mirror of
https://github.com/TomHarte/CLK.git
synced 2024-11-05 06:05:27 +00:00
1e1f007bb7
... as appealing as it may be, were filters perfect.
387 lines
14 KiB
Metal
387 lines
14 KiB
Metal
//
|
|
// ScanTarget.metal
|
|
// Clock Signal
|
|
//
|
|
// Created by Thomas Harte on 04/08/2020.
|
|
// Copyright © 2020 Thomas Harte. All rights reserved.
|
|
//
|
|
|
|
#include <metal_stdlib>
|
|
using namespace metal;
|
|
|
|
// TODO: I'm being very loose, so far, in use of alpha. Sometimes it's 0.64, somtimes its 1.0.
|
|
// Apply some rigour, for crying out loud.
|
|
|
|
struct Uniforms {
|
|
// This is used to scale scan positions, i.e. it provides the range
|
|
// for mapping from scan-style integer positions into eye space.
|
|
int2 scale;
|
|
|
|
// This provides the intended height of a scan, in eye-coordinate terms.
|
|
float lineWidth;
|
|
|
|
// Provides a scaling factor in order to preserve 4:3 central content.
|
|
float aspectRatioMultiplier;
|
|
|
|
// Provides conversions to and from RGB for the active colour space.
|
|
float3x3 toRGB;
|
|
float3x3 fromRGB;
|
|
|
|
// Provides zoom and offset to scale the source data.
|
|
float zoom;
|
|
float2 offset;
|
|
|
|
// Describes the FIR filter in use; it'll be 15 coefficients but they're
|
|
// symmetrical around the centre.
|
|
float3 firCoefficients[8];
|
|
|
|
// Maps from pixel offsets into the composition buffer to angular difference.
|
|
float radiansPerPixel;
|
|
|
|
// Applies a multiplication to all cyclesSinceRetrace values.
|
|
float cycleMultiplier;
|
|
};
|
|
|
|
namespace {
|
|
|
|
constexpr sampler standardSampler( coord::pixel,
|
|
address::clamp_to_edge, // Although arbitrary, stick with this address mode for compatibility all the way to MTLFeatureSet_iOS_GPUFamily1_v1.
|
|
filter::nearest);
|
|
|
|
}
|
|
|
|
// MARK: - Structs used for receiving data from the emulation.
|
|
|
|
// This is intended to match the net effect of `Scan` as defined by the BufferingScanTarget.
|
|
struct Scan {
|
|
struct EndPoint {
|
|
uint16_t position[2];
|
|
uint16_t dataOffset;
|
|
int16_t compositeAngle;
|
|
uint16_t cyclesSinceRetrace;
|
|
} endPoints[2];
|
|
|
|
uint8_t compositeAmplitude;
|
|
uint16_t dataY;
|
|
uint16_t line;
|
|
};
|
|
|
|
// This matches the BufferingScanTarget's `Line`.
|
|
struct Line {
|
|
struct EndPoint {
|
|
uint16_t position[2];
|
|
int16_t compositeAngle;
|
|
uint16_t cyclesSinceRetrace;
|
|
} endPoints[2];
|
|
|
|
uint8_t compositeAmplitude;
|
|
uint16_t line;
|
|
};
|
|
|
|
// MARK: - Intermediate structs.
|
|
|
|
struct SourceInterpolator {
|
|
float4 position [[position]];
|
|
float2 textureCoordinates;
|
|
float colourPhase;
|
|
float colourAmplitude [[flat]];
|
|
};
|
|
|
|
// MARK: - Vertex shaders.
|
|
|
|
float2 textureLocation(constant Line *line, float offset, constant Uniforms &uniforms) {
|
|
return float2(
|
|
uniforms.cycleMultiplier * mix(line->endPoints[0].cyclesSinceRetrace, line->endPoints[1].cyclesSinceRetrace, offset),
|
|
line->line);
|
|
}
|
|
|
|
float2 textureLocation(constant Scan *scan, float offset, constant Uniforms &) {
|
|
return float2(
|
|
mix(scan->endPoints[0].dataOffset, scan->endPoints[1].dataOffset, offset),
|
|
scan->dataY);
|
|
}
|
|
|
|
template <typename Input> SourceInterpolator toDisplay(
|
|
constant Uniforms &uniforms [[buffer(1)]],
|
|
constant Input *inputs [[buffer(0)]],
|
|
uint instanceID [[instance_id]],
|
|
uint vertexID [[vertex_id]]) {
|
|
SourceInterpolator output;
|
|
|
|
// Get start and end vertices in regular float2 form.
|
|
const float2 start = float2(
|
|
float(inputs[instanceID].endPoints[0].position[0]) / float(uniforms.scale.x),
|
|
float(inputs[instanceID].endPoints[0].position[1]) / float(uniforms.scale.y)
|
|
);
|
|
const float2 end = float2(
|
|
float(inputs[instanceID].endPoints[1].position[0]) / float(uniforms.scale.x),
|
|
float(inputs[instanceID].endPoints[1].position[1]) / float(uniforms.scale.y)
|
|
);
|
|
|
|
// Calculate the tangent and normal.
|
|
const float2 tangent = (end - start);
|
|
const float2 normal = float2(tangent.y, -tangent.x) / length(tangent);
|
|
|
|
// Load up the colour details.
|
|
output.colourAmplitude = float(inputs[instanceID].compositeAmplitude) / 255.0f;
|
|
output.colourPhase = 3.141592654f * mix(
|
|
float(inputs[instanceID].endPoints[0].compositeAngle),
|
|
float(inputs[instanceID].endPoints[1].compositeAngle),
|
|
float((vertexID&2) >> 1)
|
|
) / 32.0f;
|
|
|
|
// Hence determine this quad's real shape, using vertexID to pick a corner.
|
|
|
|
// position2d is now in the range [0, 1].
|
|
float2 position2d = start + (float(vertexID&2) * 0.5f) * tangent + (float(vertexID&1) - 0.5f) * normal * uniforms.lineWidth;
|
|
|
|
// Apply the requested offset and zoom, to map the desired area to the range [0, 1].
|
|
position2d = (position2d + uniforms.offset) * uniforms.zoom;
|
|
|
|
// Remap from [0, 1] to Metal's [-1, 1] and then apply the aspect ratio correction.
|
|
position2d = (position2d * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f)) * float2(uniforms.aspectRatioMultiplier, 1.0f);
|
|
|
|
output.position = float4(
|
|
position2d,
|
|
0.0f,
|
|
1.0f
|
|
);
|
|
output.textureCoordinates = textureLocation(&inputs[instanceID], float((vertexID&2) >> 1), uniforms);
|
|
|
|
return output;
|
|
}
|
|
|
|
// These next two assume the incoming geometry to be a four-vertex triangle strip; each instance will therefore
|
|
// produce a quad.
|
|
|
|
vertex SourceInterpolator scanToDisplay( constant Uniforms &uniforms [[buffer(1)]],
|
|
constant Scan *scans [[buffer(0)]],
|
|
uint instanceID [[instance_id]],
|
|
uint vertexID [[vertex_id]]) {
|
|
return toDisplay(uniforms, scans, instanceID, vertexID);
|
|
}
|
|
|
|
vertex SourceInterpolator lineToDisplay( constant Uniforms &uniforms [[buffer(1)]],
|
|
constant Line *lines [[buffer(0)]],
|
|
uint instanceID [[instance_id]],
|
|
uint vertexID [[vertex_id]]) {
|
|
return toDisplay(uniforms, lines, instanceID, vertexID);
|
|
}
|
|
|
|
// This assumes that it needs to generate endpoints for a line segment.
|
|
|
|
vertex SourceInterpolator scanToComposition( constant Uniforms &uniforms [[buffer(1)]],
|
|
constant Scan *scans [[buffer(0)]],
|
|
uint instanceID [[instance_id]],
|
|
uint vertexID [[vertex_id]],
|
|
texture2d<float> texture [[texture(0)]]) {
|
|
SourceInterpolator result;
|
|
|
|
// Populate result as if direct texture access were available.
|
|
result.position.x = uniforms.cycleMultiplier * mix(scans[instanceID].endPoints[0].cyclesSinceRetrace, scans[instanceID].endPoints[1].cyclesSinceRetrace, float(vertexID));
|
|
result.position.y = scans[instanceID].line;
|
|
result.position.zw = float2(0.0f, 1.0f);
|
|
|
|
result.textureCoordinates.x = mix(scans[instanceID].endPoints[0].dataOffset, scans[instanceID].endPoints[1].dataOffset, float(vertexID));
|
|
result.textureCoordinates.y = scans[instanceID].dataY;
|
|
|
|
result.colourPhase = 3.141592654f * mix(
|
|
float(scans[instanceID].endPoints[0].compositeAngle),
|
|
float(scans[instanceID].endPoints[1].compositeAngle),
|
|
float(vertexID)
|
|
) / 32.0f;
|
|
result.colourAmplitude = float(scans[instanceID].compositeAmplitude) / 255.0f;
|
|
|
|
// Map position into eye space, allowing for target texture dimensions.
|
|
const float2 textureSize = float2(texture.get_width(), texture.get_height());
|
|
result.position.xy =
|
|
((result.position.xy + float2(0.0f, 0.5f)) / textureSize)
|
|
* float2(2.0f, -2.0f) + float2(-1.0f, 1.0f);
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
// MARK: - Various input format conversion samplers.
|
|
|
|
float2 quadrature(float phase) {
|
|
return float2(cos(phase), sin(phase));
|
|
}
|
|
|
|
// There's only one meaningful way to sample the luminance formats.
|
|
|
|
fragment float4 sampleLuminance1(SourceInterpolator vert [[stage_in]], texture2d<ushort> texture [[texture(0)]]) {
|
|
return float4(float3(texture.sample(standardSampler, vert.textureCoordinates).r), 1.0);
|
|
}
|
|
|
|
fragment float4 sampleLuminance8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
|
|
return float4(float3(texture.sample(standardSampler, vert.textureCoordinates).r), 1.0);
|
|
}
|
|
|
|
fragment float4 samplePhaseLinkedLuminance8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
|
|
const int offset = int(vert.colourPhase * 4.0);
|
|
auto sample = texture.sample(standardSampler, vert.textureCoordinates);
|
|
return float4(float3(sample[offset]), 1.0);
|
|
}
|
|
|
|
// The luminance/phase format can produce either composite or S-Video.
|
|
|
|
/// @returns A 2d vector comprised where .x = luminance; .y = chroma.
|
|
float2 convertLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
|
|
const auto luminancePhase = texture.sample(standardSampler, vert.textureCoordinates).rg;
|
|
const float phaseOffset = 3.141592654 * 4.0 * luminancePhase.g;
|
|
const float rawChroma = step(luminancePhase.g, 0.75) * cos(vert.colourPhase + phaseOffset);
|
|
return float2(luminancePhase.r, rawChroma);
|
|
}
|
|
|
|
fragment float4 sampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
|
|
const float2 luminanceChroma = convertLuminance8Phase8(vert, texture);
|
|
const float2 qam = quadrature(vert.colourPhase) * 0.5f;
|
|
return float4(luminanceChroma.r,
|
|
float2(0.5f) + luminanceChroma.g*qam,
|
|
1.0);
|
|
}
|
|
|
|
fragment float4 compositeSampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
|
|
const float2 luminanceChroma = convertLuminance8Phase8(vert, texture);
|
|
const float level = mix(luminanceChroma.r, luminanceChroma.g, vert.colourAmplitude);
|
|
return float4(
|
|
level,
|
|
0.5 + 0.5*level*cos(vert.colourPhase),
|
|
0.5 + 0.5*level*sin(vert.colourPhase),
|
|
1.0
|
|
);
|
|
}
|
|
|
|
// All the RGB formats can produce RGB, composite or S-Video.
|
|
//
|
|
// Note on the below: in Metal you may not call a fragment function (so e.g. svideoSampleX can't just cann sampleX).
|
|
// Also I can find no functioning way to offer a templated fragment function. So I don't currently know how
|
|
// I could avoid the macro mess below.
|
|
|
|
// TODO: is the calling convention here causing `vert` and `texture` to be copied?
|
|
float3 convertRed8Green8Blue8(SourceInterpolator vert, texture2d<float> texture) {
|
|
return float3(texture.sample(standardSampler, vert.textureCoordinates));
|
|
}
|
|
|
|
float3 convertRed4Green4Blue4(SourceInterpolator vert, texture2d<ushort> texture) {
|
|
const auto sample = texture.sample(standardSampler, vert.textureCoordinates).rg;
|
|
return float3(sample.r&15, (sample.g >> 4)&15, sample.g&15);
|
|
}
|
|
|
|
float3 convertRed2Green2Blue2(SourceInterpolator vert, texture2d<ushort> texture) {
|
|
const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r;
|
|
return float3((sample >> 4)&3, (sample >> 2)&3, sample&3);
|
|
}
|
|
|
|
float3 convertRed1Green1Blue1(SourceInterpolator vert, texture2d<ushort> texture) {
|
|
const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r;
|
|
return float3(sample&4, sample&2, sample&1);
|
|
}
|
|
|
|
// TODO: don't hard code the 0.64 in sample##name.
|
|
#define DeclareShaders(name, pixelType) \
|
|
fragment float4 sample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]]) { \
|
|
return float4(convert##name(vert, texture), 0.64); \
|
|
} \
|
|
\
|
|
fragment float4 svideoSample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
|
|
const auto colour = uniforms.fromRGB * convert##name(vert, texture); \
|
|
const float2 qam = quadrature(vert.colourPhase); \
|
|
const float chroma = dot(colour.gb, qam); \
|
|
return float4( \
|
|
colour.r, \
|
|
float2(0.5f) + chroma*qam*0.5f, \
|
|
1.0f \
|
|
); \
|
|
} \
|
|
\
|
|
fragment float4 compositeSample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
|
|
const auto colour = uniforms.fromRGB * convert##name(vert, texture); \
|
|
const float2 colourSubcarrier = quadrature(vert.colourPhase); \
|
|
const float level = mix(colour.r, dot(colour.gb, colourSubcarrier), vert.colourAmplitude); \
|
|
return float4( \
|
|
level, \
|
|
float2(0.5f) + level*colourSubcarrier*0.5f, \
|
|
1.0 \
|
|
); \
|
|
}
|
|
|
|
DeclareShaders(Red8Green8Blue8, float)
|
|
DeclareShaders(Red4Green4Blue4, ushort)
|
|
DeclareShaders(Red2Green2Blue2, ushort)
|
|
DeclareShaders(Red1Green1Blue1, ushort)
|
|
|
|
// MARK: - Shaders for copying from a same-sized texture to an MTKView's frame buffer.
|
|
|
|
struct CopyInterpolator {
|
|
float4 position [[position]];
|
|
float2 textureCoordinates;
|
|
};
|
|
|
|
vertex CopyInterpolator copyVertex(uint vertexID [[vertex_id]], texture2d<float> texture [[texture(0)]]) {
|
|
CopyInterpolator vert;
|
|
|
|
const uint x = vertexID & 1;
|
|
const uint y = (vertexID >> 1) & 1;
|
|
|
|
vert.textureCoordinates = float2(
|
|
x * texture.get_width(),
|
|
y * texture.get_height()
|
|
);
|
|
vert.position = float4(
|
|
float(x) * 2.0 - 1.0,
|
|
1.0 - float(y) * 2.0,
|
|
0.0,
|
|
1.0
|
|
);
|
|
|
|
return vert;
|
|
}
|
|
|
|
fragment float4 copyFragment(CopyInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
|
|
return texture.sample(standardSampler, vert.textureCoordinates);
|
|
}
|
|
|
|
fragment float4 clearFragment() {
|
|
return float4(0.0, 0.0, 0.0, 0.64);
|
|
}
|
|
|
|
// MARK: - Conversion fragment shaders
|
|
|
|
template <bool applyCompositeAmplitude> float4 applyFilter(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
|
|
#define Sample(x) texture.sample(standardSampler, vert.textureCoordinates + float2(x, 0.0f)) - float4(0.0f, 0.5f, 0.5f, 0.0f)
|
|
float4 rawSamples[] = {
|
|
Sample(-7), Sample(-6), Sample(-5), Sample(-4), Sample(-3), Sample(-2), Sample(-1),
|
|
Sample(0),
|
|
Sample(1), Sample(2), Sample(3), Sample(4), Sample(5), Sample(6), Sample(7),
|
|
};
|
|
#undef Sample
|
|
|
|
#define Sample(c, o, a) uniforms.firCoefficients[c] * rawSamples[o].rgb
|
|
|
|
const float3 colour =
|
|
Sample(0, 0, -7) + Sample(1, 1, -6) + Sample(2, 2, -5) + Sample(3, 3, -4) +
|
|
Sample(4, 4, -3) + Sample(5, 5, -2) + Sample(6, 6, -1) +
|
|
Sample(7, 7, 0) +
|
|
Sample(6, 8, 1) + Sample(5, 9, 2) + Sample(4, 10, 3) +
|
|
Sample(3, 11, 4) + Sample(2, 12, 5) + Sample(1, 13, 6) + Sample(0, 14, 7);
|
|
|
|
#undef Sample
|
|
|
|
// This would be `if constexpr`, were this C++17; the compiler should do compile-time selection here regardless.
|
|
if(applyCompositeAmplitude) {
|
|
return float4(uniforms.toRGB * (colour * float3(1.0f, 1.0f / vert.colourAmplitude, 1.0f / vert.colourAmplitude)), 1.0f);
|
|
} else {
|
|
return float4(uniforms.toRGB * colour, 1.0f);
|
|
}
|
|
}
|
|
|
|
fragment float4 filterSVideoFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
|
|
return applyFilter<false>(vert, texture, uniforms);
|
|
}
|
|
|
|
fragment float4 filterCompositeFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
|
|
return applyFilter<true>(vert, texture, uniforms);
|
|
}
|