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Fixed incorrectly formatted hyperlinks
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BuildTools committed Jan 7, 2025
1 parent b849eef commit b0aec2f
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Showing 6 changed files with 6 additions and 11 deletions.
2 changes: 1 addition & 1 deletion codegen/src/lut.rs
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Expand Up @@ -214,7 +214,7 @@ fn build_u16_to_f64_lut(entries: &[LutEntryU16]) -> TokenStream {
}
}

/// This algorithm is an adaptation of (this C++ code)[https://gist.github.com/rygorous/2203834]
/// This algorithm is an adaptation of [this C++ code](<https://gist.github.com/rygorous/2203834>)
/// by Fabian "ryg" Giesen, which utilizes simple linear regression on
/// sub-intervals of the transfer function's domain and stores the resulting
/// models' scales and biases into a lookup table.
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3 changes: 1 addition & 2 deletions palette/src/encoding/adobe.rs
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Expand Up @@ -30,8 +30,7 @@ use super::{FromLinear, IntoLinear};
/// space. This uses lookup tables with precomputed values.
/// * When converting from `f32` or `f64` to `u8`, while converting from linear
/// space. This uses a fast algorithm that guarantees a maximum error in the
/// result of less than 0.6 in line with [this DirectX spec]
/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub struct AdobeRgb;

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3 changes: 1 addition & 2 deletions palette/src/encoding/p3.rs
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Expand Up @@ -170,8 +170,7 @@ impl<F> LumaStandard for DciP3Plus<F> {
/// space. This uses lookup tables with precomputed values.
/// * When converting from `f32` or `f64` to `u8`, while converting from linear
/// space. This uses a fast algorithm that guarantees a maximum error in the
/// result of less than 0.6 in line with [this DirectX spec]
/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub struct P3Gamma;

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3 changes: 1 addition & 2 deletions palette/src/encoding/prophoto.rs
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Expand Up @@ -28,8 +28,7 @@ use crate::{
/// space. This uses lookup tables with precomputed values.
/// * When converting from `f32` or `f64` to `u16`, while converting from linear
/// space. This uses a fast algorithm that guarantees a maximum error in the
/// result of less than 0.6 in line with [this DirectX spec]
/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub struct ProPhotoRgb;

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3 changes: 1 addition & 2 deletions palette/src/encoding/rec_standards.rs
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Expand Up @@ -95,8 +95,7 @@ impl LumaStandard for Rec709 {
/// space. This uses lookup tables with precomputed values.
/// * When converting from `f32` or `f64` to `u8`, while converting from linear
/// space. This uses a fast algorithm that guarantees a maximum error in the
/// result of less than 0.6 in line with [this DirectX spec]
/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub struct RecOetf;

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3 changes: 1 addition & 2 deletions palette/src/encoding/srgb.rs
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Expand Up @@ -24,8 +24,7 @@ use crate::{
/// space. This uses lookup tables with precomputed values.
/// * When converting from `f32` or `f64` to `u8`, while converting from linear
/// space. This uses a fast algorithm that guarantees a maximum error in the
/// result of less than 0.6 in line with [this DirectX spec]
/// (https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB).
/// result of less than 0.6 in line with [this DirectX spec](<https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#FLOATtoSRGB>).
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub struct Srgb;

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