mirror of
https://github.com/TomHarte/CLK.git
synced 2024-12-23 20:29:42 +00:00
Attempts to complete all input processing — an RGB, S-Video or composite input buffer is now produced.
... for all input data types.
This commit is contained in:
parent
396cf72029
commit
a697a2e4f6
@ -78,6 +78,7 @@
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ignoresPersistentStateOnLaunch = "NO"
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debugDocumentVersioning = "YES"
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stopOnEveryThreadSanitizerIssue = "YES"
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stopOnEveryUBSanitizerIssue = "YES"
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debugServiceExtension = "internal"
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allowLocationSimulation = "NO">
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<BuildableProductRunnable
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@ -206,7 +206,7 @@ void CRT::advance_cycles(int number_of_cycles, bool hsync_requested, bool vsync_
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uint16_t(vertical_flywheel_->get_current_output_position() / vertical_flywheel_output_divider_));
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// Prepare for the next line.
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if(next_horizontal_sync_event == Flywheel::SyncEvent::EndRetrace) {
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if(next_horizontal_sync_event == Flywheel::SyncEvent::StartRetrace) {
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is_alernate_line_ ^= phase_alternates_;
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colour_burst_amplitude_ = 0;
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}
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@ -157,6 +157,21 @@ void ScanTarget::set_modals(Modals modals) {
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set_uniforms(Outputs::Display::OpenGL::ScanTarget::ShaderType::Line, *input_shader_);
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input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
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switch(modals.composite_colour_space) {
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case ColourSpace::YIQ: {
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const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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input_shader_->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
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input_shader_->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
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} break;
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case ColourSpace::YUV: {
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const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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input_shader_->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
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input_shader_->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
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} break;
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}
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output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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output_shader_->set_uniform("origin", modals.visible_area.origin.x, modals.visible_area.origin.y);
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@ -521,7 +536,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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// If this is start-of-frame, clear any untouched pixels and flush the stencil buffer
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if(line_metadata_buffer_[start_line].is_first_in_frame) {
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if(stencil_is_valid_ && line_metadata_buffer_[start_line].previous_frame_was_complete) {
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full_display_rectangle_.draw(1.0, 0.0, 0.0f);
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full_display_rectangle_.draw(0.0f, 0.0f, 0.0f);
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}
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stencil_is_valid_ = true;
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glClear(GL_STENCIL_BUFFER_BIT);
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@ -17,9 +17,11 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
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"#version 150\n"
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"uniform vec2 scale;"
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"uniform float rowHeight;"
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"uniform mat3 lumaChromaToRGB;"
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"uniform mat3 rgbToLumaChroma;"
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"uniform float rowHeight;"
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"uniform float processingWidth;"
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"in vec2 startPoint;"
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@ -32,6 +34,7 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
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"in float dataY;"
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"in float lineY;"
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"in float compositeAmplitude;"
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"uniform usampler2D textureName;";
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@ -59,12 +62,16 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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case ShaderType::Scan:
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return
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"out vec2 textureCoordinate;"
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"out float compositeAngle;"
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"out float compositeAmplitudeOut;"
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);"
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"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
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"compositeAmplitudeOut = compositeAmplitude / 255.0;"
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"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);"
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"gl_Position = vec4(eyePosition*2 - vec2(1.0), 0.0, 1.0);"
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@ -126,6 +133,12 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, line)),
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1);
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target.enable_vertex_attribute_with_pointer(
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"compositeAmplitude",
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1, GL_UNSIGNED_BYTE, GL_FALSE,
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sizeof(Scan),
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reinterpret_cast<void *>(offsetof(Scan, scan.composite_amplitude)),
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1);
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break;
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case ShaderType::Line:
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@ -155,85 +168,78 @@ std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type,
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"#version 150\n"
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"out vec4 fragColour;"
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"in vec2 textureCoordinate;";
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"in vec2 textureCoordinate;"
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"in float compositeAngle;"
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"in float compositeAmplitudeOut;"
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"uniform mat3 lumaChromaToRGB;"
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"uniform mat3 rgbToLumaChroma;"
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"uniform usampler2D textureName;"
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"void main(void) {";
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DisplayType computed_display_type;
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switch(input_data_type) {
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case InputDataType::Luminance1:
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fragment_shader +=
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"uniform usampler2D textureName;"
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"void main(void) {";
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switch(display_type) {
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case DisplayType::RGB:
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fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rrr, 1.0);";
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break;
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default:
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fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).r, 0.0, 0.0, 1.0);";
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break;
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}
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fragment_shader += "}";
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computed_display_type = DisplayType::CompositeMonochrome;
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fragment_shader += "fragColour = vec4(vec3(texture(textureName, textureCoordinate).r), 1.0);";
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break;
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case InputDataType::Luminance8:
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computed_display_type = DisplayType::CompositeMonochrome;
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fragment_shader += "fragColour = vec4(vec3(texture(textureName, textureCoordinate).r / 255.0), 1.0);";
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break;
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// SVideo,
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// CompositeColour,
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// CompositeMonochrome
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case InputDataType::Phase8Luminance8:
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return nullptr;
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// fragment_shader +=
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// "uniform sampler2D textureName;"
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// "void main(void) {";
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//
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// switch(display_type) {
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// default: return nullptr;
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//
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// case OutputType::SVideo:
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// break;
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//// CompositeColour,
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//// CompositeMonochrome
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// }
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//
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// fragment_shader += "}";
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// break;
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// TODO: write encoding functions for RGB -> composite/s-video for the RGB inputs.
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computed_display_type = DisplayType::SVideo;
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fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rg / vec2(255.0), 0.0, 1.0);";
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break;
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case InputDataType::Red1Green1Blue1:
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computed_display_type = DisplayType::RGB;
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fragment_shader +=
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"uniform usampler2D textureName;"
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"void main(void) {"
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"uint textureValue = texture(textureName, textureCoordinate).r;"
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"fragColour = vec4(uvec3(textureValue) & uvec3(4u, 2u, 1u), 1.0);"
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"}";
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"uint textureValue = texture(textureName, textureCoordinate).r;"
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"fragColour = vec4(uvec3(textureValue) & uvec3(4u, 2u, 1u), 1.0);";
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break;
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case InputDataType::Red2Green2Blue2:
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computed_display_type = DisplayType::RGB;
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fragment_shader +=
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"uniform usampler2D textureName;"
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"void main(void) {"
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"uint textureValue = texture(textureName, textureCoordinate).r;"
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"fragColour = vec4(vec3(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u)) / 3.0, 1.0);"
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"}";
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"uint textureValue = texture(textureName, textureCoordinate).r;"
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"fragColour = vec4(vec3(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u)) / 3.0, 1.0);";
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break;
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case InputDataType::Red4Green4Blue4:
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computed_display_type = DisplayType::RGB;
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fragment_shader +=
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"uvec2 textureValue = texture(textureName, textureCoordinate).rg;"
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"fragColour = vec4(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0, 1.0);";
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break;
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case InputDataType::Red8Green8Blue8:
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fragment_shader +=
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"uniform usampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(texture(textureName, textureCoordinate).rgb / vec3(255.0), 1.0);"
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"}";
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computed_display_type = DisplayType::RGB;
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fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rgb / vec3(255.0), 1.0);";
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break;
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}
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if(computed_display_type != display_type) {
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// If the input type is RGB but the output type isn't then
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// there'll definitely be an RGB to SVideo step.
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if(computed_display_type == DisplayType::RGB) {
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fragment_shader +=
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"vec3 composite_colour = rgbToLumaChroma * vec3(fragColour);"
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
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"fragColour = vec4(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0, 1.0);";
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}
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// If the output type isn't SVideo, add an SVideo to composite step.
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if(computed_display_type != DisplayType::SVideo) {
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fragment_shader += "fragColour = vec4(vec3(mix(fragColour.r,fragColour.g, compositeAmplitudeOut)), 1.0);";
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}
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}
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return std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan),
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fragment_shader
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fragment_shader + "}"
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));
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}
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@ -124,7 +124,7 @@ struct ScanTarget {
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InputDataType input_data_type;
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/// Describes the type of display that the data is being shown on.
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DisplayType display_type = DisplayType::RGB;
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DisplayType display_type = DisplayType::CompositeMonochrome;
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/// If being fed composite data, this defines the colour space in use.
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ColourSpace composite_colour_space;
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