex;\n const readIndex = 1 - writeIndex;\n const writeBuffer = readbackBuffers[writeIndex];\n const readBuffer = readbackBuffers[readIndex];\n\n if (!writeBuffer || !readBuffer) {\n throw new Error(\"Readback buffer not initialized\");\n }\n\n const commandEncoder = device.createCommandEncoder();\n commandEncoder.copyTextureToBuffer(\n { texture: outputTexture },\n { buffer: writeBuffer, bytesPerRow: this.readbackBytesPerRow },\n [this.config.width, this.config.height],\n );\n device.queue.submit([commandEncoder.finish()]);\n await device.queue.onSubmittedWorkDone();\n\n this.readbackHasData[writeIndex] = true;\n this.readbackIndex = readIndex;\n\n const bufferToRead = this.readbackHasData[readIndex] ? readBuffer : writeBuffer;\n\n await bufferToRead.mapAsync(GPUMapMode.READ);\n const mappedData = bufferToRead.getMappedRange();\n\n const pixelData =\n this.pixelBuffer ?? new Uint8Array(this.config.width * this.config.height * 4);\n const srcView = new Uint8Array(mappedData);\n\n for (let row = 0; row < this.config.height; row++) {\n const srcOffset = row * this.readbackBytesPerRow;\n const dstOffset = row * this.readbackActualBytesPerRow;\n pixelData.set(\n srcView.subarray(srcOffset, srcOffset + this.readbackActualBytesPerRow),\n dstOffset,\n );\n }\n\n bufferToRead.unmap();\n\n return new VideoFrame(pixelData, {\n format: \"RGBA\",\n codedWidth: this.config.width,\n codedHeight: this.config.height,\n timestamp,\n });\n }\n\n /**\n * Create input texture (TypeGPU; per official docs: sampled + render for .write(image/VideoFrame)).\n */\n private createInputTexture(root: TgpuRootType, width: number, height: number): InputTextureType {\n const size: readonly [number, number] = [width, height];\n const format: \"rgba8unorm\" = \"rgba8unorm\";\n return root[\"~unstable\"].createTexture({ size, format }).$usage(\"sampled\", \"render\");\n }\n\n /**\n * Create output storage texture (TypeGPU; type-safe with layout.$)\n */\n private createOutputTexture(\n root: TgpuRootType,\n width: number,\n height: number,\n ): OutputTextureType {\n const size: readonly [number, number] = [width, height];\n const format: \"rgba8unorm\" = \"rgba8unorm\";\n return root[\"~unstable\"].createTexture({ size, format }).$usage(\"storage\");\n }\n\n /**\n * Calculate bytes per row with proper alignment (256-byte alignment for WebGPU)\n */\n private calculateBytesPerRow(width: number): number {\n const bytesPerPixel = 4; // RGBA8\n const unalignedBytesPerRow = width * bytesPerPixel;\n // WebGPU requires 256-byte alignment for buffer copies\n return Math.ceil(unalignedBytesPerRow / 256) * 256;\n }\n\n /**\n * Create or recreate readback buffer for GPU to CPU data transfer\n */\n private createReadbackBuffer(device: GPUDevice, width: number, height: number): GPUBuffer {\n const bytesPerRow = this.calculateBytesPerRow(width);\n const bufferSize = bytesPerRow * height;\n\n return device.createBuffer({\n size: bufferSize,\n usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ,\n });\n }\n\n /**\n * Dewarp a VideoFrame\n *\n * @param frame - Input VideoFrame with fisheye distortion\n * @returns Dewarped VideoFrame\n */\n async dewarp(frame: VideoFrame): Promise<VideoFrame> {\n await this.initialize();\n\n if (!this.root || !this.uniformBuffer) {\n throw new Error(\"GPU resources not initialized\");\n }\n\n // Capture root for type narrowing\n const root = this.root;\n const device = root.device;\n\n if (\n !this.inputTexture ||\n this.inputTextureSize[0] !== frame.displayWidth ||\n this.inputTextureSize[1] !== frame.displayHeight\n ) {\n this.inputTexture?.destroy();\n this.inputTexture = this.createInputTexture(root, frame.displayWidth, frame.displayHeight);\n this.inputTextureSize = [frame.displayWidth, frame.displayHeight];\n this.bindGroup = null;\n }\n\n if (\n !this.outputTexture ||\n this.outputTextureSize[0] !== this.config.width ||\n this.outputTextureSize[1] !== this.config.height\n ) {\n this.outputTexture?.destroy();\n this.readbackBuffers?.[0]?.destroy();\n this.readbackBuffers?.[1]?.destroy();\n\n this.outputTexture = this.createOutputTexture(root, this.config.width, this.config.height);\n this.readbackBytesPerRow = this.calculateBytesPerRow(this.config.width);\n this.readbackActualBytesPerRow = this.config.width * 4;\n this.pixelBuffer = new Uint8Array(this.config.width * this.config.height * 4);\n this.readbackBuffers = [\n this.createReadbackBuffer(device, this.config.width, this.config.height),\n this.createReadbackBuffer(device, this.config.width, this.config.height),\n ];\n this.readbackIndex = 0;\n this.readbackHasData = [false, false];\n this.outputTextureSize = [this.config.width, this.config.height];\n this.bindGroup = null;\n }\n\n const inputTexture = this.inputTexture;\n const outputTexture = this.outputTexture;\n\n if (!inputTexture || !outputTexture) throw new Error(\"Textures not initialized\");\n\n inputTexture.write(frame);\n\n this.uniformInputWidth = frame.displayWidth;\n this.uniformInputHeight = frame.displayHeight;\n this.updateUniforms();\n\n if (!this.bindGroup) {\n this.bindGroup = root.createBindGroup(fisheyeLayout, {\n inputTexture,\n outputTexture,\n uniforms: this.uniformBuffer,\n });\n }\n\n const bindGroup = this.bindGroup;\n const dewarpPipeline = this.dewarpPipeline;\n\n if (!dewarpPipeline || !outputTexture) {\n throw new Error(\"Compute pipeline or output texture not initialized\");\n }\n\n dewarpPipeline.with(bindGroup).dispatchThreads(this.config.width, this.config.height);\n\n const outputGpuTexture = root.unwrap(outputTexture);\n return this.readbackToVideoFrame(device, outputGpuTexture, frame.timestamp);\n }\n\n /**\n * Update configuration\n */\n updateConfig(options: Partial<FisheyeOptions>): void {\n this.config = this.applyDefaults({ ...this.config, ...options });\n this.updateUniforms();\n\n // Recreate output texture and readback buffer if size changed\n if (options.width || options.height) {\n this.outputTexture?.destroy();\n this.readbackBuffers?.[0]?.destroy();\n this.readbackBuffers?.[1]?.destroy();\n this.outputTexture = null;\n this.readbackBuffers = null;\n this.readbackIndex = 0;\n this.readbackHasData = [false, false];\n this.outputTextureSize = [0, 0];\n this.readbackBytesPerRow = 0;\n this.readbackActualBytesPerRow = 0;\n this.pixelBuffer = null;\n }\n }\n\n /**\n * Clean up GPU resources\n */\n destroy(): void {\n this.inputTexture?.destroy();\n this.outputTexture?.destroy();\n this.readbackBuffers?.[0]?.destroy();\n this.readbackBuffers?.[1]?.destroy();\n this.root?.destroy();\n\n this.inputTexture = null;\n this.outputTexture = null;\n this.readbackBuffers = null;\n this.readbackIndex = 0;\n this.readbackHasData = [false, false];\n this.uniformBuffer = null;\n this.root = null;\n this.bindGroup = null;\n this.dewarpPipeline = null;\n this.readbackBytesPerRow = 0;\n this.readbackActualBytesPerRow = 0;\n this.pixelBuffer = null;\n this.inputTextureSize = [0, 0];\n this.outputTextureSize = [0, 0];\n }\n}\n","/**\n * Supported YUV pixel formats for VideoFrame creation\n */\nexport type YUVFormat = \"I420\" | \"I420A\" | \"I422\" | \"I444\" | \"NV12\";\n\n/**\n * Extended VideoFrameBufferInit with transfer support\n * (transfer is part of the spec but may not be in all TypeScript definitions)\n */\ninterface VideoFrameBufferInitExtended extends VideoFrameBufferInit {\n transfer?: ArrayBuffer[];\n}\n\n/**\n * Options for creating a VideoFrame from YUV data\n */\nexport interface CreateVideoFrameOptions {\n /**\n * YUV pixel format\n * - I420: YUV 4:2:0 planar (Y plane, U plane, V plane)\n * - I420A: YUV 4:2:0 planar with alpha\n * - I422: YUV 4:2:2 planar\n * - I444: YUV 4:4:4 planar\n * - NV12: YUV 4:2:0 semi-planar (Y plane, interleaved UV plane)\n */\n format: YUVFormat;\n\n /**\n * Width of the video frame in pixels\n */\n width: number;\n\n /**\n * Height of the video frame in pixels\n */\n height: number;\n\n /**\n * Timestamp in microseconds\n */\n timestamp: number;\n\n /**\n * Duration in microseconds (optional)\n */\n duration?: number;\n\n /**\n * Display width (optional, defaults to width)\n */\n displayWidth?: number;\n\n /**\n * Display height (optional, defaults to height)\n */\n displayHeight?: number;\n\n /**\n * Color space configuration (optional)\n */\n colorSpace?: VideoColorSpaceInit;\n\n /**\n * Transfer ownership of the buffer for zero-copy (optional)\n * If true, the input buffer will be detached after VideoFrame creation\n */\n transfer?: boolean;\n}\n\n/**\n * Create a VideoFrame from YUV binary data\n *\n * @param data - YUV binary data (ArrayBuffer, TypedArray, or DataView)\n * @param options - Configuration options including format, dimensions, and timestamp\n * @returns A new VideoFrame object\n *\n * @example\n * ```ts\n * // Create VideoFrame from I420 (YUV 4:2:0) data\n * const yuvData = new Uint8Array(width * height * 1.5); // I420 size\n * const frame = createVideoFrameFromYUV(yuvData, {\n * format: \"I420\",\n * width: 1920,\n * height: 1080,\n * timestamp: 0,\n * });\n * ```\n *\n * @example\n * ```ts\n * // Create VideoFrame from NV12 data with zero-copy transfer\n * const nv12Data = new Uint8Array(width * height * 1.5);\n * const frame = createVideoFrameFromYUV(nv12Data, {\n * format: \"NV12\",\n * width: 1920,\n * height: 1080,\n * timestamp: 0,\n * transfer: true, // Transfer buffer ownership for better performance\n * });\n * ```\n */\nexport function createVideoFrameFromYUV(\n data: BufferSource,\n options: CreateVideoFrameOptions,\n): VideoFrame {\n const {\n format,\n width,\n height,\n timestamp,\n duration,\n displayWidth,\n displayHeight,\n colorSpace,\n transfer,\n } = options;\n\n // Validate dimensions\n if (width <= 0 || height <= 0) {\n throw new Error(\"Width and height must be positive integers\");\n }\n\n // Calculate expected data size based on format\n const expectedSize = calculateYUVDataSize(format, width, height);\n const actualSize = data instanceof ArrayBuffer ? data.byteLength : data.byteLength;\n\n if (actualSize < expectedSize) {\n throw new Error(\n `Buffer too small for ${format} format. Expected at least ${expectedSize} bytes, got ${actualSize} bytes`,\n );\n }\n\n // Build VideoFrame init options\n const init: VideoFrameBufferInitExtended = {\n format,\n codedWidth: width,\n codedHeight: height,\n timestamp,\n };\n\n if (duration !== undefined) {\n init.duration = duration;\n }\n\n if (displayWidth !== undefined) {\n init.displayWidth = displayWidth;\n }\n\n if (displayHeight !== undefined) {\n init.displayHeight = displayHeight;\n }\n\n if (colorSpace !== undefined) {\n init.colorSpace = colorSpace;\n }\n\n // Handle buffer transfer for zero-copy\n if (transfer) {\n const buffer = data instanceof ArrayBuffer ? data : data.buffer;\n init.transfer = [buffer];\n }\n\n return new VideoFrame(data, init);\n}\n\n/**\n * Convert RGBA image data to YUV format (I420 by default)\n *\n * Uses ITU-R BT.601 color space conversion:\n * - Y = 0.299*R + 0.587*G + 0.114*B\n * - U = -0.169*R - 0.331*G + 0.5*B + 128\n * - V = 0.5*R - 0.419*G - 0.081*B + 128\n *\n * For I420 format:\n * - Y plane: full resolution (width * height)\n * - U plane: quarter resolution ((width/2) * (height/2))\n * - V plane: quarter resolution ((width/2) * (height/2))\n *\n * @param rgbaData - RGBA pixel data (Uint8ClampedArray from ImageData)\n * @param width - Image width in pixels\n * @param height - Image height in pixels\n * @param format - YUV format to convert to (default: \"I420\")\n * @returns YUV data as Uint8Array\n *\n * @example\n * ```ts\n * const canvas = document.createElement('canvas');\n * const ctx = canvas.getContext('2d');\n * ctx.drawImage(image, 0, 0);\n * const imageData = ctx.getImageData(0, 0, width, height);\n * const yuvData = convertRGBAtoYUV(imageData.data, width, height);\n * ```\n */\nexport function convertRGBAtoYUV(\n rgbaData: Uint8ClampedArray,\n width: number,\n height: number,\n format: YUVFormat = \"I420\",\n): Uint8Array {\n if (format !== \"I420\") {\n throw new Error(`Unsupported format: ${format}. Only I420 is currently supported.`);\n }\n\n const lumaSize = width * height;\n const chromaSize = (width / 2) * (height / 2);\n const yuvSize = lumaSize + chromaSize * 2; // Y + U + V\n const yuvData = new Uint8Array(yuvSize);\n\n // BT.601 coefficients\n const Y_R = 0.299;\n const Y_G = 0.587;\n const Y_B = 0.114;\n const U_R = -0.169;\n const U_G = -0.331;\n const U_B = 0.5;\n const V_R = 0.5;\n const V_G = -0.419;\n const V_B = -0.081;\n\n // Convert RGB to YUV and downsample chroma for I420\n const yPlane = yuvData.subarray(0, lumaSize);\n const uPlane = yuvData.subarray(lumaSize, lumaSize + chromaSize);\n const vPlane = yuvData.subarray(lumaSize + chromaSize, yuvSize);\n\n // First pass: convert to YUV and store Y plane\n for (let y = 0; y < height; y++) {\n for (let x = 0; x < width; x++) {\n const rgbaIdx = (y * width + x) * 4;\n const r = rgbaData[rgbaIdx];\n const g = rgbaData[rgbaIdx + 1];\n const b = rgbaData[rgbaIdx + 2];\n\n // Calculate Y (luma)\n const yVal = Y_R * r + Y_G * g + Y_B * b;\n yPlane[y * width + x] = Math.round(Math.max(0, Math.min(255, yVal)));\n\n // Calculate U and V for chroma downsampling\n // We'll accumulate these in the second pass\n }\n }\n\n // Second pass: downsample U and V planes (average 2x2 blocks)\n for (let y = 0; y < height / 2; y++) {\n for (let x = 0; x < width / 2; x++) {\n // Sample 2x2 block from original image\n let uSum = 0;\n let vSum = 0;\n\n for (let dy = 0; dy < 2; dy++) {\n for (let dx = 0; dx < 2; dx++) {\n const srcX = x * 2 + dx;\n const srcY = y * 2 + dy;\n const rgbaIdx = (srcY * width + srcX) * 4;\n const r = rgbaData[rgbaIdx];\n const g = rgbaData[rgbaIdx + 1];\n const b = rgbaData[rgbaIdx + 2];\n\n // Calculate U and V\n const uVal = U_R * r + U_G * g + U_B * b + 128;\n const vVal = V_R * r + V_G * g + V_B * b + 128;\n\n uSum += uVal;\n vSum += vVal;\n }\n }\n\n // Average the 2x2 block\n const uAvg = uSum / 4;\n const vAvg = vSum / 4;\n\n const chromaIdx = y * (width / 2) + x;\n uPlane[chromaIdx] = Math.round(Math.max(0, Math.min(255, uAvg)));\n vPlane[chromaIdx] = Math.round(Math.max(0, Math.min(255, vAvg)));\n }\n }\n\n return yuvData;\n}\n\n/**\n * Calculate the expected byte size for YUV data based on format and dimensions\n *\n * @param format - YUV pixel format\n * @param width - Frame width in pixels\n * @param height - Frame height in pixels\n * @returns Expected byte size\n */\nexport function calculateYUVDataSize(format: YUVFormat, width: number, height: number): number {\n const lumaSize = width * height;\n\n switch (format) {\n case \"I420\":\n case \"NV12\":\n // 4:2:0 - chroma is half resolution in both dimensions\n // Y: width * height, U: (width/2) * (height/2), V: (width/2) * (height/2)\n return lumaSize + lumaSize / 2;\n\n case \"I420A\":\n // 4:2:0 with alpha\n // Y: width * height, U: (width/2) * (height/2), V: (width/2) * (height/2), A: width * height\n return lumaSize * 2 + lumaSize / 2;\n\n case \"I422\":\n // 4:2:2 - chroma is half resolution horizontally only\n // Y: width * height, U: (width/2) * height, V: (width/2) * height\n return lumaSize * 2;\n\n case \"I444\":\n // 4:4:4 - full resolution for all planes\n // Y: width * height, U: width * height, V: width * height\n return lumaSize * 3;\n\n default:\n throw new Error(`Unsupported YUV format: ${format}`);\n 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package/package.json CHANGED
@@ -1,7 +1,7 @@
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1
  {
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2
  "name": "@gyeonghokim/fisheye.js",
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3
  "private": false,
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- "version": "1.0.0",
4
+ "version": "1.0.2",
5
5
  "description": "Modern fisheye dewarping library for the web using WebGPU",
6
6
  "type": "module",
7
7
  "main": "./dist/index.js",
@@ -17,8 +17,8 @@
17
17
  "dist"
18
18
  ],
19
19
  "scripts": {
20
- "build": "tsup",
21
- "dev": "tsup --watch",
20
+ "build": "vite build",
21
+ "dev": "vite build --watch",
22
22
  "lint": "biome check .",
23
23
  "lint:fix": "biome check --write .",
24
24
  "format": "biome format --write .",
@@ -28,10 +28,15 @@
28
28
  "test:unit:watch": "vitest",
29
29
  "test:unit:ui": "vitest --ui",
30
30
  "test:e2e": "playwright test",
31
+ "test:e2e:headed": "playwright test --headed",
32
+ "test:e2e:repro": "playwright test test/dewarp-typegpu-invariant.spec.ts --config=playwright.invariant.config.ts",
33
+ "test:e2e:repro:headed": "playwright test test/dewarp-typegpu-invariant.spec.ts --config=playwright.invariant.config.ts --headed",
31
34
  "test:e2e:update": "playwright test --update-snapshots",
32
35
  "test:e2e:ui": "playwright test --ui",
33
36
  "prepare": "husky",
34
- "release": "semantic-release"
37
+ "release": "semantic-release",
38
+ "example:dev": "npm run dev --prefix example",
39
+ "example:build": "npm run build --prefix example"
35
40
  },
36
41
  "keywords": [
37
42
  "fisheye",
@@ -74,8 +79,10 @@
74
79
  "happy-dom": "^20.4.0",
75
80
  "husky": "^9.1.7",
76
81
  "semantic-release": "^25.0.2",
77
- "tsup": "^8.5.1",
78
82
  "typescript": "^5.9.3",
83
+ "unplugin-typegpu": "^0.9.0",
84
+ "vite": "^7.2.4",
85
+ "vite-plugin-dts": "^4.3.0",
79
86
  "vitest": "^4.0.18"
80
87
  },
81
88
  "engines": {