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@@ -48,13 +48,20 @@ struct Uniforms {
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namespace {
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constexpr sampler standardSampler( coord::pixel,
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address::clamp_to_edge, // Although arbitrary, stick with this address mode for compatibility all the way to MTLFeatureSet_iOS_GPUFamily1_v1.
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filter::nearest);
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// Although arbitrary, address::clamp_to_edge is used for compatibility all the way down
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// to MTLFeatureSet_iOS_GPUFamily1_v1.
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constexpr sampler linearSampler( coord::pixel,
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address::clamp_to_edge, // Although arbitrary, stick with this address mode for compatibility all the way to MTLFeatureSet_iOS_GPUFamily1_v1.
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filter::linear);
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constexpr sampler standardSampler(
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coord::pixel,
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address::clamp_to_edge,
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filter::nearest
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);
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constexpr sampler linearSampler(
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coord::pixel,
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address::clamp_to_edge,
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filter::linear
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);
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}
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@@ -95,8 +102,8 @@ struct Line {
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struct SourceInterpolator {
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float4 position [[position]];
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float2 textureCoordinates;
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float unitColourPhase; // i.e. one unit per circle.
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float colourPhase; // i.e. 2*pi units per circle, just regular radians.
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float unitColourPhase; // One unit per circle.
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float colourPhase; // Radians.
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half colourAmplitude [[flat]];
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};
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@@ -107,13 +114,24 @@ struct CopyInterpolator {
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// MARK: - Vertex shaders.
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float2 textureLocation(constant Line *line, float offset, constant Uniforms &uniforms) {
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float2 textureLocation(
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constant Line *line,
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const float offset,
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constant Uniforms &uniforms
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) {
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const auto cyclesSinceRetrace =
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mix(line->endPoints[0].cyclesSinceRetrace, line->endPoints[1].cyclesSinceRetrace, offset);
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return float2(
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uniforms.cycleMultiplier * mix(line->endPoints[0].cyclesSinceRetrace, line->endPoints[1].cyclesSinceRetrace, offset),
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line->line + 0.5f);
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uniforms.cycleMultiplier * cyclesSinceRetrace,
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line->line + 0.5f
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);
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}
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float2 textureLocation(constant Scan *scan, float offset, constant Uniforms &) {
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float2 textureLocation(
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constant Scan *const scan,
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const float offset,
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constant Uniforms &
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) {
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return float2(
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mix(scan->endPoints[0].dataOffset, scan->endPoints[1].dataOffset, offset),
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scan->dataY + 0.5f);
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@@ -121,9 +139,10 @@ float2 textureLocation(constant Scan *scan, float offset, constant Uniforms &) {
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template <typename Input> SourceInterpolator toDisplay(
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constant Uniforms &uniforms [[buffer(1)]],
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constant Input *inputs [[buffer(0)]],
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uint instanceID [[instance_id]],
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uint vertexID [[vertex_id]]) {
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constant Input *const inputs [[buffer(0)]],
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const uint instanceID [[instance_id]],
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const uint vertexID [[vertex_id]]
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) {
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SourceInterpolator output;
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// Get start and end vertices in regular float2 form.
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@@ -152,7 +171,10 @@ template <typename Input> SourceInterpolator toDisplay(
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// Hence determine this quad's real shape, using vertexID to pick a corner.
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// position2d is now in the range [0, 1].
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const float2 sourcePosition = start + (float(vertexID&2) * 0.5f) * tangent + (float(vertexID&1) - 0.5f) * normal * uniforms.lineWidth;
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const float2 sourcePosition =
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start +
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(float(vertexID&2) * 0.5f) * tangent +
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(float(vertexID&1) - 0.5f) * normal * uniforms.lineWidth;
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const float2 position2d = (uniforms.sourceToDisplay * float3(sourcePosition, 1.0f)).xy;
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output.position = float4(
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@@ -165,38 +187,53 @@ template <typename Input> SourceInterpolator toDisplay(
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return output;
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}
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// These next two assume the incoming geometry to be a four-vertex triangle strip; each instance will therefore
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// produce a quad.
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// These next two assume the incoming geometry to be a four-vertex triangle strip;
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// each instance will therefore produce a quad.
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vertex SourceInterpolator scanToDisplay( constant Uniforms &uniforms [[buffer(1)]],
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constant Scan *scans [[buffer(0)]],
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uint instanceID [[instance_id]],
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uint vertexID [[vertex_id]]) {
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vertex SourceInterpolator scanToDisplay(
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constant Uniforms &uniforms [[buffer(1)]],
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constant Scan *const scans [[buffer(0)]],
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const uint instanceID [[instance_id]],
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const uint vertexID [[vertex_id]]
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) {
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return toDisplay(uniforms, scans, instanceID, vertexID);
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}
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vertex SourceInterpolator lineToDisplay( constant Uniforms &uniforms [[buffer(1)]],
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constant Line *lines [[buffer(0)]],
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uint instanceID [[instance_id]],
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uint vertexID [[vertex_id]]) {
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vertex SourceInterpolator lineToDisplay(
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constant Uniforms &uniforms [[buffer(1)]],
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constant Line *const lines [[buffer(0)]],
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const uint instanceID [[instance_id]],
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const uint vertexID [[vertex_id]]
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) {
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return toDisplay(uniforms, lines, instanceID, vertexID);
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}
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// This assumes that it needs to generate endpoints for a line segment.
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vertex SourceInterpolator scanToComposition( constant Uniforms &uniforms [[buffer(1)]],
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constant Scan *scans [[buffer(0)]],
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uint instanceID [[instance_id]],
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uint vertexID [[vertex_id]],
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texture2d<float> texture [[texture(0)]]) {
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// Generates endpoints for a line segment.
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vertex SourceInterpolator scanToComposition(
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constant Uniforms &uniforms [[buffer(1)]],
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constant Scan *const scans [[buffer(0)]],
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const uint instanceID [[instance_id]],
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const uint vertexID [[vertex_id]],
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const texture2d<float> texture [[texture(0)]]
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) {
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SourceInterpolator result;
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// Populate result as if direct texture access were available.
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result.position.x = uniforms.cycleMultiplier * mix(scans[instanceID].endPoints[0].cyclesSinceRetrace, scans[instanceID].endPoints[1].cyclesSinceRetrace, float(vertexID));
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result.position.x =
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uniforms.cycleMultiplier *
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mix(
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scans[instanceID].endPoints[0].cyclesSinceRetrace,
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scans[instanceID].endPoints[1].cyclesSinceRetrace,
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float(vertexID)
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);
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result.position.y = scans[instanceID].line;
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result.position.zw = float2(0.0f, 1.0f);
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result.textureCoordinates.x = mix(scans[instanceID].endPoints[0].dataOffset, scans[instanceID].endPoints[1].dataOffset, float(vertexID));
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result.textureCoordinates.x = mix(
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scans[instanceID].endPoints[0].dataOffset,
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scans[instanceID].endPoints[1].dataOffset,
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float(vertexID)
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);
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result.textureCoordinates.y = scans[instanceID].dataY;
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result.unitColourPhase = mix(
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@@ -216,72 +253,121 @@ vertex SourceInterpolator scanToComposition( constant Uniforms &uniforms [[buffe
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return result;
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}
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vertex CopyInterpolator copyVertex(uint vertexID [[vertex_id]], texture2d<float> texture [[texture(0)]]) {
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CopyInterpolator vert;
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vertex CopyInterpolator copyVertex(
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const uint vertexID [[vertex_id]],
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const texture2d<float> texture [[texture(0)]]
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) {
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const uint x = vertexID & 1;
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const uint y = (vertexID >> 1) & 1;
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vert.textureCoordinates = float2(
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x * texture.get_width(),
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y * texture.get_height()
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);
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vert.position = float4(
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float(x) * 2.0 - 1.0,
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1.0 - float(y) * 2.0,
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0.0,
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1.0
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);
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return vert;
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return CopyInterpolator{
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.textureCoordinates = float2(
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x * texture.get_width(),
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y * texture.get_height()
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),
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.position = float4(
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float(x) * 2.0 - 1.0,
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1.0 - float(y) * 2.0,
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0.0,
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1.0
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)
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};
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}
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// MARK: - Various input format conversion samplers.
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// MARK: - Input format conversion samplers.
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half2 quadrature(float phase) {
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enum class InputEncoding {
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Luminance1,
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Luminance8,
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PhaseLinkedLuminance8,
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Luminance8Phase8,
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Red8Green8Blue8,
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Red4Green4Blue4,
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Red2Green2Blue2,
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Red1Green1Blue1,
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};
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// Define the per-pixel type of input textures based on data format.
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template <InputEncoding> struct DataFormat { using type = half; };
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template<> struct DataFormat<InputEncoding::Luminance1> { using type = ushort; };
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template<> struct DataFormat<InputEncoding::Red4Green4Blue4> { using type = ushort; };
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template<> struct DataFormat<InputEncoding::Red2Green2Blue2> { using type = ushort; };
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template<> struct DataFormat<InputEncoding::Red1Green1Blue1> { using type = ushort; };
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template <InputEncoding encoding> using data_t = typename DataFormat<encoding>::type;
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// Internal type aliases, correlating to the input data and intermediate buffers.
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using Composite = half; // i.e. a single sample of composite video.
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using LuminanceChrominance = half2; // i.e. a single sample of s-video; .x = luminance; .y = chroma.
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using UnfilteredYUVAmplitude = half4; // .x = pointwise luminance (colour subcarrier not yet removed);
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// .yz = two chrominance channels (with noise at twice the subcarrier frequency);
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// .w = amplitude of the chrominance channels.
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using RGB = half3;
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namespace {
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half2 quadrature(const float phase) {
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return half2(cos(phase), sin(phase));
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}
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half4 composite(half level, half2 quadrature, half amplitude) {
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UnfilteredYUVAmplitude composite(const half level, const half2 quadrature, const half amplitude) {
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return half4(
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level,
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half2(0.5f) + quadrature*half(0.5f),
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amplitude
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);
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}
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}
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// The luminance formats can be sampled either in their natural format, or to the intermediate
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// composite format used for composition. Direct sampling is always for final output, so the two
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// 8-bit formats also provide a gamma option.
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half convertLuminance1(SourceInterpolator vert [[stage_in]], texture2d<ushort> texture [[texture(0)]]) {
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// MARK: - Composite sampling.
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template <InputEncoding encoding> half sample_composite(SourceInterpolator, texture2d<data_t<encoding>>);
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template <>
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Composite sample_composite<InputEncoding::Luminance1>(
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SourceInterpolator vert [[stage_in]],
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texture2d<ushort> texture [[texture(0)]]
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) {
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return clamp(half(texture.sample(standardSampler, vert.textureCoordinates).r), half(0.0f), half(1.0f));
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}
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half convertLuminance8(SourceInterpolator vert [[stage_in]], texture2d<half> texture [[texture(0)]]) {
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template <>
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Composite sample_composite<InputEncoding::Luminance8>(
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SourceInterpolator vert [[stage_in]],
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texture2d<half> texture [[texture(0)]]
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) {
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return texture.sample(standardSampler, vert.textureCoordinates).r;
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}
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half convertPhaseLinkedLuminance8(SourceInterpolator vert [[stage_in]], texture2d<half> texture [[texture(0)]]) {
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template <>
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Composite sample_composite<InputEncoding::PhaseLinkedLuminance8>(
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SourceInterpolator vert [[stage_in]],
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texture2d<half> texture [[texture(0)]]
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) {
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const int offset = int(vert.unitColourPhase * 4.0f) & 3;
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auto sample = texture.sample(standardSampler, vert.textureCoordinates);
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates);
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return sample[offset];
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}
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#define CompositeSet(name, type) \
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fragment half4 sample##name(SourceInterpolator vert [[stage_in]], texture2d<type> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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const half luminance = convert##name(vert, texture) * uniforms.outputMultiplier; \
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const half luminance = sample_composite<InputEncoding::name>(vert, texture) * uniforms.outputMultiplier; \
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return half4(half3(luminance), uniforms.outputAlpha); \
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} \
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\
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fragment half4 sample##name##WithGamma(SourceInterpolator vert [[stage_in]], texture2d<type> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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const half luminance = pow(convert##name(vert, texture) * uniforms.outputMultiplier, uniforms.outputGamma); \
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const half luminance = pow(sample_composite<InputEncoding::name>(vert, texture) * uniforms.outputMultiplier, uniforms.outputGamma); \
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return half4(half3(luminance), uniforms.outputAlpha); \
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} \
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\
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fragment half4 compositeSample##name(SourceInterpolator vert [[stage_in]], texture2d<type> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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const half luminance = convert##name(vert, texture) * uniforms.outputMultiplier; \
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const half luminance = sample_composite<InputEncoding::name>(vert, texture) * uniforms.outputMultiplier; \
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return composite(luminance, quadrature(vert.colourPhase), vert.colourAmplitude); \
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}
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@@ -293,22 +379,35 @@ CompositeSet(PhaseLinkedLuminance8, half);
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// The luminance/phase format can produce either composite or S-Video.
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/// @returns A 2d vector comprised where .x = luminance; .y = chroma.
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half2 convertLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<half> texture [[texture(0)]]) {
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const auto luminancePhase = texture.sample(standardSampler, vert.textureCoordinates).rg;
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const half phaseOffset = 3.141592654 * 4.0 * luminancePhase.g;
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const half rawChroma = step(luminancePhase.g, half(0.75f)) * cos(vert.colourPhase + phaseOffset);
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return half2(luminancePhase.r, rawChroma);
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// MARK: - SVideo sampling.
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template <InputEncoding encoding>
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LuminanceChrominance sample_svideo(
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SourceInterpolator vert [[stage_in]],
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texture2d<half> texture [[texture(0)]]
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) {
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if(encoding == InputEncoding::Luminance8Phase8) {
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const auto luminancePhase = texture.sample(standardSampler, vert.textureCoordinates).rg;
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const half phaseOffset = 3.141592654 * 4.0 * luminancePhase.g;
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const half rawChroma = step(luminancePhase.g, half(0.75f)) * cos(vert.colourPhase + phaseOffset);
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return half2(luminancePhase.r, rawChroma);
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}
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// TODO: sample_rgb and convert.
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return half2(0.0, 0.0);
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}
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fragment half4 compositeSampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<half> texture [[texture(0)]]) {
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const half2 luminanceChroma = convertLuminance8Phase8(vert, texture);
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fragment UnfilteredYUVAmplitude compositeSampleLuminance8Phase8(
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SourceInterpolator vert [[stage_in]],
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texture2d<half> texture [[texture(0)]]
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) {
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const half2 luminanceChroma = sample_svideo<InputEncoding::Luminance8Phase8>(vert, texture);
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const half luminance = mix(luminanceChroma.r, luminanceChroma.g, vert.colourAmplitude);
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return composite(luminance, quadrature(vert.colourPhase), vert.colourAmplitude);
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}
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fragment half4 sampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<half> texture [[texture(0)]]) {
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const half2 luminanceChroma = convertLuminance8Phase8(vert, texture);
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const half2 luminanceChroma = sample_svideo<InputEncoding::Luminance8Phase8>(vert, texture);
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const half2 qam = quadrature(vert.colourPhase) * half(0.5f);
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return half4(luminanceChroma.r,
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half2(0.5f) + luminanceChroma.g*qam,
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@@ -316,50 +415,52 @@ fragment half4 sampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], text
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}
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fragment half4 directCompositeSampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<half> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
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const half2 luminanceChroma = convertLuminance8Phase8(vert, texture);
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const half2 luminanceChroma = sample_svideo<InputEncoding::Luminance8Phase8>(vert, texture);
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const half luminance = mix(luminanceChroma.r * uniforms.outputMultiplier, luminanceChroma.g, vert.colourAmplitude);
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return half4(half3(luminance), uniforms.outputAlpha);
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}
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fragment half4 directCompositeSampleLuminance8Phase8WithGamma(SourceInterpolator vert [[stage_in]], texture2d<half> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
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const half2 luminanceChroma = convertLuminance8Phase8(vert, texture);
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const half2 luminanceChroma = sample_svideo<InputEncoding::Luminance8Phase8>(vert, texture);
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const half luminance = mix(pow(luminanceChroma.r * uniforms.outputMultiplier, uniforms.outputGamma), luminanceChroma.g, vert.colourAmplitude);
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return half4(half3(luminance), uniforms.outputAlpha);
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}
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// All the RGB formats can produce RGB, composite or S-Video.
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// MARK: - RGB sampling.
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half3 convertRed8Green8Blue8(SourceInterpolator vert, texture2d<half> texture) {
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template <InputEncoding encoding> RGB sample_rgb(SourceInterpolator, texture2d<data_t<encoding>>);
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template<> RGB sample_rgb<InputEncoding::Red8Green8Blue8>(const SourceInterpolator vert, const texture2d<half> texture) {
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return texture.sample(standardSampler, vert.textureCoordinates).rgb;
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}
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half3 convertRed4Green4Blue4(SourceInterpolator vert, texture2d<ushort> texture) {
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template<> RGB sample_rgb<InputEncoding::Red4Green4Blue4>(const SourceInterpolator vert, const texture2d<ushort> texture) {
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates).rg;
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return half3(sample.r&15, (sample.g >> 4)&15, sample.g&15) / 15.0f;
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}
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half3 convertRed2Green2Blue2(SourceInterpolator vert, texture2d<ushort> texture) {
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template<> RGB sample_rgb<InputEncoding::Red2Green2Blue2>(const SourceInterpolator vert, const texture2d<ushort> texture) {
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r;
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return half3((sample >> 4)&3, (sample >> 2)&3, sample&3) / 3.0f;
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}
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half3 convertRed1Green1Blue1(SourceInterpolator vert, texture2d<ushort> texture) {
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template<> RGB sample_rgb<InputEncoding::Red1Green1Blue1>(const SourceInterpolator vert, const texture2d<ushort> texture) {
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r;
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return clamp(half3(sample&4, sample&2, sample&1), half(0.0f), half(1.0f));
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}
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#define DeclareShaders(name, pixelType) \
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fragment half4 sample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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return half4(convert##name(vert, texture) * uniforms.outputMultiplier, uniforms.outputAlpha); \
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return half4(sample_rgb<InputEncoding::name>(vert, texture) * uniforms.outputMultiplier, uniforms.outputAlpha); \
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} \
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\
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fragment half4 sample##name##WithGamma(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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return half4(pow(convert##name(vert, texture) * uniforms.outputMultiplier, uniforms.outputGamma), uniforms.outputAlpha); \
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return half4(pow(sample_rgb<InputEncoding::name>(vert, texture) * uniforms.outputMultiplier, uniforms.outputGamma), uniforms.outputAlpha); \
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} \
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\
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fragment half4 svideoSample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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const auto colour = uniforms.fromRGB * convert##name(vert, texture); \
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const auto colour = uniforms.fromRGB * sample_rgb<InputEncoding::name>(vert, texture); \
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const half2 qam = quadrature(vert.colourPhase); \
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const half chroma = dot(colour.gb, qam); \
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return half4( \
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@@ -370,7 +471,7 @@ half3 convertRed1Green1Blue1(SourceInterpolator vert, texture2d<ushort> texture)
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} \
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\
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half composite##name(SourceInterpolator vert, texture2d<pixelType> texture, constant Uniforms &uniforms, half2 colourSubcarrier) { \
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const auto colour = uniforms.fromRGB * convert##name(vert, texture); \
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const auto colour = uniforms.fromRGB * sample_rgb<InputEncoding::name>(vert, texture); \
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return mix(colour.r, dot(colour.gb, colourSubcarrier), half(vert.colourAmplitude)); \
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} \
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\
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@@ -394,27 +495,37 @@ DeclareShaders(Red4Green4Blue4, ushort)
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DeclareShaders(Red2Green2Blue2, ushort)
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DeclareShaders(Red1Green1Blue1, ushort)
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// MARK: - Copying and solid fills.
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/// Point samples @c texture.
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fragment half4 copyFragment(CopyInterpolator vert [[stage_in]], texture2d<half> texture [[texture(0)]]) {
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return texture.sample(standardSampler, vert.textureCoordinates);
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}
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fragment half4 interpolateFragment(CopyInterpolator vert [[stage_in]], texture2d<half> texture [[texture(0)]]) {
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/// Bilinearly samples @c texture.
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fragment half4 interpolateFragment(
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CopyInterpolator vert [[stage_in]],
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texture2d<half> texture [[texture(0)]]
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) {
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return texture.sample(linearSampler, vert.textureCoordinates);
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}
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/// Fills with black.
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fragment half4 clearFragment(constant Uniforms &uniforms [[buffer(0)]]) {
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return half4(0.0, 0.0, 0.0, uniforms.outputAlpha);
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}
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// MARK: - Compute kernels
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// MARK: - Compute kernels.
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/// Given input pixels of the form (luminance, 0.5 + 0.5*chrominance*cos(phase), 0.5 + 0.5*chrominance*sin(phase)), applies a lowpass
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/// filter to the two chrominance parts, then uses the toRGB matrix to convert to RGB and stores.
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template <bool applyGamma> void filterChromaKernel( texture2d<half, access::read> inTexture [[texture(0)]],
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texture2d<half, access::write> outTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]) {
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template <bool applyGamma> void filterChromaKernel(
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const texture2d<half, access::read> inTexture [[texture(0)]],
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const texture2d<half, access::write> outTexture [[texture(1)]],
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const uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]
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) {
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constexpr half4 moveToZero(0.0f, 0.5f, 0.5f, 0.0f);
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const half4 rawSamples[] = {
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inTexture.read(gid + uint2(0, offset)) - moveToZero,
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@@ -449,23 +560,33 @@ template <bool applyGamma> void filterChromaKernel( texture2d<half, access::read
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}
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}
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kernel void filterChromaKernelNoGamma( texture2d<half, access::read> inTexture [[texture(0)]],
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texture2d<half, access::write> outTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]) {
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kernel void filterChromaKernelNoGamma(
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const texture2d<half, access::read> inTexture [[texture(0)]],
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const texture2d<half, access::write> outTexture [[texture(1)]],
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const uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]
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) {
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filterChromaKernel<false>(inTexture, outTexture, gid, uniforms, offset);
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}
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kernel void filterChromaKernelWithGamma( texture2d<half, access::read> inTexture [[texture(0)]],
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texture2d<half, access::write> outTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]) {
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kernel void filterChromaKernelWithGamma(
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const texture2d<half, access::read> inTexture [[texture(0)]],
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const texture2d<half, access::write> outTexture [[texture(1)]],
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const uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]
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) {
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filterChromaKernel<true>(inTexture, outTexture, gid, uniforms, offset);
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}
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void setSeparatedLumaChroma(half luminance, half4 centreSample, texture2d<half, access::write> outTexture, uint2 gid, int offset) {
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void setSeparatedLumaChroma(
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const half luminance,
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const half4 centreSample,
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const texture2d<half, access::write> outTexture,
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const uint2 gid,
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const int offset
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) {
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// The mix/steps below ensures that the absence of a colour burst leads the colour subcarrier to be discarded.
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|
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const half isColour = step(half(0.01f), centreSample.a);
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const half chroma = (centreSample.r - luminance) / mix(half(1.0f), centreSample.a, isColour);
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|
@@ -488,11 +609,13 @@ void setSeparatedLumaChroma(half luminance, half4 centreSample, texture2d<half,
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/// (luminance, 0.5 + 0.5*chrominance*cos(phase), 0.5 + 0.5*chrominance*sin(phase))
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|
|
///
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|
/// i.e. the input form for the filterChromaKernel, above].
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|
|
kernel void separateLumaKernel15( texture2d<half, access::read> inTexture [[texture(0)]],
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|
texture2d<half, access::write> outTexture [[texture(1)]],
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|
|
uint2 gid [[thread_position_in_grid]],
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|
|
|
constant Uniforms &uniforms [[buffer(0)]],
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|
|
|
|
constant int &offset [[buffer(1)]]) {
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|
|
kernel void separateLumaKernel15(
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|
|
|
const texture2d<half, access::read> inTexture [[texture(0)]],
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|
|
const texture2d<half, access::write> outTexture [[texture(1)]],
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|
|
|
|
const uint2 gid [[thread_position_in_grid]],
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|
|
|
|
constant Uniforms &uniforms [[buffer(0)]],
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|
|
|
constant int &offset [[buffer(1)]]
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|
|
|
) {
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|
|
const half4 centreSample = inTexture.read(gid + uint2(7, offset));
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|
|
|
|
const half rawSamples[] = {
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|
|
inTexture.read(gid + uint2(0, offset)).r, inTexture.read(gid + uint2(1, offset)).r,
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|
|
|
@@ -516,11 +639,13 @@ kernel void separateLumaKernel15( texture2d<half, access::read> inTexture [[text
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|
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|
|
return setSeparatedLumaChroma(luminance, centreSample, outTexture, gid, offset);
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|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
kernel void separateLumaKernel9( texture2d<half, access::read> inTexture [[texture(0)]],
|
|
|
|
|
texture2d<half, access::write> outTexture [[texture(1)]],
|
|
|
|
|
uint2 gid [[thread_position_in_grid]],
|
|
|
|
|
constant Uniforms &uniforms [[buffer(0)]],
|
|
|
|
|
constant int &offset [[buffer(1)]]) {
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|
|
|
|
kernel void separateLumaKernel9(
|
|
|
|
|
const texture2d<half, access::read> inTexture [[texture(0)]],
|
|
|
|
|
const texture2d<half, access::write> outTexture [[texture(1)]],
|
|
|
|
|
const uint2 gid [[thread_position_in_grid]],
|
|
|
|
|
constant Uniforms &uniforms [[buffer(0)]],
|
|
|
|
|
constant int &offset [[buffer(1)]]
|
|
|
|
|
) {
|
|
|
|
|
const half4 centreSample = inTexture.read(gid + uint2(7, offset));
|
|
|
|
|
const half rawSamples[] = {
|
|
|
|
|
inTexture.read(gid + uint2(3, offset)).r, inTexture.read(gid + uint2(4, offset)).r,
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|
|
|
|
@@ -540,11 +665,13 @@ kernel void separateLumaKernel9( texture2d<half, access::read> inTexture [[textu
|
|
|
|
|
return setSeparatedLumaChroma(luminance, centreSample, outTexture, gid, offset);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
kernel void separateLumaKernel7( texture2d<half, access::read> inTexture [[texture(0)]],
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texture2d<half, access::write> outTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]) {
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kernel void separateLumaKernel7(
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const texture2d<half, access::read> inTexture [[texture(0)]],
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const texture2d<half, access::write> outTexture [[texture(1)]],
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const uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]
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) {
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const half4 centreSample = inTexture.read(gid + uint2(7, offset));
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const half rawSamples[] = {
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inTexture.read(gid + uint2(4, offset)).r,
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@@ -564,11 +691,13 @@ kernel void separateLumaKernel7( texture2d<half, access::read> inTexture [[textu
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return setSeparatedLumaChroma(luminance, centreSample, outTexture, gid, offset);
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}
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kernel void separateLumaKernel5( texture2d<half, access::read> inTexture [[texture(0)]],
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texture2d<half, access::write> outTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]) {
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kernel void separateLumaKernel5(
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const texture2d<half, access::read> inTexture [[texture(0)]],
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const texture2d<half, access::write> outTexture [[texture(1)]],
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const uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]
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) {
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const half4 centreSample = inTexture.read(gid + uint2(7, offset));
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const half rawSamples[] = {
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inTexture.read(gid + uint2(5, offset)).r, inTexture.read(gid + uint2(6, offset)).r,
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@@ -586,7 +715,9 @@ kernel void separateLumaKernel5( texture2d<half, access::read> inTexture [[textu
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return setSeparatedLumaChroma(luminance, centreSample, outTexture, gid, offset);
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}
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kernel void clearKernel( texture2d<half, access::write> outTexture [[texture(0)]],
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uint2 gid [[thread_position_in_grid]]) {
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kernel void clearKernel(
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const texture2d<half, access::write> outTexture [[texture(0)]],
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const uint2 gid [[thread_position_in_grid]]
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) {
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outTexture.write(half4(0.0f, 0.0f, 0.0f, 1.0f), gid);
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}
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