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https://github.com/TomHarte/CLK.git
synced 2024-11-26 23:52:26 +00:00
Forces a no-op compute shader into the S-Video pipeline.
The intention is to restrict the area acted over, and to do the S-Video filtering in there. Then I'll just need two such stages for composite.
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@ -202,9 +202,10 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// Textures: additional storage used when processing S-Video and composite colour input.
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id<MTLTexture> _finalisedLineTexture;
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MTLRenderPassDescriptor *_finalisedLineRenderPass;
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id<MTLComputePipelineState> _finalisedLineState;
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id<MTLTexture> _separatedLumaTexture;
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MTLRenderPassDescriptor *_separatedLumaRenderPass;
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id<MTLComputePipelineState> _separatedLumaState;
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NSUInteger _lineBufferPixelsPerLine;
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// The scan target in C++-world terms and the non-GPU storage for it.
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BufferingScanTarget _scanTarget;
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@ -341,16 +342,15 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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width:2048 // This 'should do'.
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height:NumBufferedLines
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mipmapped:NO];
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lineTextureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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lineTextureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
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if(_pipeline == Pipeline::DirectToDisplay) {
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// Buffers are not required when outputting direct to display; so if this isn't that then release anything
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// currently being held and return.
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_finalisedLineTexture = nil;
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_finalisedLineRenderPass = nil;
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_finalisedLineState = nil;
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_separatedLumaTexture = nil;
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_separatedLumaRenderPass = nil;
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_separatedLumaState = nil;
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_compositionTexture = nil;
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_compositionRenderPass = nil;
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return;
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@ -358,12 +358,18 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// Create a composition texture if one does not yet exist.
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if(!_compositionTexture) {
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lineTextureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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_compositionTexture = [_view.device newTextureWithDescriptor:lineTextureDescriptor];
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}
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// Grab the shader library.
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id<MTLLibrary> library = [_view.device newDefaultLibrary];
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lineTextureDescriptor.usage = MTLTextureUsageShaderWrite | MTLTextureUsageShaderRead;
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// The finalised texture will definitely exist.
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if(!_finalisedLineTexture) {
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_finalisedLineTexture = [_view.device newTextureWithDescriptor:lineTextureDescriptor];
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_finalisedLineState = [_view.device newComputePipelineStateWithFunction:[library newFunctionWithName:@"copyKernel"] error:nil];
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}
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// A luma separation texture will exist only for composite colour.
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@ -542,7 +548,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// Create suitable FIR filters.
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auto *const firCoefficients = uniforms()->firCoefficients;
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const float cyclesPerLine = float(modals.cycles_per_line) * uniforms()->cyclesMultiplier;
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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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if(isSVideoOutput) {
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@ -553,7 +559,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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firCoefficients[7].x = 1.0f;
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} else {
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// In composite, filter luminance gently.
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SignalProcessing::FIRFilter luminancefilter(15, cyclesPerLine, 0.0f, colourCyclesPerLine * 0.5f);
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SignalProcessing::FIRFilter luminancefilter(15, float(_lineBufferPixelsPerLine), 0.0f, colourCyclesPerLine * 0.5f);
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const auto calculatedCoefficients = luminancefilter.get_coefficients();
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for(size_t c = 0; c < 8; ++c) {
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firCoefficients[c].x = calculatedCoefficients[c];
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@ -561,13 +567,13 @@ 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 * (isSVideoOutput ? 1.0f : 0.25f));
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SignalProcessing::FIRFilter chrominancefilter(15, float(_lineBufferPixelsPerLine), 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 : 4.0f);
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}
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uniforms()->radiansPerPixel = (colourCyclesPerLine * 3.141592654f * 2.0f) / cyclesPerLine;
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uniforms()->radiansPerPixel = (colourCyclesPerLine * 3.141592654f * 2.0f) / float(_lineBufferPixelsPerLine);
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}
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// Build the output pipeline.
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@ -602,7 +608,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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[encoder setRenderPipelineState:_outputPipeline];
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if(_pipeline != Pipeline::DirectToDisplay) {
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[encoder setFragmentTexture:_compositionTexture atIndex:0];
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[encoder setFragmentTexture:_finalisedLineTexture atIndex:0];
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[encoder setVertexBuffer:_linesBuffer offset:0 atIndex:0];
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} else {
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[encoder setFragmentTexture:_writeAreaTexture atIndex:0];
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@ -643,6 +649,38 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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[encoder endEncoding];
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}
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- (void)composeOutputArea:(const BufferingScanTarget::OutputArea &)outputArea commandBuffer:(id<MTLCommandBuffer>)commandBuffer {
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// Output all scans to the composition buffer.
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const id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:_compositionRenderPass];
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[encoder setRenderPipelineState:_composePipeline];
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[encoder setVertexBuffer:_scansBuffer offset:0 atIndex:0];
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[encoder setVertexBuffer:_uniformsBuffer offset:0 atIndex:1];
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[encoder setVertexTexture:_compositionTexture atIndex:0];
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[encoder setFragmentBuffer:_uniformsBuffer offset:0 atIndex:0];
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[encoder setFragmentTexture:_writeAreaTexture atIndex:0];
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#define OutputScans(start, size) [encoder drawPrimitives:MTLPrimitiveTypeLine vertexStart:0 vertexCount:2 instanceCount:size baseInstance:start]
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RangePerform(outputArea.start.scan, outputArea.end.scan, NumBufferedScans, OutputScans);
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#undef OutputScans
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[encoder endEncoding];
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}
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- (void)dispatchComputeCommandEncoder:(id<MTLComputeCommandEncoder>)encoder pipelineState:(id<MTLComputePipelineState>)pipelineState width:(NSUInteger)width height:(NSUInteger)height {
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// This follows the recommendations at https://developer.apple.com/documentation/metal/calculating_threadgroup_and_grid_sizes ;
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// I currently have no independent opinion whatsoever.
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const MTLSize threadsPerThreadgroup = MTLSizeMake(
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pipelineState.threadExecutionWidth,
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pipelineState.maxTotalThreadsPerThreadgroup / pipelineState.threadExecutionWidth,
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1
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);
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const MTLSize threadsPerGrid = MTLSizeMake(width, height, 1);
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[encoder setComputePipelineState:pipelineState];
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[encoder dispatchThreads:threadsPerGrid threadsPerThreadgroup:threadsPerThreadgroup];
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}
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- (void)updateFrameBuffer {
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// TODO: rethink BufferingScanTarget::perform. Is it now really just for guarding the modals?
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_scanTarget.perform([=] {
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@ -681,22 +719,37 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// Hence every pixel is touched every frame, regardless of the machine's output.
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//
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if(_pipeline != Pipeline::DirectToDisplay) {
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// Output all scans to the composition buffer.
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id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:_compositionRenderPass];
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[encoder setRenderPipelineState:_composePipeline];
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switch(_pipeline) {
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case Pipeline::DirectToDisplay: {
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// Output scans directly, broken up by frame.
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size_t line = outputArea.start.line;
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size_t scan = outputArea.start.scan;
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while(line != outputArea.end.line) {
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if(_lineMetadataBuffer[line].is_first_in_frame && _lineMetadataBuffer[line].previous_frame_was_complete) {
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[self outputFrom:scan to:_lineMetadataBuffer[line].first_scan commandBuffer:commandBuffer];
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[self outputFrameCleanerToCommandBuffer:commandBuffer];
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scan = _lineMetadataBuffer[line].first_scan;
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}
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line = (line + 1) % NumBufferedLines;
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}
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[self outputFrom:scan to:outputArea.end.scan commandBuffer:commandBuffer];
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} break;
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[encoder setVertexBuffer:_scansBuffer offset:0 atIndex:0];
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[encoder setVertexBuffer:_uniformsBuffer offset:0 atIndex:1];
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[encoder setVertexTexture:_compositionTexture atIndex:0];
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default: // TODO: add composite colour pipeline, and eliminate default.
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case Pipeline::SVideo: {
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// Build the composition buffer.
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[self composeOutputArea:outputArea commandBuffer:commandBuffer];
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[encoder setFragmentBuffer:_uniformsBuffer offset:0 atIndex:0];
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[encoder setFragmentTexture:_writeAreaTexture atIndex:0];
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// Filter to the finalised line texture.
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id<MTLComputeCommandEncoder> computeEncoder = [commandBuffer computeCommandEncoder];
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[computeEncoder setTexture:_compositionTexture atIndex:0];
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[computeEncoder setTexture:_finalisedLineTexture atIndex:1];
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[computeEncoder setBuffer:_uniformsBuffer offset:0 atIndex:0];
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#define OutputScans(start, size) [encoder drawPrimitives:MTLPrimitiveTypeLine vertexStart:0 vertexCount:2 instanceCount:size baseInstance:start]
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RangePerform(outputArea.start.scan, outputArea.end.scan, NumBufferedScans, OutputScans);
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#undef OutputScans
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[encoder endEncoding];
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// TODO: limit processed area to those lines that are actually in use.
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[self dispatchComputeCommandEncoder:computeEncoder pipelineState:_finalisedLineState width:_lineBufferPixelsPerLine height:NumBufferedLines];
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[computeEncoder endEncoding];
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// Output lines, broken up by frame.
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size_t startLine = outputArea.start.line;
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@ -710,19 +763,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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line = (line + 1) % NumBufferedLines;
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}
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[self outputFrom:startLine to:outputArea.end.line commandBuffer:commandBuffer];
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} else {
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// Output scans directly, broken up by frame.
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size_t line = outputArea.start.line;
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size_t scan = outputArea.start.scan;
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while(line != outputArea.end.line) {
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if(_lineMetadataBuffer[line].is_first_in_frame && _lineMetadataBuffer[line].previous_frame_was_complete) {
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[self outputFrom:scan to:_lineMetadataBuffer[line].first_scan commandBuffer:commandBuffer];
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[self outputFrameCleanerToCommandBuffer:commandBuffer];
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scan = _lineMetadataBuffer[line].first_scan;
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}
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line = (line + 1) % NumBufferedLines;
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}
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[self outputFrom:scan to:outputArea.end.scan commandBuffer:commandBuffer];
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} break;
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}
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// Add a callback to update the scan target buffer and commit the drawing.
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@ -384,3 +384,13 @@ fragment float4 filterSVideoFragment(SourceInterpolator vert [[stage_in]], textu
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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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// MARK: - Kernel functions
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// TEST FUNCTION. Just copies from input to output.
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kernel void copyKernel( texture2d<float, access::read> inTexture [[texture(0)]],
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texture2d<float, access::write> outTexture [[texture(1)]],
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uint2 gid [[thread_position_in_grid]],
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constant Uniforms &uniforms [[buffer(0)]]) {
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outTexture.write(inTexture.read(gid), gid);
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}
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