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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 08:49:37 +00:00

Calculates sampling offsets up front.

This commit is contained in:
Thomas Harte 2019-01-23 20:53:10 -05:00 committed by Thomas Harte
parent a8acadbe13
commit ae0bc7e7aa

View File

@ -136,32 +136,32 @@ std::unique_ptr<Shader> ScanTarget::composition_shader() const {
switch(modals_.input_data_type) {
case InputDataType::Luminance1:
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr;";
fragment_shader += "fragColour = textureLod(textureName, textureCoordinate, 0).rrrr;";
break;
case InputDataType::Luminance8:
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr / vec4(255.0);";
fragment_shader += "fragColour = textureLod(textureName, textureCoordinate, 0).rrrr / vec4(255.0);";
break;
case InputDataType::PhaseLinkedLuminance8:
case InputDataType::Luminance8Phase8:
case InputDataType::Red8Green8Blue8:
fragment_shader += "fragColour = texture(textureName, textureCoordinate) / vec4(255.0);";
fragment_shader += "fragColour = textureLod(textureName, textureCoordinate, 0) / vec4(255.0);";
break;
case InputDataType::Red1Green1Blue1:
fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rrr & uvec3(4u, 2u, 1u), 1.0);";
fragment_shader += "fragColour = vec4(textureLod(textureName, textureCoordinate, 0).rrr & uvec3(4u, 2u, 1u), 1.0);";
break;
case InputDataType::Red2Green2Blue2:
fragment_shader +=
"uint textureValue = texture(textureName, textureCoordinate).r;"
"uint textureValue = textureLod(textureName, textureCoordinate, 0).r;"
"fragColour = vec4(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u), 3.0) / 3.0;";
break;
case InputDataType::Red4Green4Blue4:
fragment_shader +=
"uvec2 textureValue = texture(textureName, textureCoordinate).rg;"
"uvec2 textureValue = textureLod(textureName, textureCoordinate, 0).rg;"
"fragColour = vec4(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0, 1.0);";
break;
}
@ -217,13 +217,18 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
"#version 150\n"
"uniform sampler2D textureName;"
"out vec4 fragColour;";
if(modals_.display_type != DisplayType::RGB) {
vertex_shader +=
"out float compositeAngle;"
"out float compositeAmplitude;"
"out float oneOverCompositeAmplitude;";
"out float oneOverCompositeAmplitude;"
"uniform vec4 textureCoordinateOffsets;"
"uniform float angleOffsets[4];"
;
fragment_shader +=
"in float compositeAngle;"
"in float compositeAmplitude;"
@ -279,11 +284,10 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
case DisplayType::SVideo:
vertex_shader +=
"float centreClock = mix(startClock, endClock, lateral);"
"float clocksPerAngle = (endClock - startClock) / (abs(endCompositeAngle - startCompositeAngle) / 64.0);"
"textureCoordinates[0] = vec2(centreClock - 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[1] = vec2(centreClock - 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[2] = vec2(centreClock + 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[3] = vec2(centreClock + 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[0] = vec2(centreClock + textureCoordinateOffsets[0], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[1] = vec2(centreClock + textureCoordinateOffsets[1], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[2] = vec2(centreClock + textureCoordinateOffsets[2], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[3] = vec2(centreClock + textureCoordinateOffsets[3], lineY + 0.5) / textureSize(textureName, 0);"
"angles = vec4("
"compositeAngle - 2.356194490192345,"
"compositeAngle - 0.785398163397448,"
@ -491,6 +495,13 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
// If this isn't an RGB or composite colour shader, set the proper colour space.
if(modals_.display_type != DisplayType::RGB) {
float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator);
shader->set_uniform("textureCoordinateOffsets",
-0.375f * clocks_per_angle,
-0.125f * clocks_per_angle,
+0.125f * clocks_per_angle,
+0.375f * clocks_per_angle);
switch(modals_.composite_colour_space) {
case ColourSpace::YIQ: {
const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};