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Switches per-pixel uniforms to halfs.
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@ -96,21 +96,26 @@
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namespace {
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// Tracks the Uniforms struct declared in ScanTarget.metal; see there for field definitions.
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//
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// __fp16 is a Clang-specific type which I'm using as equivalent to a Metal half, i.e. an IEEE 754 binary16.
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struct Uniforms {
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int32_t scale[2];
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float cyclesMultiplier;
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float lineWidth;
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float aspectRatioMultiplier;
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simd::float3x3 toRGB;
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simd::float3x3 fromRGB;
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float zoom;
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simd::float2 offset;
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simd::float3x3 toRGB;
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simd::float3x3 fromRGB;
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simd::float3 chromaCoefficients[8];
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__fp16 lumaKernel[8];
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float radiansPerPixel;
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float cyclesMultiplier;
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float outputAlpha;
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float outputGamma;
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float outputMultiplier;
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__fp16 outputAlpha;
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__fp16 outputGamma;
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__fp16 outputMultiplier;
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};
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constexpr size_t NumBufferedLines = 500;
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@ -415,7 +420,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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}
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- (BOOL)shouldApplyGamma {
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return fabsf(uniforms()->outputGamma - 1.0f) > 0.01f;
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return fabsf(float(uniforms()->outputGamma) - 1.0f) > 0.01f;
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}
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- (void)updateModalBuffers {
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@ -521,11 +526,11 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// This is fixed for now; consider making it a function of frame rate and/or of whether frame syncing
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// is ongoing (which would require a way to signal that to this scan target).
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uniforms()->outputAlpha = 0.64f;
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uniforms()->outputMultiplier = modals.brightness;
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uniforms()->outputAlpha = __fp16(0.64f);
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uniforms()->outputMultiplier = __fp16(modals.brightness);
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const float displayGamma = 2.2f; // This is assumed.
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uniforms()->outputGamma = displayGamma / modals.intended_gamma;
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uniforms()->outputGamma = __fp16(displayGamma / modals.intended_gamma);
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@ -646,13 +651,13 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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_lineBufferPixelsPerLine = NSUInteger(modals.cycles_per_line) * NSUInteger(uniforms()->cyclesMultiplier);
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const float colourCyclesPerLine = float(modals.colour_cycle_numerator) / float(modals.colour_cycle_denominator);
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// Store radians per pixel. TODO: is this now orphaned as a uniform? Should I keep it anyway?
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uniforms()->radiansPerPixel = (colourCyclesPerLine * 3.141592654f * 2.0f) / float(_lineBufferPixelsPerLine);
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// Compute radians per pixel.
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const float radiansPerPixel = (colourCyclesPerLine * 3.141592654f * 2.0f) / float(_lineBufferPixelsPerLine);
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// Generate the chrominance filter.
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{
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auto *const firCoefficients = uniforms()->chromaCoefficients;
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const auto chromaCoefficients = boxCoefficients(uniforms()->radiansPerPixel, 3.141592654f);
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const auto chromaCoefficients = boxCoefficients(radiansPerPixel, 3.141592654f);
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_chromaKernelSize = 15;
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for(size_t c = 0; c < 8; ++c) {
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firCoefficients[c].y = firCoefficients[c].z = (isSVideoOutput ? 2.0f : 1.0f) * chromaCoefficients[c];
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@ -686,7 +691,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// Generate the luminance separation filter and determine its required size.
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{
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auto *const filter = uniforms()->lumaKernel;
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const auto coefficients = boxCoefficients(uniforms()->radiansPerPixel, 3.141592654f);
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const auto coefficients = boxCoefficients(radiansPerPixel, 3.141592654f);
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_lumaKernelSize = 15;
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for(size_t c = 0; c < 8; ++c) {
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filter[c] = __fp16(coefficients[c]);
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@ -18,20 +18,23 @@ struct Uniforms {
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// for mapping from scan-style integer positions into eye space.
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int2 scale;
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// Applies a multiplication to all cyclesSinceRetrace values.
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float cycleMultiplier;
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// This provides the intended height of a scan, in eye-coordinate terms.
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float lineWidth;
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// Provides a scaling factor in order to preserve 4:3 central content.
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float aspectRatioMultiplier;
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// Provides conversions to and from RGB for the active colour space.
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float3x3 toRGB;
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float3x3 fromRGB;
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// Provides zoom and offset to scale the source data.
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float zoom;
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float2 offset;
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// Provides conversions to and from RGB for the active colour space.
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float3x3 toRGB;
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float3x3 fromRGB;
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// Describes the FIR filter in use for chroma filtering; it'll be
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// 15 coefficients but they're symmetrical around the centre.
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float3 chromaCoefficients[8];
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@ -40,20 +43,14 @@ struct Uniforms {
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// symmetrical around the centre.
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half lumaKernel[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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// Applies a multiplication to all cyclesSinceRetrace values.
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float cycleMultiplier;
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// Sets the opacity at which output strips are drawn.
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float outputAlpha;
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half outputAlpha;
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// Sets the gamma power to which output colours are raised.
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float outputGamma;
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half outputGamma;
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// Sets a brightness multiplier for output colours.
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float outputMultiplier;
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half outputMultiplier;
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};
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namespace {
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