Skip to content

Conversation

@willmmiles
Copy link
Member

@willmmiles willmmiles commented Jun 7, 2025

Ran in to this one during testing last night. Since we're using get/setPixelColorRaw, we need the true pixel count, not the virtual length.

Summary by CodeRabbit

  • Bug Fixes
    • Improved pixel fading behavior to ensure fade-out covers the entire 2D area for segments, providing more consistent visual effects.
    • Enhanced fade and blur effects by accurately processing the full physical pixel area in segments, resulting in smoother transitions.

Since we're using get/setPixelColorRaw, we need the true length, not
the virtual length.
@coderabbitai
Copy link
Contributor

coderabbitai bot commented Jun 7, 2025

Walkthrough

The Segment class was extended with a new inline method rawLength() that returns the raw pixel buffer length, accounting for 2D segments. The methods fade_out, fadeToSecondaryBy, and fadeToBlackBy were updated to iterate over rawLength() instead of vLength(), modifying pixel iteration bounds without changing logic or interfaces.

Changes

File(s) Change Summary
wled00/FX.h Added inline method Segment::rawLength() to return raw pixel buffer length, handling 2D segments by returning width × height
wled00/FX_fcn.cpp Updated Segment methods (fade_out, fadeToSecondaryBy, fadeToBlackBy) to iterate over rawLength() instead of vLength()

Suggested reviewers

  • blazoncek

📜 Recent review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 94f226a and 16a8877.

📒 Files selected for processing (1)
  • wled00/FX_fcn.cpp (2 hunks)
🚧 Files skipped from review as they are similar to previous changes (1)
  • wled00/FX_fcn.cpp
⏰ Context from checks skipped due to timeout of 90000ms (15)
  • GitHub Check: wled_build / Build Environments (esp32dev_V4)
  • GitHub Check: wled_build / Build Environments (usermods)
  • GitHub Check: wled_build / Build Environments (esp32s3dev_8MB_opi)
  • GitHub Check: wled_build / Build Environments (esp32s3_4M_qspi)
  • GitHub Check: wled_build / Build Environments (esp32_eth)
  • GitHub Check: wled_build / Build Environments (esp32s3dev_16MB_opi)
  • GitHub Check: wled_build / Build Environments (esp8266_2m_compat)
  • GitHub Check: wled_build / Build Environments (esp32dev)
  • GitHub Check: wled_build / Build Environments (esp01_1m_full_compat)
  • GitHub Check: wled_build / Build Environments (esp01_1m_full_160)
  • GitHub Check: wled_build / Build Environments (nodemcuv2)
  • GitHub Check: wled_build / Build Environments (esp01_1m_full)
  • GitHub Check: wled_build / Build Environments (esp8266_2m)
  • GitHub Check: wled_build / Build Environments (nodemcuv2_160)
  • GitHub Check: wled_build / Test cdata.js
✨ Finishing Touches
  • 📝 Generate Docstrings

Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out.

❤️ Share
🪧 Tips

Chat

There are 3 ways to chat with CodeRabbit:

  • Review comments: Directly reply to a review comment made by CodeRabbit. Example:
    • I pushed a fix in commit <commit_id>, please review it.
    • Explain this complex logic.
    • Open a follow-up GitHub issue for this discussion.
  • Files and specific lines of code (under the "Files changed" tab): Tag @coderabbitai in a new review comment at the desired location with your query. Examples:
    • @coderabbitai explain this code block.
    • @coderabbitai modularize this function.
  • PR comments: Tag @coderabbitai in a new PR comment to ask questions about the PR branch. For the best results, please provide a very specific query, as very limited context is provided in this mode. Examples:
    • @coderabbitai gather interesting stats about this repository and render them as a table. Additionally, render a pie chart showing the language distribution in the codebase.
    • @coderabbitai read src/utils.ts and explain its main purpose.
    • @coderabbitai read the files in the src/scheduler package and generate a class diagram using mermaid and a README in the markdown format.
    • @coderabbitai help me debug CodeRabbit configuration file.

Support

Need help? Create a ticket on our support page for assistance with any issues or questions.

Note: Be mindful of the bot's finite context window. It's strongly recommended to break down tasks such as reading entire modules into smaller chunks. For a focused discussion, use review comments to chat about specific files and their changes, instead of using the PR comments.

CodeRabbit Commands (Invoked using PR comments)

  • @coderabbitai pause to pause the reviews on a PR.
  • @coderabbitai resume to resume the paused reviews.
  • @coderabbitai review to trigger an incremental review. This is useful when automatic reviews are disabled for the repository.
  • @coderabbitai full review to do a full review from scratch and review all the files again.
  • @coderabbitai summary to regenerate the summary of the PR.
  • @coderabbitai generate docstrings to generate docstrings for this PR.
  • @coderabbitai generate sequence diagram to generate a sequence diagram of the changes in this PR.
  • @coderabbitai resolve resolve all the CodeRabbit review comments.
  • @coderabbitai configuration to show the current CodeRabbit configuration for the repository.
  • @coderabbitai help to get help.

Other keywords and placeholders

  • Add @coderabbitai ignore anywhere in the PR description to prevent this PR from being reviewed.
  • Add @coderabbitai summary to generate the high-level summary at a specific location in the PR description.
  • Add @coderabbitai anywhere in the PR title to generate the title automatically.

CodeRabbit Configuration File (.coderabbit.yaml)

  • You can programmatically configure CodeRabbit by adding a .coderabbit.yaml file to the root of your repository.
  • Please see the configuration documentation for more information.
  • If your editor has YAML language server enabled, you can add the path at the top of this file to enable auto-completion and validation: # yaml-language-server: $schema=https://coderabbit.ai/integrations/schema.v2.json

Documentation and Community

  • Visit our Documentation for detailed information on how to use CodeRabbit.
  • Join our Discord Community to get help, request features, and share feedback.
  • Follow us on X/Twitter for updates and announcements.

Copy link
Contributor

@coderabbitai coderabbitai bot left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Actionable comments posted: 1

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 8b65d87 and 4abaf13.

📒 Files selected for processing (1)
  • wled00/FX_fcn.cpp (1 hunks)
⏰ Context from checks skipped due to timeout of 90000ms (19)
  • GitHub Check: wled_build / Build Environments (esp01_1m_full_160)
  • GitHub Check: wled_build / Build Environments (esp32_wrover)
  • GitHub Check: wled_build / Build Environments (esp8266_2m_compat)
  • GitHub Check: wled_build / Build Environments (lolin_s2_mini)
  • GitHub Check: wled_build / Build Environments (usermods)
  • GitHub Check: wled_build / Build Environments (esp32dev_V4)
  • GitHub Check: wled_build / Build Environments (esp32s3dev_8MB_opi)
  • GitHub Check: wled_build / Build Environments (esp32dev)
  • GitHub Check: wled_build / Build Environments (esp32c3dev)
  • GitHub Check: wled_build / Build Environments (esp32s3_4M_qspi)
  • GitHub Check: wled_build / Build Environments (esp8266_2m_160)
  • GitHub Check: wled_build / Build Environments (esp32s3dev_16MB_opi)
  • GitHub Check: wled_build / Build Environments (esp32_eth)
  • GitHub Check: wled_build / Build Environments (esp01_1m_full_compat)
  • GitHub Check: wled_build / Build Environments (nodemcuv2_compat)
  • GitHub Check: wled_build / Build Environments (nodemcuv2)
  • GitHub Check: wled_build / Build Environments (nodemcuv2_160)
  • GitHub Check: wled_build / Build Environments (esp8266_2m)
  • GitHub Check: wled_build / Build Environments (esp01_1m_full)

Copy link
Collaborator

@blazoncek blazoncek left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Your findings are odd. If you look at virtualLength()you should see it takes into account 2D.

rate = (256-rate) >> 1;
const int mappedRate = 256 / (rate + 1);
for (unsigned j = 0; j < vLength(); j++) {
const size_t length = is2D() ? (vWidth() * vHeight()) : vLength();
Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This shouldn't be necessary as vLength()/virtualLength()takes into account 2D (and its mapping).

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

That would be correct if fade_out was using getPixelColor()/setPixelColor(), which apply the mapping. Right now it's using getPixelColorRaw()/setPixelColorRaw(), so it needs the "unmapped" length.

The tradeoff is between calculating the color fade extra times, vs applying the mapping. Given that the author of the function chose the Raw forms I took this to mean that they intended the former, which I agree is probably faster in most cases.

The bug is pretty clearly apparent with any of the Grav* AR FX with bar expansion -- it doesn't fade out properly.

Copy link
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Right. The author would be me.
That only means fade_out() should use regular get/setPixelColor() and skip speed optimisations. This might hold true for all universal functions.
Or re-implement mapping to correctly iterate expanded pixels.

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

OK - I think the optimization is helpful here, but if you feel strongly that we should go the other way, that's OK by me. (Now that you mention it, there are a couple of other locations with the same issue - I should've checked more thoroughly when I spotted the one.)

Long term I think we should move any and all mapping to the blending stage, where we are guaranteed we're only calculating it once per frame. (Yes, I'm aware there are a couple of FX that do special things in certain mapping modes - I'm sure we can find solutions for them.)

Copy link
Collaborator

@blazoncek blazoncek Jun 9, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

IMO the next best thing is to do for (int i=0; i<length(); i++) ... as that will cover all pixels.
I think that will still be faster than mapping.
This is feasible as actual rendering is done in blending function.

Copy link
Member Author

@willmmiles willmmiles Jun 9, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I thought about length() too; I went with vWidth()*vHeight() as it's smaller for any case with grouping or mirroring.

Copy link
Collaborator

@blazoncek blazoncek Jun 9, 2025

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If everything would be properly implemented those 2 functions would be unavailable in WLED_DISABLE_2D.
But I was lazy.

Copy link
Member Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Sometimes lazy is good. :)

I'll update with a fix for all cases.

No need to rely on a sufficiently smart compiler.
@willmmiles willmmiles merged commit c0875b3 into wled:main Jul 9, 2025
21 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants