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https://github.com/TomHarte/CLK.git
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Merge pull request #3 from TomHarte/SeparateSeparation
Distinguishes the luminance filtering stage from the chroma separation stage, improving both
This commit is contained in:
commit
43951ac359
@ -74,11 +74,12 @@ static int getCircularRanges(GLsizei start, GLsizei end, GLsizei buffer_length,
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using namespace Outputs::CRT;
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namespace {
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static const GLenum composite_texture_unit = GL_TEXTURE0;
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static const GLenum filtered_y_texture_unit = GL_TEXTURE1;
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static const GLenum filtered_texture_unit = GL_TEXTURE2;
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static const GLenum source_data_texture_unit = GL_TEXTURE3;
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static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE4;
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static const GLenum composite_texture_unit = GL_TEXTURE0;
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static const GLenum separated_texture_unit = GL_TEXTURE1;
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static const GLenum filtered_y_texture_unit = GL_TEXTURE2;
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static const GLenum filtered_texture_unit = GL_TEXTURE3;
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static const GLenum source_data_texture_unit = GL_TEXTURE4;
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static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE5;
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}
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OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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@ -105,6 +106,7 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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// Create intermediate textures and bind to slots 0, 1 and 2
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compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit));
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separatedTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, separated_texture_unit));
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filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_y_texture_unit));
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filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit));
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@ -250,6 +252,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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RenderStage composite_render_stages[] =
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{
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{compositeTexture.get(), composite_input_shader_program.get(), {0.0, 0.0, 0.0}},
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{separatedTexture.get(), composite_separation_filter_program.get(), {0.0, 0.5, 0.5}},
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{filteredYTexture.get(), composite_y_filter_shader_program.get(), {0.0, 0.5, 0.5}},
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{filteredTexture.get(), composite_chrominance_filter_shader_program.get(), {0.0, 0.0, 0.0}},
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{nullptr}
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@ -377,13 +380,6 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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_output_mutex->unlock();
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}
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void OpenGLOutputBuilder::perform_output_stage(unsigned int output_width, unsigned int output_height, OpenGL::OutputShader *const shader)
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{
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if(shader)
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{
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}
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}
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void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_resources)
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{
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}
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@ -406,8 +402,12 @@ void OpenGLOutputBuilder::prepare_composite_input_shaders()
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composite_input_shader_program->set_source_texture_unit(source_data_texture_unit);
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composite_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_y_filter_shader_program = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
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composite_y_filter_shader_program->set_source_texture_unit(composite_texture_unit);
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composite_separation_filter_program = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
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composite_separation_filter_program->set_source_texture_unit(composite_texture_unit);
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composite_separation_filter_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_y_filter_shader_program = OpenGL::IntermediateShader::make_luma_filter_shader();
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composite_y_filter_shader_program->set_source_texture_unit(separated_texture_unit);
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composite_y_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_chrominance_filter_shader_program = OpenGL::IntermediateShader::make_chroma_filter_shader();
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@ -533,7 +533,7 @@ void OpenGLOutputBuilder::set_colour_space_uniforms()
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break;
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}
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if(composite_input_shader_program) composite_input_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
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if(composite_input_shader_program) composite_input_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
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if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
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_output_mutex->unlock();
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}
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@ -544,6 +544,7 @@ void OpenGLOutputBuilder::set_timing_uniforms()
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OpenGL::IntermediateShader *intermediate_shaders[] = {
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composite_input_shader_program.get(),
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composite_separation_filter_program.get(),
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composite_y_filter_shader_program.get(),
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composite_chrominance_filter_shader_program.get()
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};
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@ -558,7 +559,8 @@ void OpenGLOutputBuilder::set_timing_uniforms()
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if(output_shader_program) output_shader_program->set_timing(_height_of_display, _cycles_per_line, _horizontal_scan_period, _vertical_scan_period, _vertical_period_divider);
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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_separation_frequency(_cycles_per_line, colour_subcarrier_frequency);
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if(composite_separation_filter_program) composite_separation_filter_program->set_separation_frequency(_cycles_per_line, colour_subcarrier_frequency);
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if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.66f);
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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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if(rgb_filter_shader_program) rgb_filter_shader_program->set_filter_coefficients(_cycles_per_line, (float)_input_frequency * 0.5f);
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@ -63,9 +63,16 @@ class OpenGLOutputBuilder {
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uint16_t _composite_src_output_y, _cleared_composite_output_y;
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std::unique_ptr<OpenGL::OutputShader> output_shader_program;
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std::unique_ptr<OpenGL::IntermediateShader> composite_input_shader_program, composite_y_filter_shader_program, composite_chrominance_filter_shader_program;
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std::unique_ptr<OpenGL::IntermediateShader> composite_input_shader_program, composite_separation_filter_program, composite_y_filter_shader_program, composite_chrominance_filter_shader_program;
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std::unique_ptr<OpenGL::IntermediateShader> rgb_input_shader_program, rgb_filter_shader_program;
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std::unique_ptr<OpenGL::TextureTarget> compositeTexture; // receives raw composite levels
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std::unique_ptr<OpenGL::TextureTarget> separatedTexture; // receives unfiltered Y in the R channel plus unfiltered but demodulated chrominance in G and B
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std::unique_ptr<OpenGL::TextureTarget> filteredYTexture; // receives filtered Y in the R channel plus unfiltered chrominance in G and B
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std::unique_ptr<OpenGL::TextureTarget> filteredTexture; // receives filtered YIQ or YUV
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std::unique_ptr<OpenGL::TextureTarget> framebuffer; // the current pixel output
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GLuint output_array_buffer, output_vertex_array;
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GLuint source_array_buffer, source_vertex_array;
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@ -75,13 +82,6 @@ class OpenGLOutputBuilder {
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GLuint defaultFramebuffer;
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std::unique_ptr<OpenGL::TextureTarget> compositeTexture; // receives raw composite levels
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std::unique_ptr<OpenGL::TextureTarget> filteredYTexture; // receives filtered Y in the R channel plus unfiltered I/U and Q/V in G and B
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std::unique_ptr<OpenGL::TextureTarget> filteredTexture; // receives filtered YIQ or YUV
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std::unique_ptr<OpenGL::TextureTarget> framebuffer; // the current pixel output
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void perform_output_stage(unsigned int output_width, unsigned int output_height, OpenGL::OutputShader *const shader);
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void set_timing_uniforms();
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void set_colour_space_uniforms();
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@ -210,7 +210,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_luma_separat
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"dot(samples[0], weights[0]),"
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"dot(samples[1], weights[1]),"
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"dot(samples[2], weights[2])"
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"), vec3(1.0)) / (1.0 - phaseAndAmplitudeVarying.y);"
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"), vec3(1.0));"
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"float chrominance = 0.5 * (samples[1].y - luminance) / phaseAndAmplitudeVarying.y;"
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"vec2 quadrature = vec2(cos(phaseAndAmplitudeVarying.x), -sin(phaseAndAmplitudeVarying.x));"
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@ -234,50 +234,95 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_filter_shade
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"void main(void)"
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"{"
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"vec3 centreSample = texture(texID, inputPositionsVarying[5]).rgb;"
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"vec2 samples[] = vec2[]("
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"texture(texID, inputPositionsVarying[0]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[1]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[2]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[3]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[4]).gb - vec2(0.5),"
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"centreSample.gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[6]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[7]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[8]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[9]).gb - vec2(0.5),"
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"texture(texID, inputPositionsVarying[10]).gb - vec2(0.5)"
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"vec3 samples[] = vec3[]("
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"texture(texID, inputPositionsVarying[0]).rgb,"
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"texture(texID, inputPositionsVarying[1]).rgb,"
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"texture(texID, inputPositionsVarying[2]).rgb,"
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"texture(texID, inputPositionsVarying[3]).rgb,"
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"texture(texID, inputPositionsVarying[4]).rgb,"
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"texture(texID, inputPositionsVarying[5]).rgb,"
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"texture(texID, inputPositionsVarying[6]).rgb,"
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"texture(texID, inputPositionsVarying[7]).rgb,"
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"texture(texID, inputPositionsVarying[8]).rgb,"
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"texture(texID, inputPositionsVarying[9]).rgb,"
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"texture(texID, inputPositionsVarying[10]).rgb"
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");"
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"vec4 channel1[] = vec4[]("
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"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
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"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
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"vec4(samples[8].r, samples[9].r, samples[10].r, 0.0)"
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");"
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"vec4 channel2[] = vec4[]("
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"vec4 chromaChannel1[] = vec4[]("
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"vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
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"vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
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"vec4(samples[8].g, samples[9].g, samples[10].g, 0.0)"
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");"
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"vec3 lumaChromaColour = vec3(centreSample.r,"
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"dot(vec3("
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"dot(channel1[0], weights[0]),"
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"dot(channel1[1], weights[1]),"
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"dot(channel1[2], weights[2])"
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"), vec3(1.0)) + 0.5,"
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"dot(vec3("
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"dot(channel2[0], weights[0]),"
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"dot(channel2[1], weights[1]),"
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"dot(channel2[2], weights[2])"
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"), vec3(1.0)) + 0.5"
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"vec4 chromaChannel2[] = vec4[]("
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"vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
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"vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
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"vec4(samples[8].b, samples[9].b, samples[10].b, 0.0)"
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");"
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"vec3 lumaChromaColourInRange = (lumaChromaColour - vec3(0.0, 0.5, 0.5)) * vec3(1.0, 2.0, 2.0);"
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"vec3 lumaChromaColour = vec3(samples[5].r,"
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"dot(vec3("
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"dot(chromaChannel1[0], weights[0]),"
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"dot(chromaChannel1[1], weights[1]),"
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"dot(chromaChannel1[2], weights[2])"
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"), vec3(1.0)),"
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"dot(vec3("
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"dot(chromaChannel2[0], weights[0]),"
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"dot(chromaChannel2[1], weights[1]),"
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"dot(chromaChannel2[2], weights[2])"
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"), vec3(1.0))"
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");"
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"vec3 lumaChromaColourInRange = (lumaChromaColour - vec3(0.0, 0.5, 0.5)) * vec3(1.0, 3.0, 3.0);"
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"fragColour = lumaChromaToRGB * lumaChromaColourInRange;"
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"}", false, false);
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_luma_filter_shader()
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{
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return make_shader(
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"#version 150\n"
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"in vec2 inputPositionsVarying[11];"
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"uniform vec4 weights[3];"
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"out vec3 fragColour;"
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"uniform sampler2D texID;"
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"uniform mat3 lumaChromaToRGB;"
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"void main(void)"
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"{"
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"vec3 samples[] = vec3[]("
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"texture(texID, inputPositionsVarying[0]).rgb,"
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"texture(texID, inputPositionsVarying[1]).rgb,"
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"texture(texID, inputPositionsVarying[2]).rgb,"
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"texture(texID, inputPositionsVarying[3]).rgb,"
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"texture(texID, inputPositionsVarying[4]).rgb,"
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"texture(texID, inputPositionsVarying[5]).rgb,"
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"texture(texID, inputPositionsVarying[6]).rgb,"
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"texture(texID, inputPositionsVarying[7]).rgb,"
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"texture(texID, inputPositionsVarying[8]).rgb,"
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"texture(texID, inputPositionsVarying[9]).rgb,"
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"texture(texID, inputPositionsVarying[10]).rgb"
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");"
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"vec4 luminance[] = vec4[]("
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"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
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"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
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"vec4(samples[8].r, samples[9].r, samples[10].r, 0.0)"
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");"
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"fragColour = vec3("
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"dot(vec3("
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"dot(luminance[0], weights[0]),"
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"dot(luminance[1], weights[1]),"
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"dot(luminance[2], weights[2])"
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"), vec3(1.0)),"
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"samples[5].gb"
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");"
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"}", false, false);
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}
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std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_filter_shader()
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{
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return make_shader(
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@ -414,7 +459,7 @@ void IntermediateShader::set_filter_coefficients(float sampling_rate, float cuto
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void IntermediateShader::set_separation_frequency(float sampling_rate, float colour_burst_frequency)
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{
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// TODO: apply separately-formed filters for luminance and chrominance
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set_filter_coefficients(sampling_rate, colour_burst_frequency - 50.0f);
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set_filter_coefficients(sampling_rate, colour_burst_frequency);
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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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@ -44,6 +44,11 @@ public:
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*/
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static std::unique_ptr<IntermediateShader> make_chroma_filter_shader();
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/*!
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Constructs and returns an intermediate shader that will filter R while passing through G and B unchanged.
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*/
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static std::unique_ptr<IntermediateShader> make_luma_filter_shader();
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/*!
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Constructs and returns an intermediate shader that will filter R, G and B.
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*/
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