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mirror of https://github.com/TomHarte/CLK.git synced 2024-06-26 10:29:31 +00:00

Switches back to angular stuff at input resolution; ensures all S-Video modes work.

Now to roll back onto composite. Fingers crossed!
This commit is contained in:
Thomas Harte 2020-08-29 20:54:46 -04:00
parent 3d564d85fd
commit c40d858f02
3 changed files with 65 additions and 32 deletions

View File

@ -15,22 +15,6 @@
#include "BufferingScanTarget.hpp"
#include "FIRFilter.hpp"
/*
Pipelines in use:
RGB input -> RGB display:
just output it.
RGB input -> angular:
Composition in the display colour space (YIQ or YUV), conversion to and from S-Video or composite per output pixel.
Luminance/Phase -> angular:
Composition, conversion per output pixel.
Luminance -> composite:
Composition, conversion per input pixel.
*/
namespace {
struct Uniforms {
@ -43,6 +27,7 @@ struct Uniforms {
simd::float2 offset;
simd::float3 firCoefficients[8];
float radiansPerPixel;
float cyclesMultiplier;
};
constexpr size_t NumBufferedScans = 2048;
@ -374,6 +359,14 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
if(samplerDictionary[c].directRGB) assert([library newFunctionWithName:samplerDictionary[c].directRGB]);
}
#endif
// Pick a suitable cycle multiplier.
uniforms()->cyclesMultiplier = 1.0f;
if(_isUsingCompositionPipeline) {
const float minimumSize = 4.0f * float(modals.colour_cycle_numerator) / float(modals.colour_cycle_denominator);
while(uniforms()->cyclesMultiplier * modals.cycles_per_line < minimumSize) {
uniforms()->cyclesMultiplier += 1.0f;
}
}
// Build the composition pipeline if one is in use.
const bool isSVideoOutput = modals.display_type == Outputs::Display::DisplayType::SVideo;
@ -392,7 +385,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
_compositionRenderPass.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.5, 0.5, 1.0);
auto *const firCoefficients = uniforms()->firCoefficients;
const float cyclesPerLine = float(modals.cycles_per_line);
const float cyclesPerLine = float(modals.cycles_per_line) * uniforms()->cyclesMultiplier;
const float colourCyclesPerLine = float(modals.colour_cycle_numerator) / float(modals.colour_cycle_denominator);
if(isSVideoOutput) {
@ -414,7 +407,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
SignalProcessing::FIRFilter chrominancefilter(15, cyclesPerLine, 0.0f, colourCyclesPerLine);
const auto calculatedCoefficients = chrominancefilter.get_coefficients();
for(size_t c = 0; c < 8; ++c) {
firCoefficients[c].y = firCoefficients[c].z = calculatedCoefficients[c] * (isSVideoOutput ? 2.0f : 1.0f);
firCoefficients[c].y = firCoefficients[c].z = calculatedCoefficients[c] * (isSVideoOutput ? 4.0f : 1.0f);
}
uniforms()->radiansPerPixel = (colourCyclesPerLine * 3.141592654f * 2.0f) / cyclesPerLine;
@ -425,7 +418,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
pipelineDescriptor.vertexFunction = [library newFunctionWithName:_isUsingCompositionPipeline ? @"lineToDisplay" : @"scanToDisplay"];
if(_isUsingCompositionPipeline) {
pipelineDescriptor.fragmentFunction = [library newFunctionWithName:isSVideoOutput ? @"filterSVideoFragment" : @"filterCompositeFragment"];
pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"filterFragment"];
} else {
const bool isRGBOutput = modals.display_type == Outputs::Display::DisplayType::RGB;
pipelineDescriptor.fragmentFunction =

View File

@ -37,6 +37,9 @@ struct Uniforms {
// Maps from pixel offsets into the composition buffer to angular difference.
float radiansPerPixel;
// Applies a multiplication to all cyclesSinceRetrace values.
float cycleMultiplier;
};
namespace {
@ -86,13 +89,13 @@ struct SourceInterpolator {
// MARK: - Vertex shaders.
float2 textureLocation(constant Line *line, float offset) {
float2 textureLocation(constant Line *line, float offset, constant Uniforms &uniforms) {
return float2(
mix(line->endPoints[0].cyclesSinceRetrace, line->endPoints[1].cyclesSinceRetrace, offset),
uniforms.cycleMultiplier * mix(line->endPoints[0].cyclesSinceRetrace, line->endPoints[1].cyclesSinceRetrace, offset),
line->line);
}
float2 textureLocation(constant Scan *scan, float offset) {
float2 textureLocation(constant Scan *scan, float offset, constant Uniforms &) {
return float2(
mix(scan->endPoints[0].dataOffset, scan->endPoints[1].dataOffset, offset),
scan->dataY);
@ -143,7 +146,7 @@ template <typename Input> SourceInterpolator toDisplay(
0.0f,
1.0f
);
output.textureCoordinates = textureLocation(&inputs[instanceID], float((vertexID&2) >> 1));
output.textureCoordinates = textureLocation(&inputs[instanceID], float((vertexID&2) >> 1), uniforms);
return output;
}
@ -175,7 +178,7 @@ vertex SourceInterpolator scanToComposition( constant Uniforms &uniforms [[buffe
SourceInterpolator result;
// Populate result as if direct texture access were available.
result.position.x = mix(scans[instanceID].endPoints[0].cyclesSinceRetrace, scans[instanceID].endPoints[1].cyclesSinceRetrace, float(vertexID));
result.position.x = uniforms.cycleMultiplier * mix(scans[instanceID].endPoints[0].cyclesSinceRetrace, scans[instanceID].endPoints[1].cyclesSinceRetrace, float(vertexID));
result.position.y = scans[instanceID].line;
result.position.zw = float2(0.0f, 1.0f);
@ -223,6 +226,7 @@ fragment float4 samplePhaseLinkedLuminance8(SourceInterpolator vert [[stage_in]]
// The luminance/phase format can produce either composite or S-Video.
/// @returns A 2d vector comprised where .x = luminance; .y = chroma.
float2 convertLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
const auto luminancePhase = texture.sample(standardSampler, vert.textureCoordinates).rg;
const float phaseOffset = 3.141592654 * 4.0 * luminancePhase.g;
@ -230,8 +234,12 @@ float2 convertLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<f
return float2(luminancePhase.r, rawChroma);
}
fragment float2 sampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
return convertLuminance8Phase8(vert, texture);
fragment float4 sampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
const float2 luminanceChroma = convertLuminance8Phase8(vert, texture);
const float2 qam = quadrature(vert.colourPhase) * 0.5f;
return float4(luminanceChroma.r,
float2(0.5f) + luminanceChroma.g*qam,
1.0);
}
fragment float4 compositeSampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
@ -279,7 +287,13 @@ float3 convertRed1Green1Blue1(SourceInterpolator vert, texture2d<ushort> texture
\
fragment float4 svideoSample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
const auto colour = uniforms.fromRGB * convert##name(vert, texture); \
return float4(colour, 1.0); \
const float2 qam = quadrature(vert.colourPhase); \
const float chroma = dot(colour.gb, qam); \
return float4( \
colour.r, \
float2(0.5f) + chroma*qam*0.5f, \
1.0f \
); \
} \
\
fragment float4 compositeSample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
@ -344,7 +358,7 @@ fragment float4 clearFragment() {
// MARK: - Conversion fragment shaders
fragment float4 filterSVideoFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
/*fragment float4 filterSVideoFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
#define Sample(x) texture.sample(standardSampler, vert.textureCoordinates + float2(x, 0.0f))
float4 rawSamples[] = {
Sample(-7), Sample(-6), Sample(-5), Sample(-4), Sample(-3), Sample(-2), Sample(-1),
@ -382,12 +396,35 @@ fragment float4 filterSVideoFragment(SourceInterpolator vert [[stage_in]], textu
Sample(6, 8, 1) + Sample(5, 9, 2) + Sample(4, 10, 3) +
Sample(3, 11, 4) + Sample(2, 12, 5) + Sample(1, 13, 6) + Sample(0, 14, 7);
#undef Sample
return float4(uniforms.toRGB * colour, 1.0f);
}*/
fragment float4 filterFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
#define Sample(x) texture.sample(standardSampler, vert.textureCoordinates + float2(x, 0.0f)) - float4(0.0f, 0.5f, 0.5f, 0.0f)
float4 rawSamples[] = {
Sample(-7), Sample(-6), Sample(-5), Sample(-4), Sample(-3), Sample(-2), Sample(-1),
Sample(0),
Sample(1), Sample(2), Sample(3), Sample(4), Sample(5), Sample(6), Sample(7),
};
#undef Sample
#define Sample(c, o, a) uniforms.firCoefficients[c] * rawSamples[o].rgb
const float3 colour =
Sample(0, 0, -7) + Sample(1, 1, -6) + Sample(2, 2, -5) + Sample(3, 3, -4) +
Sample(4, 4, -3) + Sample(5, 5, -2) + Sample(6, 6, -1) +
Sample(7, 7, 0) +
Sample(6, 8, 1) + Sample(5, 9, 2) + Sample(4, 10, 3) +
Sample(3, 11, 4) + Sample(2, 12, 5) + Sample(1, 13, 6) + Sample(0, 14, 7);
#undef Sample
return float4(uniforms.toRGB * colour, 1.0f);
}
fragment float4 filterCompositeFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
// TODO.
return float4(1.0);
}
//fragment float4 filterCompositeFragment(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
// // TODO.
// return float4(1.0);
//}

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@ -264,6 +264,9 @@ void BufferingScanTarget::will_change_owner() {
std::lock_guard lock_guard(producer_mutex_);
allocation_has_failed_ = true;
vended_scan_ = nullptr;
#ifdef DEBUG
data_is_allocated_ = false;
#endif
}
const Outputs::Display::Metrics &BufferingScanTarget::display_metrics() {