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https://github.com/TomHarte/CLK.git
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Possibly convinces myself that no-separation chroma/luma isn't practical.
... as appealing as it may be, were filters perfect.
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@ -404,10 +404,10 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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}
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// Whether S-Video or composite, apply the same relatively strong filter to colour channels.
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SignalProcessing::FIRFilter chrominancefilter(15, cyclesPerLine, 0.0f, colourCyclesPerLine);
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SignalProcessing::FIRFilter chrominancefilter(15, cyclesPerLine, 0.0f, colourCyclesPerLine * (isSVideoOutput ? 1.0f : 0.25f));
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const auto calculatedCoefficients = chrominancefilter.get_coefficients();
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for(size_t c = 0; c < 8; ++c) {
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firCoefficients[c].y = firCoefficients[c].z = calculatedCoefficients[c] * (isSVideoOutput ? 4.0f : 1.0f);
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firCoefficients[c].y = firCoefficients[c].z = calculatedCoefficients[c] * (isSVideoOutput ? 4.0f : 4.0f);
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}
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uniforms()->radiansPerPixel = (colourCyclesPerLine * 3.141592654f * 2.0f) / cyclesPerLine;
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@ -418,7 +418,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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pipelineDescriptor.vertexFunction = [library newFunctionWithName:_isUsingCompositionPipeline ? @"lineToDisplay" : @"scanToDisplay"];
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if(_isUsingCompositionPipeline) {
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"filterFragment"];
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:isSVideoOutput ? @"filterSVideoFragment" : @"filterCompositeFragment"];
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} else {
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const bool isRGBOutput = modals.display_type == Outputs::Display::DisplayType::RGB;
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pipelineDescriptor.fragmentFunction =
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@ -298,24 +298,15 @@ float3 convertRed1Green1Blue1(SourceInterpolator vert, texture2d<ushort> texture
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\
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fragment float4 compositeSample##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 float2 colourSubcarrier = float2(cos(vert.colourPhase), sin(vert.colourPhase)); \
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const float2 colourSubcarrier = quadrature(vert.colourPhase); \
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const float level = mix(colour.r, dot(colour.gb, colourSubcarrier), vert.colourAmplitude); \
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return float4( \
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level, \
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0.5 + 0.5*level*cos(vert.colourPhase),\
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0.5 + 0.5*level*sin(vert.colourPhase),\
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float2(0.5f) + level*colourSubcarrier*0.5f, \
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1.0 \
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); \
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}
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// const float2 colourSubcarrier = float2(cos(vert.colourPhase), sin(vert.colourPhase)); \
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// return float4( \
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// colour.r, \
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// dot(colour.gb, colourSubcarrier)*0.5 + 0.5, \
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// 0.0, \
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// 1.0 \
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// ); \
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DeclareShaders(Red8Green8Blue8, float)
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DeclareShaders(Red4Green4Blue4, ushort)
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DeclareShaders(Red2Green2Blue2, ushort)
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@ -358,50 +349,7 @@ fragment float4 clearFragment() {
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// MARK: - Conversion fragment shaders
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/*fragment float4 filterSVideoFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
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#define Sample(x) texture.sample(standardSampler, vert.textureCoordinates + float2(x, 0.0f))
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float4 rawSamples[] = {
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Sample(-7), Sample(-6), Sample(-5), Sample(-4), Sample(-3), Sample(-2), Sample(-1),
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Sample(0),
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Sample(1), Sample(2), Sample(3), Sample(4), Sample(5), Sample(6), Sample(7),
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};
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#undef Sample
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#define Offset(x) vert.colourPhase + (x)*uniforms.radiansPerPixel
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const float angles[] = {
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Offset(-7), Offset(-6), Offset(-5), Offset(-4), Offset(-3), Offset(-2), Offset(-1),
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vert.colourPhase,
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Offset(1), Offset(2), Offset(3), Offset(4), Offset(5), Offset(6), Offset(7)
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};
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#undef Offset
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#define Map(x) { \
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const float2 colourSubcarrier = float2(cos(angles[x]), sin(angles[x])); \
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rawSamples[x].g = dot(rawSamples[x].gb, colourSubcarrier); \
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}
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Map(0); Map(1); Map(2); Map(3); Map(4); Map(5);
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Map(6); Map(7); Map(8); Map(9); Map(10); Map(11);
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Map(12); Map(13); Map(14);
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#undef Map
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#define Sample(c, o, a) \
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uniforms.firCoefficients[c] * float3(rawSamples[o].r, rawSamples[o].g*cos(vert.colourPhase + (a)*uniforms.radiansPerPixel), rawSamples[o].g*sin(vert.colourPhase + (a)*uniforms.radiansPerPixel))
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const float3 colour =
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Sample(0, 0, -7) + Sample(1, 1, -6) + Sample(2, 2, -5) + Sample(3, 3, -4) +
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Sample(4, 4, -3) + Sample(5, 5, -2) + Sample(6, 6, -1) +
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Sample(7, 7, 0) +
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Sample(6, 8, 1) + Sample(5, 9, 2) + Sample(4, 10, 3) +
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Sample(3, 11, 4) + Sample(2, 12, 5) + Sample(1, 13, 6) + Sample(0, 14, 7);
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#undef Sample
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return float4(uniforms.toRGB * colour, 1.0f);
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}*/
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fragment float4 filterFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
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template <bool applyCompositeAmplitude> float4 applyFilter(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
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#define Sample(x) texture.sample(standardSampler, vert.textureCoordinates + float2(x, 0.0f)) - float4(0.0f, 0.5f, 0.5f, 0.0f)
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float4 rawSamples[] = {
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Sample(-7), Sample(-6), Sample(-5), Sample(-4), Sample(-3), Sample(-2), Sample(-1),
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@ -421,10 +369,18 @@ fragment float4 filterFragment(SourceInterpolator vert [[stage_in]], texture2d<f
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#undef Sample
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return float4(uniforms.toRGB * colour, 1.0f);
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// This would be `if constexpr`, were this C++17; the compiler should do compile-time selection here regardless.
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if(applyCompositeAmplitude) {
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return float4(uniforms.toRGB * (colour * float3(1.0f, 1.0f / vert.colourAmplitude, 1.0f / vert.colourAmplitude)), 1.0f);
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} else {
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return float4(uniforms.toRGB * colour, 1.0f);
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}
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}
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//fragment float4 filterCompositeFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
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// // TODO.
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// return float4(1.0);
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//}
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fragment float4 filterSVideoFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
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return applyFilter<false>(vert, texture, uniforms);
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}
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fragment float4 filterCompositeFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
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return applyFilter<true>(vert, texture, uniforms);
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}
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