Cleanup, tweaks, and better documentation for the 32-bit Luv format.
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485da9f918
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03bedcb594
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@ -1,6 +1,6 @@
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use bencher::{benchmark_group, benchmark_main, black_box, Bencher};
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use rand::{rngs::SmallRng, FromEntropy, Rng};
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use trifloat::{luv32, signed48, unsigned32, unsigned40};
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use trifloat::{fluv32, signed48, unsigned32, unsigned40};
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//----
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@ -83,24 +83,24 @@ fn signed48_decode_1000_values(bench: &mut Bencher) {
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});
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}
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fn luv32_encode_1000_values(bench: &mut Bencher) {
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fn fluv32_encode_1000_values(bench: &mut Bencher) {
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let mut rng = SmallRng::from_entropy();
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bench.iter(|| {
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let x = rng.gen::<f32>();
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let y = rng.gen::<f32>();
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let z = rng.gen::<f32>();
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for _ in 0..1000 {
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black_box(luv32::encode(black_box((x, y, z))));
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black_box(fluv32::encode(black_box((x, y, z))));
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}
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});
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}
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fn luv32_decode_1000_values(bench: &mut Bencher) {
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fn fluv32_decode_1000_values(bench: &mut Bencher) {
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let mut rng = SmallRng::from_entropy();
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bench.iter(|| {
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let v = rng.gen::<u32>();
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for _ in 0..1000 {
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black_box(luv32::decode(black_box(v)));
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black_box(fluv32::decode(black_box(v)));
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}
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});
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}
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@ -115,7 +115,7 @@ benchmark_group!(
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unsigned40_decode_1000_values,
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signed48_encode_1000_values,
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signed48_decode_1000_values,
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luv32_encode_1000_values,
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luv32_decode_1000_values,
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fluv32_encode_1000_values,
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fluv32_decode_1000_values,
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);
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benchmark_main!(benches);
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@ -1,25 +1,51 @@
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//! Encoding/decoding for 32-bit HDR Luv color format.
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//! Encoding/decoding for the 32-bit FloatLuv color format.
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//!
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//! This encoding is based on the ideas behind the SGI LogLUV format,
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//! but using a floating point rather than log encoding to store the L
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//! component for the sake of faster encoding/decoding.
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//! This encoding is based on, but is slightly different than, the 32-bit
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//! LogLuv format from the paper "Overcoming Gamut and Dynamic Range
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//! Limitations in Digital Images" by Greg Ward. It uses the same uv chroma
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//! storage, but uses a floating point rather than log encoding to store
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//! luminance, mainly for the sake of faster decoding. It also omits the sign
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//! bit of LogLuv, foregoing negative luminance capabilities.
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//!
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//! The encoding uses 16 bits for the L component, and 8 bits each for the
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//! u and v components. The L component's 16 bits are split into 10 bits of
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//! mantissa and 6 bits of exponent. The mantissa uses an implicit-leading-1
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//! format, giving it 11 bits of precision, and the exponent bias is 26.
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//! Compared to LogLuv, this format's chroma precision is identical and its
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//! luminance precision is better, but its luminance *range* is smaller.
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//! The supported luminance range is still substantial, however (see
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//! "Luminance details" below).
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//!
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//! The format encodes from, and decodes to, CIE XYZ color values.
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//! Like the LogLuv format, this is an absolute rather than relative color
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//! encoding, and as such takes CIE XYZ triplets as input. It is *not*
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//! designed to take arbitrary floating point triplets, and will perform poorly
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//! if e.g. passed RGB values.
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//!
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//! This format is explicitly designed to support HDR color, with a supported
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//! dynamic range of about 63 stops. Specifically, the largest supported input
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//! Y value is just under `2^38`, and the smallest (non-zero) Y is `2^-25`. Y
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//! values smaller than that range will underflow to zero, and larger will
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//! saturate to the max value.
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//! The bit layout is:
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//!
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//! 1. luminance exponent (6 bits, bias 27)
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//! 2. luminance mantissa (10 stored bits, 11 bits precision)
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//! 3. u (8 bits)
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//! 4. v (8 bits)
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//!
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//! ## Luminance details
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//!
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//! Quoting Greg Ward about luminance ranges:
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//!
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//! > The sun is about `10^8 cd/m^2`, and the underside of a rock on a moonless
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//! > night is probably around `10^-6` or so [...]
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//!
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//! The luminance range of this format is from about `10^11` on the brightest
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//! end, to about `10^-8` on the darkest (excluding zero itself, which can also
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//! be stored).
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//!
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//! That gives this format almost five orders of magnitude more dynamic range
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//! than is likely to be needed for any practical situation. Moreover, that
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//! extra range is split between both the high and low end, giving a
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//! comfortable buffer on both ends for extreme situations.
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//!
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//! Like the LogLuv format, the input CIE Y value is taken directly as the
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//! luminance value.
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#![allow(clippy::cast_lossless)]
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const EXP_BIAS: i32 = 26;
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const EXP_BIAS: i32 = 27;
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const UV_SCALE: f32 = 410.0;
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/// Largest representable Y component.
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@ -28,7 +54,10 @@ pub const Y_MAX: f32 = ((1u64 << (64 - EXP_BIAS)) - (1u64 << (64 - EXP_BIAS - 11
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/// Smallest representable non-zero Y component.
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pub const Y_MIN: f32 = 1.0 / (1u64 << (EXP_BIAS - 1)) as f32;
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/// Encodes a CIE XYZ triplet into the 32-bit Luv format.
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/// Difference between 1.0 and the next largest representable Y value.
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pub const Y_EPSILON: f32 = 1.0 / 1024.0;
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/// Encodes from CIE XYZ to 32-bit FloatLuv.
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#[inline]
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pub fn encode(xyz: (f32, f32, f32)) -> u32 {
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debug_assert!(
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@ -46,25 +75,26 @@ pub fn encode(xyz: (f32, f32, f32)) -> u32 {
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xyz.2
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);
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// Calculates the 16-bit encoding of the UV values for the given XYZ input.
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fn encode_uv(xyz: (f32, f32, f32)) -> u32 {
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let s = xyz.0 + (15.0 * xyz.1) + (3.0 * xyz.2);
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let u = ((4.0 * UV_SCALE) * xyz.0 / s).max(0.0).min(255.0) as u32;
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let v = ((9.0 * UV_SCALE) * xyz.1 / s).max(0.0).min(255.0) as u32;
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(u << 8) | v
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};
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// Special case: if Y is infinite, saturate to the brightest
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// white, since with infinities we have no reasonable basis
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// for determining chromaticity.
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if xyz.1.is_infinite() {
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let s = 1.0 + (15.0 * 1.0) + (3.0 * 1.0);
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let u = ((4.0 * UV_SCALE) * 1.0 / s) as u32;
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let v = ((9.0 * UV_SCALE) * 1.0 / s) as u32;
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return 0xffff0000 | (u << 8) | v;
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return 0xffff0000 | encode_uv((1.0, 1.0, 1.0));
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}
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let s = xyz.0 + (15.0 * xyz.1) + (3.0 * xyz.2);
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let u = ((4.0 * UV_SCALE) * xyz.0 / s).max(0.0).min(255.0) as u32;
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let v = ((9.0 * UV_SCALE) * xyz.1 / s).max(0.0).min(255.0) as u32;
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let (l_exp, l_mant) = {
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let n = xyz.1.to_bits();
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let exp = (n >> 23) as i32 - 127 + EXP_BIAS;
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if exp <= 0 {
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return 0;
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return encode_uv((1.0, 1.0, 1.0));
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} else if exp > 63 {
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(63, 0b11_1111_1111)
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} else {
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@ -72,10 +102,10 @@ pub fn encode(xyz: (f32, f32, f32)) -> u32 {
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}
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};
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(l_exp << 26) | (l_mant << 16) | (u << 8) | v
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(l_exp << 26) | (l_mant << 16) | encode_uv(xyz)
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}
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/// Decodes a 32-bit Luv formatted value into a CIE XYZ triplet.
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/// Decodes from 32-bit FloatLuv to CIE XYZ.
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#[inline]
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pub fn decode(luv32: u32) -> (f32, f32, f32) {
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// Unpack values.
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@ -110,7 +140,7 @@ mod tests {
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let tri = encode(fs);
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let fs2 = decode(tri);
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assert_eq!(tri, 0u32);
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assert_eq!(0x000056c2, tri);
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assert_eq!(fs, fs2);
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}
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@ -212,7 +242,7 @@ mod tests {
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#[test]
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fn underflow() {
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let fs = (Y_MIN * 0.99, Y_MIN * 0.99, Y_MIN * 0.99);
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assert_eq!(0, encode(fs));
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assert_eq!(0x000056c2, encode(fs));
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assert_eq!((0.0, 0.0, 0.0), round_trip(fs));
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}
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//! The motivating use-case for this is compactly storing HDR RGB colors. But
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//! it may be useful for other things as well.
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pub mod luv32;
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pub mod fluv32;
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pub mod signed48;
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pub mod unsigned32;
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pub mod unsigned40;
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