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Corrects NTSC quadrature phase.
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8dd7c6ef23
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@ -69,7 +69,7 @@ template <class BusHandler> class MOS6560 {
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speaker_(audio_generator_)
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{
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crt_->set_svideo_sampling_function(
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"vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase)"
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"vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"vec2 yc = texture(texID, coordinate).rg / vec2(255.0);"
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@ -125,10 +125,10 @@ template <class BusHandler> class MOS6560 {
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19, 86, 123, 59,
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};
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const uint8_t ntsc_chrominances[16] = {
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255, 255, 7, 71,
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25, 86, 48, 112,
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0, 119, 7, 71,
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25, 86, 48, 112,
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255, 255, 121, 57,
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103, 42, 80, 16,
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0, 9, 121, 57,
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103, 42, 80, 16,
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};
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const uint8_t *chrominances;
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Outputs::CRT::DisplayType display_type;
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@ -124,19 +124,19 @@ void TIA::set_output_mode(Atari2600::TIA::OutputMode output_mode) {
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if(output_mode == OutputMode::NTSC) {
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crt_->set_svideo_sampling_function(
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"vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase)"
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"vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"uint c = texture(texID, coordinate).r;"
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"uint y = c & 14u;"
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"uint iPhase = (c >> 4);"
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"float phaseOffset = 6.283185308 * float(iPhase) / 13.0 + 5.074880441076923;"
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"return vec2(float(y) / 14.0, step(1, iPhase) * cos(phase + phaseOffset));"
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"return vec2(float(y) / 14.0, step(1, iPhase) * cos(phase - phaseOffset));"
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"}");
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display_type = Outputs::CRT::DisplayType::NTSC60;
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} else {
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crt_->set_svideo_sampling_function(
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"vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase)"
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"vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"uint c = texture(texID, coordinate).r;"
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"uint y = c & 14u;"
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@ -170,7 +170,9 @@ void CRT::advance_cycles(unsigned int number_of_cycles, bool hsync_requested, bo
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// outside of the locked region
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source_output_position_x1() = static_cast<uint16_t>(horizontal_flywheel_->get_current_output_position());
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source_phase() = colour_burst_phase_;
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source_amplitude() = colour_burst_amplitude_;
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// TODO: determine what the PAL phase-shift machines actually do re: the swinging burst.
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source_amplitude() = phase_alternates_ ? 128 - colour_burst_amplitude_ : 128 + colour_burst_amplitude_;
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}
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// decrement the number of cycles left to run for and increment the
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@ -368,7 +370,7 @@ void CRT::output_colour_burst(unsigned int number_of_cycles, uint8_t phase, uint
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scan.type = Scan::Type::ColourBurst;
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scan.number_of_cycles = number_of_cycles;
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scan.phase = phase;
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scan.amplitude = amplitude;
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scan.amplitude = amplitude >> 1;
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output_scan(&scan);
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}
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@ -332,10 +332,10 @@ class CRT {
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output mode will be applied.
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@param shader A GLSL fragment including a function with the signature
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`vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase)`
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`vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)`
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that evaluates to the s-video signal level, luminance as the first component and chrominance
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as the second, as a function of a source buffer, sampling location and colour
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carrier phase.
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carrier phase; amplitude is supplied for its sign.
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*/
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inline void set_svideo_sampling_function(const std::string &shader) {
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enqueue_openGL_function([shader, this] {
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@ -96,10 +96,10 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
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// setup phaseAndAmplitudeVarying.x as colour burst subcarrier phase, in radians;
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// setup phaseAndAmplitudeVarying.y as colour burst amplitude;
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// setup phaseAndAmplitudeVarying.z as 1 / (colour burst amplitude), or 0.0 if amplitude is 0.0;
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// setup phaseAndAmplitudeVarying.z as 1 / abs(colour burst amplitude), or 0.0 if amplitude is 0.0;
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"phaseAndAmplitudeVarying.x = (extendedOutputPosition.x + (phaseTimeAndAmplitude.x / 64.0)) * 0.5 * 3.141592654;"
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"phaseAndAmplitudeVarying.y = phaseTimeAndAmplitude.y / 255.0;"
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"phaseAndAmplitudeVarying.z = (phaseAndAmplitudeVarying.y > 0.0) ? 1.0 / phaseAndAmplitudeVarying.y : 0.0;"
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"phaseAndAmplitudeVarying.y = (phaseTimeAndAmplitude.y - 128) / 127.0;"
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"phaseAndAmplitudeVarying.z = (abs(phaseAndAmplitudeVarying.y) > 0.05) ? 1.0 / abs(phaseAndAmplitudeVarying.y) : 0.0;"
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// determine output position by scaling the output position according to the texture size
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"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0);"
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@ -134,8 +134,8 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_composite_source_sh
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svideo_shader <<
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"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"vec2 svideoColour = svideo_sample(texID, coordinate, iCoordinate, phase);"
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"return mix(svideoColour.x, svideoColour.y, amplitude);"
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"vec2 svideoColour = svideo_sample(texID, coordinate, iCoordinate, phase, amplitude);"
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"return mix(svideoColour.x, svideoColour.y, abs(amplitude));"
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"}";
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} else {
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fragment_shader <<
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@ -145,7 +145,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_composite_source_sh
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"{"
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"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
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"vec3 lumaChromaColour = rgbToLumaChroma * rgbColour;"
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"vec2 quadrature = vec2(cos(phase), -sin(phase)) * amplitude;"
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"vec2 quadrature = vec2(cos(phase), sin(phase)) * vec2(abs(amplitude), amplitude);"
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"return dot(lumaChromaColour, vec3(1.0 - amplitude, quadrature));"
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"}";
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}
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@ -178,11 +178,11 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_svideo_source_shade
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fragment_shader
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<< rgb_shader <<
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"uniform mat3 rgbToLumaChroma;"
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"vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase)"
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"vec2 svideo_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
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"{"
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"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
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"vec3 lumaChromaColour = rgbToLumaChroma * rgbColour;"
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"vec2 quadrature = vec2(cos(phase), -sin(phase));"
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"vec2 quadrature = vec2(cos(phase), sin(phase)) * vec2(1.0, sign(amplitude));"
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"return vec2(lumaChromaColour.x, 0.5 + dot(quadrature, lumaChromaColour.yz) * 0.5);"
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"}";
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}
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@ -190,8 +190,8 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_svideo_source_shade
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fragment_shader <<
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"void main(void)"
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"{"
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"vec2 sample = svideo_sample(texID, inputPositionsVarying[5], iInputPositionVarying, phaseAndAmplitudeVarying.x);"
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"vec2 quadrature = vec2(cos(phaseAndAmplitudeVarying.x), -sin(phaseAndAmplitudeVarying.x)) * 0.5 * phaseAndAmplitudeVarying.z;"
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"vec2 sample = svideo_sample(texID, inputPositionsVarying[5], iInputPositionVarying, phaseAndAmplitudeVarying.x, phaseAndAmplitudeVarying.y);"
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"vec2 quadrature = vec2(cos(phaseAndAmplitudeVarying.x), sin(phaseAndAmplitudeVarying.x)) * vec2(1.0, sign(phaseAndAmplitudeVarying.y)) * 0.5 * phaseAndAmplitudeVarying.z;"
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"fragColour = vec3(sample.x, vec2(0.5) + (sample.y * quadrature));"
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"}";
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@ -244,11 +244,11 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_chroma_luma_separat
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// define chroma to be whatever was here, minus luma
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"float chrominance = 0.5 * (samples.z - luminance) * phaseAndAmplitudeVarying.z;"
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"luminance /= (1.0 - phaseAndAmplitudeVarying.y);"
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"luminance /= (1.0 - abs(phaseAndAmplitudeVarying.y));"
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// split choma colours here, as the most direct place, writing out
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// RGB = (luma, chroma.x, chroma.y)
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"vec2 quadrature = vec2(cos(phaseAndAmplitudeVarying.x), -sin(phaseAndAmplitudeVarying.x));"
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"vec2 quadrature = vec2(cos(phaseAndAmplitudeVarying.x), sin(phaseAndAmplitudeVarying.x)) * vec2(1.0, sign(phaseAndAmplitudeVarying.y));"
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"fragColour = vec3(luminance, vec2(0.5) + (chrominance * quadrature));"
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"}",false, false);
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}
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