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https://github.com/TomHarte/CLK.git
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Attempts an initial flattening of the pipeline, seemingly losing all output.
This commit is contained in:
parent
601961deeb
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fd0ffc7085
@ -13,22 +13,14 @@ using namespace Outputs::Display::OpenGL;
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namespace {
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/// The texture unit from which to source 1bpp input data.
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constexpr GLenum SourceData1BppTextureUnit = GL_TEXTURE0;
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/// The texture unit from which to source 2bpp input data.
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//constexpr GLenum SourceData2BppTextureUnit = GL_TEXTURE1;
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/// The texture unit from which to source 4bpp input data.
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//constexpr GLenum SourceData4BppTextureUnit = GL_TEXTURE2;
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/// The texture unit from which to source input data.
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constexpr GLenum SourceDataTextureUnit = GL_TEXTURE0;
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/// The texture unit which contains raw line-by-line composite, S-Video or RGB data.
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constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE3;
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/// The texture unit which contains line-by-line records of luminance and two channels of chrominance, straight after multiplication by the quadrature vector, not yet filtered.
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constexpr GLenum SVideoLineBufferTextureUnit = GL_TEXTURE4;
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/// The texture unit which contains line-by-line records of RGB.
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constexpr GLenum RGBLineBufferTextureUnit = GL_TEXTURE5;
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constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE1;
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/// The texture unit that contains the current display.
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constexpr GLenum AccumulationTextureUnit = GL_TEXTURE6;
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constexpr GLenum AccumulationTextureUnit = GL_TEXTURE2;
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#define TextureAddress(x, y) (((y) << 11) | (x))
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#define TextureAddressGetY(v) uint16_t((v) >> 11)
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@ -292,14 +284,9 @@ void ScanTarget::setup_pipeline() {
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write_pointers_.write_area = 0;
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}
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// Pick a processing width; this will be at least four times the
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// colour subcarrier, and an integer multiple of the pixel clock and
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// at most 2048.
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const int colour_cycle_width = (modals_.colour_cycle_numerator * 4 + modals_.colour_cycle_denominator - 1) / modals_.colour_cycle_denominator;
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const int dot_clock = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
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const int overflow = colour_cycle_width % dot_clock;
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processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
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processing_width_ = std::min(processing_width_, 2048);
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// Pick a processing width; this will be the minimum necessary not to
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// lose any detail when combining the input.
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processing_width_ = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
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// Establish an output shader. TODO: add gamma correction here.
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output_shader_.reset(new Shader(
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@ -323,63 +310,15 @@ void ScanTarget::setup_pipeline() {
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set_uniforms(ShaderType::Line, *output_shader_);
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output_shader_->set_uniform("origin", modals_.visible_area.origin.x, modals_.visible_area.origin.y);
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output_shader_->set_uniform("size", modals_.visible_area.size.width, modals_.visible_area.size.height);
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// Establish such intermediary shaders as are required.
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pipeline_stages_.clear();
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if(modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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composite_to_svideo_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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SVideoLineBufferTextureUnit,
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GL_NEAREST);
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}
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if(modals_.display_type == DisplayType::SVideo || modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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svideo_to_rgb_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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(modals_.display_type == DisplayType::CompositeColour) ? RGBLineBufferTextureUnit : SVideoLineBufferTextureUnit,
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GL_NEAREST);
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}
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glBindVertexArray(scan_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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// Establish an input shader.
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input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
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input_shader_ = composition_shader();
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glBindVertexArray(scan_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
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set_uniforms(ShaderType::InputScan, *input_shader_);
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input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
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// Cascade the texture units in use as per the pipeline stages.
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std::vector<Shader *> input_shaders = {input_shader_.get()};
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GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
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for(const auto &stage: pipeline_stages_) {
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input_shaders.push_back(stage.shader.get());
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stage.shader->set_uniform("textureName", texture_unit);
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set_uniforms(ShaderType::ProcessedScan, *stage.shader);
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enable_vertex_attributes(ShaderType::ProcessedScan, *stage.shader);
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++texture_unit;
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}
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output_shader_->set_uniform("textureName", texture_unit);
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// Ensure that all shaders involved in the input pipeline have the proper colour space knowledged.
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for(auto shader: input_shaders) {
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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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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
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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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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
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} break;
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}
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}
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input_shader_->set_uniform("textureName", GLint(SourceDataTextureUnit - GL_TEXTURE0));
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}
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void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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@ -431,7 +370,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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// Submit texture.
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if(submit_pointers.write_area != read_pointers.write_area) {
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glActiveTexture(SourceData1BppTextureUnit);
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glActiveTexture(SourceDataTextureUnit);
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glBindTexture(GL_TEXTURE_2D, write_area_texture_name_);
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// Create storage for the texture if it doesn't yet exist; this was deferred until here
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@ -487,7 +426,6 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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// Push new input to the unprocessed line buffer.
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if(new_scans) {
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glDisable(GL_BLEND);
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unprocessed_line_texture_.bind_framebuffer();
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// Clear newly-touched lines; that is everything from (read+1) to submit.
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@ -499,26 +437,11 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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if(first_line_to_clear < final_line_to_clear) {
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glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), final_line_to_clear - first_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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if(pipeline_stages_.size()) {
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pipeline_stages_.back().target.bind_framebuffer();
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glClear(GL_COLOR_BUFFER_BIT);
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unprocessed_line_texture_.bind_framebuffer();
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}
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} else {
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glScissor(0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), unprocessed_line_texture_.get_height() - first_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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if(pipeline_stages_.size()) {
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pipeline_stages_.back().target.bind_framebuffer();
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glScissor(0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), unprocessed_line_texture_.get_height() - first_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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unprocessed_line_texture_.bind_framebuffer();
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}
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}
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glDisable(GL_SCISSOR_TEST);
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@ -528,13 +451,6 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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glBindVertexArray(scan_vertex_array_);
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input_shader_->bind();
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
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// If there are any further pipeline stages, apply them.
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for(auto &stage: pipeline_stages_) {
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stage.target.bind_framebuffer();
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stage.shader->bind();
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
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}
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}
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// Ensure the accumulation buffer is properly sized.
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@ -545,7 +461,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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GLsizei(proportional_width),
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GLsizei(output_height),
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AccumulationTextureUnit,
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GL_LINEAR,
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GL_NEAREST,
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true));
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if(accumulation_texture_) {
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new_framebuffer->bind_framebuffer();
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@ -105,8 +105,7 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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// Contains the first composition of scans into lines;
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// they're accumulated prior to output to allow for continuous
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// application of any necessary conversions — e.g. composite processing —
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// which happen progressively from here to the RGB texture.
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// application of any necessary conversions — e.g. composite processing.
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TextureTarget unprocessed_line_texture_;
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// Scans are accumulated to the accumulation texture; the full-display
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@ -180,22 +179,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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std::unique_ptr<Shader> input_shader_;
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std::unique_ptr<Shader> output_shader_;
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static std::unique_ptr<Shader> input_shader(InputDataType input_data_type, DisplayType display_type);
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static std::unique_ptr<Shader> composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
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static std::unique_ptr<Shader> svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
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static SignalProcessing::FIRFilter colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff);
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struct PipelineStage {
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PipelineStage(Shader *shader, GLenum texture_unit, GLint magnification_filter) :
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shader(shader),
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target(LineBufferWidth, LineBufferHeight, texture_unit, magnification_filter, false) {}
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std::unique_ptr<Shader> shader;
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TextureTarget target;
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};
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// A list is used here to avoid requiring a copy constructor on PipelineStage.
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std::list<PipelineStage> pipeline_stages_;
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static std::unique_ptr<Shader> composition_shader();
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static std::unique_ptr<Shader> conversion_shader(InputDataType input_data_type, DisplayType display_type, int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
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};
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}
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@ -90,12 +90,14 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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if(type == ShaderType::InputScan) {
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result +=
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"out vec2 textureCoordinate;"
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"uniform usampler2D textureName;";
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"uniform sampler2D textureName;";
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} else {
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result +=
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"out vec2 textureCoordinates[15];"
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"out vec2 chromaCoordinates[2];"
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"uniform sampler2D textureName;"
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"uniform float chromaOffset;"
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"uniform float edgeExpansion;";
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}
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@ -120,9 +122,9 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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"vec2 eyePosition = (sourcePosition + vec2(0.0, longitudinal - 0.5)) / vec2(scale.x, 2048.0);"
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"sourcePosition /= vec2(scale.x, 2048.0);"
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"vec2 expansion = vec2(2.0*lateral*edgeExpansion - edgeExpansion, 0.0) / textureSize(textureName, 0);"
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"eyePosition = eyePosition + expansion;"
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"sourcePosition = sourcePosition + expansion;"
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// "vec2 expansion = vec2(edgeExpansion, 0.0) / textureSize(textureName, 0);"
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// "eyePosition = eyePosition + expansion;"
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// "sourcePosition = sourcePosition + expansion;"
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"textureCoordinates[0] = sourcePosition + vec2(-7.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[1] = sourcePosition + vec2(-6.0, 0.0) / textureSize(textureName, 0);"
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@ -140,6 +142,9 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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"textureCoordinates[13] = sourcePosition + vec2(6.0, 0.0) / textureSize(textureName, 0);"
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"textureCoordinates[14] = sourcePosition + vec2(7.0, 0.0) / textureSize(textureName, 0);"
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"chromaCoordinates[0] = sourcePosition + vec2(chromaOffset, 0.0);"
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"chromaCoordinates[1] = sourcePosition - vec2(chromaOffset, 0.0);"
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"eyePosition = eyePosition;";
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}
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@ -235,8 +240,8 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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}
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}
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std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type, DisplayType display_type) {
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std::string fragment_shader =
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std::unique_ptr<Shader> ScanTarget::composition_shader() {
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/* std::string fragment_shader =
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"#version 150\n"
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"out vec3 fragColour;"
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@ -313,161 +318,203 @@ std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type,
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computed_display_type = DisplayType::RGB;
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fragment_shader += "fragColour = texture(textureName, textureCoordinate).rgb / vec3(255.0);";
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break;
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}
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}*/
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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 && display_type != DisplayType::RGB) {
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fragment_shader +=
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"vec3 composite_colour = rgbToLumaChroma * fragColour;"
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
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"fragColour = vec3(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0);";
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}
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// if(computed_display_type == DisplayType::RGB && display_type != DisplayType::RGB) {
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// fragment_shader +=
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// "vec3 composite_colour = rgbToLumaChroma * fragColour;"
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// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
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// "fragColour = vec3(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0);";
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// }
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// If the output type is SVideo, throw in an attempt to separate the two chrominance
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// channels here.
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if(display_type == DisplayType::SVideo) {
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if(computed_display_type != DisplayType::RGB) {
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fragment_shader +=
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"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));";
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}
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fragment_shader +=
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"vec2 chroma = (((fragColour.y - 0.5)*2.0) * quadrature)*0.5 + vec2(0.5);"
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"fragColour = vec3(fragColour.x, chroma);";
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}
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// if(display_type == DisplayType::SVideo) {
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// if(computed_display_type != DisplayType::RGB) {
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// fragment_shader +=
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// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));";
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// }
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// fragment_shader +=
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// "vec2 chroma = (((fragColour.y - 0.5)*2.0) * quadrature)*0.5 + vec2(0.5);"
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// "fragColour = vec3(fragColour.x, chroma);";
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// }
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// Add an SVideo to composite step if necessary.
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if(
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(display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) &&
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computed_display_type != DisplayType::CompositeMonochrome
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) {
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fragment_shader += "fragColour = vec3(mix(fragColour.r, 2.0*(fragColour.g - 0.5), 1.0 / oneOverCompositeAmplitude));";
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}
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// if(
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// (display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) &&
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// computed_display_type != DisplayType::CompositeMonochrome
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// ) {
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// fragment_shader += "fragColour = vec3(mix(fragColour.r, 2.0*(fragColour.g - 0.5), 1.0 / oneOverCompositeAmplitude));";
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// }
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const std::string fragment_shader =
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"#version 150\n"
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"in vec2 textureCoordinate;"
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"out vec4 fragColour;"
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"uniform sampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(1.0) - texture(textureName, textureCoordinate);"
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"}";
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return std::unique_ptr<Shader>(new Shader(
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glsl_globals(ShaderType::InputScan) + glsl_default_vertex_shader(ShaderType::InputScan),
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fragment_shader + "}",
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fragment_shader,
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attribute_bindings(ShaderType::InputScan)
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));
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}
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SignalProcessing::FIRFilter ScanTarget::colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff) {
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const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
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return SignalProcessing::FIRFilter(15, float(LineBufferWidth), cycles_per_expanded_line * low_cutoff, cycles_per_expanded_line * high_cutoff);
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}
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std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
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/*
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Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
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from the original to get chrominance.
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(Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
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there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
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*/
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auto shader = std::unique_ptr<Shader>(new Shader(
|
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glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
|
||||
"#version 150\n"
|
||||
|
||||
"in vec2 textureCoordinates[15];"
|
||||
"uniform vec4 chromaWeights[4];"
|
||||
"uniform vec4 lumaWeights[4];"
|
||||
"uniform sampler2D textureName;"
|
||||
"uniform mat3 lumaChromaToRGB;"
|
||||
|
||||
"out vec3 fragColour;"
|
||||
"void main() {"
|
||||
"vec3 samples[15] = vec3[15]("
|
||||
"texture(textureName, textureCoordinates[0]).rgb,"
|
||||
"texture(textureName, textureCoordinates[1]).rgb,"
|
||||
"texture(textureName, textureCoordinates[2]).rgb,"
|
||||
"texture(textureName, textureCoordinates[3]).rgb,"
|
||||
"texture(textureName, textureCoordinates[4]).rgb,"
|
||||
"texture(textureName, textureCoordinates[5]).rgb,"
|
||||
"texture(textureName, textureCoordinates[6]).rgb,"
|
||||
"texture(textureName, textureCoordinates[7]).rgb,"
|
||||
"texture(textureName, textureCoordinates[8]).rgb,"
|
||||
"texture(textureName, textureCoordinates[9]).rgb,"
|
||||
"texture(textureName, textureCoordinates[10]).rgb,"
|
||||
"texture(textureName, textureCoordinates[11]).rgb,"
|
||||
"texture(textureName, textureCoordinates[12]).rgb,"
|
||||
"texture(textureName, textureCoordinates[13]).rgb,"
|
||||
"texture(textureName, textureCoordinates[14]).rgb"
|
||||
");"
|
||||
"vec4 samples0[4] = vec4[4]("
|
||||
"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
|
||||
"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
|
||||
"vec4(samples[8].r, samples[9].r, samples[10].r, samples[11].r),"
|
||||
"vec4(samples[12].r, samples[13].r, samples[14].r, 0.0)"
|
||||
");"
|
||||
"vec4 samples1[4] = vec4[4]("
|
||||
"vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
|
||||
"vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
|
||||
"vec4(samples[8].g, samples[9].g, samples[10].g, samples[11].g),"
|
||||
"vec4(samples[12].g, samples[13].g, samples[14].g, 0.0)"
|
||||
");"
|
||||
"vec4 samples2[4] = vec4[4]("
|
||||
"vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
|
||||
"vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
|
||||
"vec4(samples[8].b, samples[9].b, samples[10].b, samples[11].b),"
|
||||
"vec4(samples[12].b, samples[13].b, samples[14].b, 0.0)"
|
||||
");"
|
||||
"float channel0 = dot(lumaWeights[0], samples0[0]) + dot(lumaWeights[1], samples0[1]) + dot(lumaWeights[2], samples0[2]) + dot(lumaWeights[3], samples0[3]);"
|
||||
"float channel1 = dot(chromaWeights[0], samples1[0]) + dot(chromaWeights[1], samples1[1]) + dot(chromaWeights[2], samples1[2]) + dot(chromaWeights[3], samples1[3]);"
|
||||
"float channel2 = dot(chromaWeights[0], samples2[0]) + dot(chromaWeights[1], samples2[1]) + dot(chromaWeights[2], samples2[2]) + dot(chromaWeights[3], samples2[3]);"
|
||||
"vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
|
||||
"fragColour = lumaChromaToRGB * vec3(channel0, chroma);"
|
||||
"}",
|
||||
attribute_bindings(ShaderType::ProcessedScan)
|
||||
));
|
||||
|
||||
auto chroma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.25f).get_coefficients();
|
||||
chroma_coefficients.push_back(0.0f);
|
||||
shader->set_uniform("chromaWeights", 4, 4, chroma_coefficients.data());
|
||||
|
||||
auto luma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.15f).get_coefficients();
|
||||
luma_coefficients.push_back(0.0f);
|
||||
shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
||||
|
||||
shader->set_uniform("edgeExpansion", 0);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
|
||||
auto shader = std::unique_ptr<Shader>(new Shader(
|
||||
glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
|
||||
"#version 150\n"
|
||||
|
||||
"in vec2 textureCoordinates[15];"
|
||||
"in float compositeAngle;"
|
||||
"in float oneOverCompositeAmplitude;"
|
||||
|
||||
"uniform vec4 lumaWeights[4];"
|
||||
"uniform sampler2D textureName;"
|
||||
|
||||
"out vec3 fragColour;"
|
||||
"void main() {"
|
||||
"vec4 samples[4] = vec4[4]("
|
||||
"vec4(texture(textureName, textureCoordinates[0]).r, texture(textureName, textureCoordinates[1]).r, texture(textureName, textureCoordinates[2]).r, texture(textureName, textureCoordinates[3]).r),"
|
||||
"vec4(texture(textureName, textureCoordinates[4]).r, texture(textureName, textureCoordinates[5]).r, texture(textureName, textureCoordinates[6]).r, texture(textureName, textureCoordinates[7]).r),"
|
||||
"vec4(texture(textureName, textureCoordinates[8]).r, texture(textureName, textureCoordinates[9]).r, texture(textureName, textureCoordinates[10]).r, texture(textureName, textureCoordinates[11]).r),"
|
||||
"vec4(texture(textureName, textureCoordinates[12]).r, texture(textureName, textureCoordinates[13]).r, texture(textureName, textureCoordinates[14]).r, 0.0)"
|
||||
");"
|
||||
"float luma = dot(lumaWeights[0], samples[0]) + dot(lumaWeights[1], samples[1]) + dot(lumaWeights[2], samples[2]) + dot(lumaWeights[3], samples[3]);"
|
||||
"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
|
||||
"vec2 chroma = ((samples[1].a - luma) * oneOverCompositeAmplitude)*quadrature;"
|
||||
"fragColour = vec3(samples[1].a, chroma*0.5 + vec2(0.5));"
|
||||
"}",
|
||||
attribute_bindings(ShaderType::ProcessedScan)
|
||||
));
|
||||
|
||||
auto luma_low = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.9f);
|
||||
auto luma_coefficients = luma_low.get_coefficients();
|
||||
luma_coefficients.push_back(0.0f);
|
||||
shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
||||
|
||||
shader->set_uniform("edgeExpansion", 0);
|
||||
|
||||
return shader;
|
||||
std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_type, DisplayType display_type, int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
//
|
||||
//SignalProcessing::FIRFilter ScanTarget::colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff) {
|
||||
// const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
|
||||
// return SignalProcessing::FIRFilter(15, float(LineBufferWidth), cycles_per_expanded_line * low_cutoff, cycles_per_expanded_line * high_cutoff);
|
||||
//}
|
||||
//
|
||||
//std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
|
||||
// /*
|
||||
// Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
|
||||
// from the original to get chrominance.
|
||||
//
|
||||
// (Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
|
||||
// there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
|
||||
// */
|
||||
// auto shader = std::unique_ptr<Shader>(new Shader(
|
||||
// glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
|
||||
// "#version 150\n"
|
||||
//
|
||||
// "in vec2 textureCoordinates[15];"
|
||||
// "in vec2 chromaCoordinates[2];"
|
||||
// "in float compositeAngle;"
|
||||
//
|
||||
//// "uniform vec4 chromaWeights[4];"
|
||||
//// "uniform vec4 lumaWeights[4];"
|
||||
// "uniform sampler2D textureName;"
|
||||
// "uniform mat3 lumaChromaToRGB;"
|
||||
//
|
||||
// "out vec3 fragColour;"
|
||||
// "void main() {"
|
||||
// "vec2 angles = vec2(compositeAngle - 1.570795827, compositeAngle + 1.570795827);"
|
||||
//
|
||||
// "vec2 sines = sin(angles) * vec2(0.5) + vec2(0.5);"
|
||||
// "vec2 coses = cos(angles);"
|
||||
// "float denominator = sines.y * coses.x - sines.x * coses.y;"
|
||||
//
|
||||
// "vec2 samples = vec2(texture(textureName, chromaCoordinates[0]).g, texture(textureName, chromaCoordinates[1]).g);"
|
||||
//
|
||||
// "float channel1 = (samples.x * sines.x - samples.y * sines.y) / denominator;"
|
||||
// "float channel2 = (samples.x * coses.x - samples.y * coses.y) / denominator;"
|
||||
//
|
||||
//// "fragColour = lumaChromaToRGB * vec3(texture(textureName, textureCoordinates[7]).r, channel1, channel2);"
|
||||
// "fragColour = vec3(sines.x + sines.y, 0.0, 0.0);"
|
||||
// //, 0.0);"
|
||||
//
|
||||
//// "fragColour = lumaChromaToRGB * vec3(texture(textureName, textureCoordinates[7]).g, 0.0, 0.0);"
|
||||
//// "fragColour = vec3(0.5);"
|
||||
///* "vec3 samples[15] = vec3[15]("
|
||||
// "texture(textureName, textureCoordinates[0]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[1]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[2]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[3]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[4]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[5]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[6]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[7]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[8]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[9]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[10]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[11]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[12]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[13]).rgb,"
|
||||
// "texture(textureName, textureCoordinates[14]).rgb"
|
||||
// ");"
|
||||
// "vec4 samples0[4] = vec4[4]("
|
||||
// "vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
|
||||
// "vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
|
||||
// "vec4(samples[8].r, samples[9].r, samples[10].r, samples[11].r),"
|
||||
// "vec4(samples[12].r, samples[13].r, samples[14].r, 0.0)"
|
||||
// ");"
|
||||
// "vec4 samples1[4] = vec4[4]("
|
||||
// "vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
|
||||
// "vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
|
||||
// "vec4(samples[8].g, samples[9].g, samples[10].g, samples[11].g),"
|
||||
// "vec4(samples[12].g, samples[13].g, samples[14].g, 0.0)"
|
||||
// ");"
|
||||
// "vec4 samples2[4] = vec4[4]("
|
||||
// "vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
|
||||
// "vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
|
||||
// "vec4(samples[8].b, samples[9].b, samples[10].b, samples[11].b),"
|
||||
// "vec4(samples[12].b, samples[13].b, samples[14].b, 0.0)"
|
||||
// ");"
|
||||
// "float channel0 = dot(lumaWeights[0], samples0[0]) + dot(lumaWeights[1], samples0[1]) + dot(lumaWeights[2], samples0[2]) + dot(lumaWeights[3], samples0[3]);"
|
||||
// "float channel1 = dot(chromaWeights[0], samples1[0]) + dot(chromaWeights[1], samples1[1]) + dot(chromaWeights[2], samples1[2]) + dot(chromaWeights[3], samples1[3]);"
|
||||
// "float channel2 = dot(chromaWeights[0], samples2[0]) + dot(chromaWeights[1], samples2[1]) + dot(chromaWeights[2], samples2[2]) + dot(chromaWeights[3], samples2[3]);"
|
||||
// "vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
|
||||
// "fragColour = lumaChromaToRGB * vec3(channel0, chroma);"*/
|
||||
// "}",
|
||||
// attribute_bindings(ShaderType::ProcessedScan)
|
||||
// ));
|
||||
//
|
||||
// const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
|
||||
// const float chroma_offset = 0.25f / cycles_per_expanded_line;
|
||||
// shader->set_uniform("chromaOffset", chroma_offset);
|
||||
//
|
||||
//// auto chroma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.25f).get_coefficients();
|
||||
//// chroma_coefficients.push_back(0.0f);
|
||||
//// shader->set_uniform("chromaWeights", 4, 4, chroma_coefficients.data());
|
||||
////
|
||||
//// auto luma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.15f).get_coefficients();
|
||||
//// luma_coefficients.push_back(0.0f);
|
||||
//// shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
||||
//
|
||||
// shader->set_uniform("edgeExpansion", 20);
|
||||
//
|
||||
// return shader;
|
||||
//}
|
||||
//
|
||||
//std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
|
||||
// auto shader = std::unique_ptr<Shader>(new Shader(
|
||||
// glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
|
||||
// "#version 150\n"
|
||||
//
|
||||
// "in vec2 textureCoordinates[15];"
|
||||
// "in float compositeAngle;"
|
||||
// "in float oneOverCompositeAmplitude;"
|
||||
//
|
||||
// "uniform vec4 lumaWeights[4];"
|
||||
// "uniform sampler2D textureName;"
|
||||
//
|
||||
// "out vec3 fragColour;"
|
||||
// "void main() {"
|
||||
// "vec4 samples[4] = vec4[4]("
|
||||
// "vec4(texture(textureName, textureCoordinates[0]).r, texture(textureName, textureCoordinates[1]).r, texture(textureName, textureCoordinates[2]).r, texture(textureName, textureCoordinates[3]).r),"
|
||||
// "vec4(texture(textureName, textureCoordinates[4]).r, texture(textureName, textureCoordinates[5]).r, texture(textureName, textureCoordinates[6]).r, texture(textureName, textureCoordinates[7]).r),"
|
||||
// "vec4(texture(textureName, textureCoordinates[8]).r, texture(textureName, textureCoordinates[9]).r, texture(textureName, textureCoordinates[10]).r, texture(textureName, textureCoordinates[11]).r),"
|
||||
// "vec4(texture(textureName, textureCoordinates[12]).r, texture(textureName, textureCoordinates[13]).r, texture(textureName, textureCoordinates[14]).r, 0.0)"
|
||||
// ");"
|
||||
// "float luma = dot(lumaWeights[0], samples[0]) + dot(lumaWeights[1], samples[1]) + dot(lumaWeights[2], samples[2]) + dot(lumaWeights[3], samples[3]);"
|
||||
// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
|
||||
// "vec2 chroma = ((samples[1].a - luma) * oneOverCompositeAmplitude)*quadrature;"
|
||||
// "fragColour = vec3(samples[1].a, chroma*0.5 + vec2(0.5));"
|
||||
// "}",
|
||||
// attribute_bindings(ShaderType::ProcessedScan)
|
||||
// ));
|
||||
//
|
||||
// auto luma_low = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.9f);
|
||||
// auto luma_coefficients = luma_low.get_coefficients();
|
||||
// luma_coefficients.push_back(0.0f);
|
||||
// shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
||||
//
|
||||
// shader->set_uniform("edgeExpansion", 10);
|
||||
//
|
||||
// return shader;
|
||||
//}
|
||||
//
|
||||
|
Loading…
Reference in New Issue
Block a user