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CLK/OSBindings/Mac/Clock Signal/ScanTarget/ScanTarget.metal
2020-08-20 20:34:37 -04:00

310 lines
11 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;
};
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;
uint16_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];
uint16_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;
};
// MARK: - Vertex shaders.
float2 textureLocation(constant Line *line, float offset) {
return float2(
mix(line->endPoints[0].cyclesSinceRetrace, line->endPoints[1].cyclesSinceRetrace, offset),
line->line);
}
float2 textureLocation(constant Scan *scan, float offset) {
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)
) / 32.0;
// 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) * 0.5) * tangent + (float(vertexID&1) - 0.5) * 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(2.0, -2.0) + float2(-1.0, 1.0)) * float2(uniforms.aspectRatioMultiplier, 1.0);
output.position = float4(
position2d,
0.0,
1.0
);
output.textureCoordinates = textureLocation(&inputs[instanceID], float((vertexID&2) >> 1));
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 = mix(scans[instanceID].endPoints[0].cyclesSinceRetrace, scans[instanceID].endPoints[1].cyclesSinceRetrace, float(vertexID));
result.position.y = scans[instanceID].line;
result.position.zw = float2(0.0, 1.0);
result.textureCoordinates.x = mix(scans[instanceID].endPoints[0].dataOffset, scans[instanceID].endPoints[1].dataOffset, float(vertexID));
result.textureCoordinates.y = scans[instanceID].dataY;
result.colourPhase = mix(scans[instanceID].endPoints[0].compositeAngle, 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.
// TODO: is this really necessary? Is there nothing like coord::pixel that applies here?
result.position.xy = ((result.position.xy + float2(0.5)) / float2(texture.get_width(), texture.get_height())) * float2(2.0, -2.0) + float2(-1.0, 1.0);
return result;
}
// MARK: - Various input format conversion samplers.
// 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.
fragment float4 sampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
return float4(texture.sample(standardSampler, vert.textureCoordinates).rg, 0.0, 1.0);
}
fragment float4 compositeSampleLuminance8Phase8(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 float4(float3(mix(luminancePhase.r, rawChroma, vert.colourAmplitude)), 1.0f);
}
// 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 colourSubcarrier = float2(sin(vert.colourPhase), cos(vert.colourPhase))*0.5 + float2(0.5); \
return float4( \
colour.r, \
dot(colour.gb, colourSubcarrier), \
0.0, \
1.0 \
); \
} \
\
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 = float2(sin(vert.colourPhase), cos(vert.colourPhase)); \
return float4( \
float3(mix(colour.r, dot(colour.gb, colourSubcarrier), vert.colourAmplitude)), \
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);
}