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Made an attempt intelligently to use bilinear filtering to increase filtering quality with the same number of samples.
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@ -533,7 +533,7 @@ void OpenGLOutputBuilder::set_timing_uniforms()
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}
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float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
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if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.5f);
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if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency - 90.0f);
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if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.5f);
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_output_mutex->unlock();
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}
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@ -44,6 +44,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const char *
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"uniform ivec2 outputTextureSize;"
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"uniform float extension;"
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"uniform %s texID;"
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"uniform float offsets[5];"
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"out vec2 phaseAndAmplitudeVarying;"
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"out vec2 inputPositionsVarying[11];"
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@ -60,17 +61,17 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const char *
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"iInputPositionVarying = extendedInputPosition;"
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"vec2 mappedInputPosition = (extendedInputPosition + vec2(0.0, 0.5)) / textureSize;"
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"inputPositionsVarying[0] = mappedInputPosition - (vec2(10.0, 0.0) / textureSize);"
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"inputPositionsVarying[1] = mappedInputPosition - (vec2(8.0, 0.0) / textureSize);"
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"inputPositionsVarying[2] = mappedInputPosition - (vec2(6.0, 0.0) / textureSize);"
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"inputPositionsVarying[3] = mappedInputPosition - (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[4] = mappedInputPosition - (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[0] = mappedInputPosition - (vec2(offsets[4], 0.0) / textureSize);"
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"inputPositionsVarying[1] = mappedInputPosition - (vec2(offsets[3], 0.0) / textureSize);"
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"inputPositionsVarying[2] = mappedInputPosition - (vec2(offsets[2], 0.0) / textureSize);"
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"inputPositionsVarying[3] = mappedInputPosition - (vec2(offsets[1], 0.0) / textureSize);"
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"inputPositionsVarying[4] = mappedInputPosition - (vec2(offsets[0], 0.0) / textureSize);"
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"inputPositionsVarying[5] = mappedInputPosition;"
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"inputPositionsVarying[6] = mappedInputPosition + (vec2(2.0, 0.0) / textureSize);"
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"inputPositionsVarying[7] = mappedInputPosition + (vec2(4.0, 0.0) / textureSize);"
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"inputPositionsVarying[8] = mappedInputPosition + (vec2(6.0, 0.0) / textureSize);"
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"inputPositionsVarying[9] = mappedInputPosition + (vec2(8.0, 0.0) / textureSize);"
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"inputPositionsVarying[10] = mappedInputPosition + (vec2(10.0, 0.0) / textureSize);"
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"inputPositionsVarying[6] = mappedInputPosition + (vec2(offsets[0], 0.0) / textureSize);"
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"inputPositionsVarying[7] = mappedInputPosition + (vec2(offsets[1], 0.0) / textureSize);"
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"inputPositionsVarying[8] = mappedInputPosition + (vec2(offsets[2], 0.0) / textureSize);"
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"inputPositionsVarying[9] = mappedInputPosition + (vec2(offsets[3], 0.0) / textureSize);"
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"inputPositionsVarying[10] = mappedInputPosition + (vec2(offsets[4], 0.0) / textureSize);"
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"delayLinePositionVarying = mappedInputPosition - vec2(0.0, 1.0);"
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"phaseAndAmplitudeVarying.x = (phaseCyclesPerTick * (extendedOutputPosition.x - phaseTime) + phaseAmplitudeAndOffset.x) * 2.0 * 3.141592654;"
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@ -90,6 +91,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const char *
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shader->weightsUniform = shader->get_uniform_location("weights");
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shader->rgbToLumaChromaUniform = shader->get_uniform_location("rgbToLumaChroma");
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shader->lumaChromaToRGBUniform = shader->get_uniform_location("lumaChromaToRGB");
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shader->offsetsUniform = shader->get_uniform_location("offsets");
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return shader;
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}
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@ -264,14 +266,54 @@ void IntermediateShader::set_filter_coefficients(float sampling_rate, float cuto
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{
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bind();
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sampling_rate *= 0.5f;
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cutoff_frequency *= 0.5f;
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// The process below: the source texture will have bilinear filtering enabled; so by
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// sampling at non-integral offsets from the centre the shader can get a weighted sum
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// of two source pixels, then scale that once, to do two taps per sample. However
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// that works only if the two coefficients being joined have the same sign. So the
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// number of usable taps is between 11 and 21 depending on the values that come out.
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// Perform a linear search for the highest number of taps we can use with 11 samples.
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float weights[12];
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weights[11] = 0.0f;
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SignalProcessing::FIRFilter luminance_filter(11, sampling_rate, 0.0f, cutoff_frequency, SignalProcessing::FIRFilter::DefaultAttenuation);
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luminance_filter.get_coefficients(weights);
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float offsets[5];
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unsigned int taps = 21;
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while(1)
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{
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float coefficients[21];
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SignalProcessing::FIRFilter luminance_filter(taps, sampling_rate, 0.0f, cutoff_frequency, SignalProcessing::FIRFilter::DefaultAttenuation);
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luminance_filter.get_coefficients(coefficients);
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int sample = 0;
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int c = 0;
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memset(weights, 0, sizeof(float)*12);
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while(c < (taps >> 1) && sample < 5)
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{
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if((coefficients[c] < 0.0f) == (coefficients[c+1] < 0.0f) && c+1 < (taps >> 1))
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{
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weights[sample] = coefficients[c] + coefficients[c+1];
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offsets[sample] = (float)c + 1.0f + (coefficients[c+1] / weights[sample]);
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c += 2;
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}
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else
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{
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offsets[sample] = (float)c + 1.0f;
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weights[sample] = coefficients[c];
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c++;
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}
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sample ++;
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}
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if(c == (taps >> 1))
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{
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weights[sample] = coefficients[c];
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for(int c = 0; c < sample; c++)
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{
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weights[sample+c+1] = weights[sample-c-1];
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}
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break;
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}
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taps -= 2;
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}
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glUniform4fv(weightsUniform, 3, weights);
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glUniform1fv(offsetsUniform, 5, offsets);
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}
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void IntermediateShader::set_phase_cycles_per_sample(float phase_cycles_per_sample, bool extend_runs_to_full_cycle)
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@ -74,6 +74,7 @@ private:
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GLint extensionUniform;
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GLint rgbToLumaChromaUniform;
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GLint lumaChromaToRGBUniform;
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GLint offsetsUniform;
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};
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}
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@ -18,8 +18,8 @@ TextureTarget::TextureTarget(GLsizei width, GLsizei height) : _width(width), _he
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glGenTextures(1, &_texture);
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glBindTexture(GL_TEXTURE_2D, _texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
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