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Tries: separate filters for chroma and luma, plus a post-separation sharpen filter on the latter.
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@ -99,7 +99,7 @@ struct Uniforms {
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float zoom;
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simd::float2 offset;
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simd::float3 chromaCoefficients[8];
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float lumaCoefficients[8];
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simd::float2 lumaCoefficients[8];
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float radiansPerPixel;
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float cyclesMultiplier;
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};
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@ -580,23 +580,39 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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}
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chromaCoefficients[7].x = 1.0f;
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// Luminance is under-filtered during the separation phase in order not to subtract too much from chrominance;
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// therefore an additional filtering is applied here.
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// Luminance will be very soft as a result of the separation phase; apply a sharpen filter to try to undo that.
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if(!isSVideoOutput) {
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SignalProcessing::FIRFilter luminancefilter(15, float(_lineBufferPixelsPerLine), 0.0f, colourCyclesPerLine * 0.8f);
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const auto calculatedLumaCoefficients = luminancefilter.get_coefficients();
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constexpr float sharpen[] = {
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0.0042115543f,
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0.0f,
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-0.0641804263f,
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-0.252418578f,
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-0.589709163f,
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0.987914681f,
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0.627704679f,
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-0.426862389f,
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0.627704679f
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};
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for(size_t c = 0; c < 8; ++c) {
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chromaCoefficients[c].x = calculatedLumaCoefficients[c];
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chromaCoefficients[c].x = sharpen[c];
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}
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}
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}
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// Generate the luminance separation filter.
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{
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// TODO: support separate high-low filters for chroma and luma, rather than treating that as purely subtractive.
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auto *const luminanceCoefficients = uniforms()->lumaCoefficients;
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SignalProcessing::FIRFilter luminancefilter(15, float(_lineBufferPixelsPerLine), 0.0f, colourCyclesPerLine);
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const auto calculatedCoefficients = luminancefilter.get_coefficients();
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memcpy(luminanceCoefficients, calculatedCoefficients.data(), sizeof(float)*8);
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SignalProcessing::FIRFilter lumaPart(15, float(_lineBufferPixelsPerLine), 0.0f, colourCyclesPerLine * 0.5f);
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SignalProcessing::FIRFilter chromaPart(15, float(_lineBufferPixelsPerLine), 0.0f, colourCyclesPerLine * 1.1f);
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const auto lumaCoefficients = lumaPart.get_coefficients();
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const auto chromaCoefficients = chromaPart.get_coefficients();
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for(size_t c = 0; c < 8; ++c) {
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luminanceCoefficients[c].x = lumaCoefficients[c];
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luminanceCoefficients[c].y = chromaCoefficients[c];
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}
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}
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// Store radians per pixel. TODO: is this now orphaned? Should I keep it anyway?
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@ -38,7 +38,7 @@ struct Uniforms {
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// Describes the FIR filter in use for luma filtering; also 15 coefficients
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// symmetrical around the centre.
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float lumaCoefficients[8];
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float2 lumaCoefficients[8];
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// Maps from pixel offsets into the composition buffer to angular difference.
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float radiansPerPixel;
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@ -416,26 +416,26 @@ kernel void separateLumaKernel( texture2d<float, access::read> inTexture [[textu
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constant Uniforms &uniforms [[buffer(0)]],
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constant int &offset [[buffer(1)]]) {
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const float4 centreSample = inTexture.read(gid + uint2(7, offset));
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const float rawSamples[] = {
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inTexture.read(gid + uint2(0, offset)).r,
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inTexture.read(gid + uint2(1, offset)).r,
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inTexture.read(gid + uint2(2, offset)).r,
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inTexture.read(gid + uint2(3, offset)).r,
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inTexture.read(gid + uint2(4, offset)).r,
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inTexture.read(gid + uint2(5, offset)).r,
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inTexture.read(gid + uint2(6, offset)).r,
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centreSample.r,
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inTexture.read(gid + uint2(8, offset)).r,
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inTexture.read(gid + uint2(9, offset)).r,
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inTexture.read(gid + uint2(10, offset)).r,
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inTexture.read(gid + uint2(11, offset)).r,
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inTexture.read(gid + uint2(12, offset)).r,
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inTexture.read(gid + uint2(13, offset)).r,
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inTexture.read(gid + uint2(14, offset)).r,
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const float2 rawSamples[] = {
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inTexture.read(gid + uint2(0, offset)).rr,
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inTexture.read(gid + uint2(1, offset)).rr,
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inTexture.read(gid + uint2(2, offset)).rr,
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inTexture.read(gid + uint2(3, offset)).rr,
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inTexture.read(gid + uint2(4, offset)).rr,
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inTexture.read(gid + uint2(5, offset)).rr,
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inTexture.read(gid + uint2(6, offset)).rr,
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centreSample.rr,
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inTexture.read(gid + uint2(8, offset)).rr,
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inTexture.read(gid + uint2(9, offset)).rr,
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inTexture.read(gid + uint2(10, offset)).rr,
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inTexture.read(gid + uint2(11, offset)).rr,
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inTexture.read(gid + uint2(12, offset)).rr,
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inTexture.read(gid + uint2(13, offset)).rr,
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inTexture.read(gid + uint2(14, offset)).rr,
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};
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#define Sample(x, y) uniforms.lumaCoefficients[y] * rawSamples[x]
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const float luminance =
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const float2 luminance =
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Sample(0, 0) + Sample(1, 1) + Sample(2, 2) + Sample(3, 3) + Sample(4, 4) + Sample(5, 5) + Sample(6, 6) +
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Sample(7, 7) +
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Sample(8, 6) + Sample(9, 5) + Sample(10, 4) + Sample(11, 3) + Sample(12, 2) + Sample(13, 1) + Sample(14, 0);
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@ -444,8 +444,8 @@ kernel void separateLumaKernel( texture2d<float, access::read> inTexture [[textu
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// TODO: determine why centreSample.a doesn't seem to be giving the real composite amplitude, and stop
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// hard-coding 0.15f and 7.0f below.
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outTexture.write(float4(
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luminance / (1.0f - 0.15f),
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(centreSample.gb - float2(0.5f)) * (centreSample.r - luminance) * 28.0f + float2(0.5f),
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luminance.r / (1.0f - 0.15f),
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(centreSample.gb - float2(0.5f)) * (centreSample.r - luminance.g) * 28.0f + float2(0.5f),
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1.0f
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),
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gid + uint2(7, offset));
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