1
0
mirror of https://github.com/TomHarte/CLK.git synced 2024-11-22 12:33:29 +00:00

Switches to a seven-point scheme, to determine whether falsely-shared luminance is at fault.

It doesn't seem to be, alas.
This commit is contained in:
Thomas Harte 2019-01-31 21:19:30 -05:00
parent 687e0b376e
commit caf72afcb4

View File

@ -17,9 +17,14 @@ void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader
// converge even allowing for the fact that they may not be spaced by exactly
// the expected distance. Cf. the stencil-powered logic for making sure all
// pixels are painted only exactly once per field.
target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
switch(type) {
default: break;
case ShaderType::Conversion:
target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
break;
}
}
void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
@ -235,13 +240,14 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
"out float compositeAmplitude;"
"out float oneOverCompositeAmplitude;"
"uniform vec4 textureCoordinateOffsets;"
"uniform float angleOffsets[4];"
;
"uniform float textureCoordinateOffsets[7];"
"uniform float angleOffsets[4];";
fragment_shader +=
"in float compositeAngle;"
"in float compositeAmplitude;"
"in float oneOverCompositeAmplitude;";
"in float oneOverCompositeAmplitude;"
"uniform vec4 compositeAngleOffsets[2];";
}
switch(modals_.display_type){
@ -254,11 +260,9 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
case DisplayType::CompositeColour:
case DisplayType::SVideo:
vertex_shader +=
"out vec2 textureCoordinates[4];"
"out vec4 angles;";
"out vec2 textureCoordinates[7];";
fragment_shader +=
"in vec2 textureCoordinates[4];"
"in vec4 angles;";
"in vec2 textureCoordinates[7];";
break;
}
@ -297,12 +301,9 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
"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,"
"compositeAngle + 0.785398163397448,"
"compositeAngle + 2.356194490192345"
");";
"textureCoordinates[4] = vec2(centreClock + textureCoordinateOffsets[4], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[5] = vec2(centreClock + textureCoordinateOffsets[5], lineY + 0.5) / textureSize(textureName, 0);"
"textureCoordinates[6] = vec2(centreClock + textureCoordinateOffsets[6], lineY + 0.5) / textureSize(textureName, 0);";
break;
}
@ -433,33 +434,53 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
case DisplayType::CompositeColour:
fragment_shader +=
// Sample four times over, at proper angle offsets.
"vec4 samples = vec4("
"composite_sample(textureCoordinates[0], angles[0]),"
"composite_sample(textureCoordinates[1], angles[1]),"
"composite_sample(textureCoordinates[2], angles[2]),"
"composite_sample(textureCoordinates[3], angles[3])"
"vec4 angles[2] = vec4[2]("
"vec4(compositeAngle) + compositeAngleOffsets[0],"
"vec4(compositeAngle) + compositeAngleOffsets[1]"
");"
// Sample four times over, at proper angle offsets.
"vec4 samples[2] = vec4[2](vec4("
"composite_sample(textureCoordinates[0], angles[0].x),"
"composite_sample(textureCoordinates[1], angles[0].y),"
"composite_sample(textureCoordinates[2], angles[0].z),"
"composite_sample(textureCoordinates[3], angles[0].w)"
"), vec4("
"composite_sample(textureCoordinates[4], angles[1].x),"
"composite_sample(textureCoordinates[5], angles[1].y),"
"composite_sample(textureCoordinates[6], angles[1].z),"
"0.0"
"));"
// Compute a luminance for use if there's no colour information, now, before
// modifying samples.
"float mono_luminance = dot(samples.yz, vec2(0.5));"
"float mono_luminance = dot(vec3(samples[0].zw, samples[1].x), vec3(0.15, 0.7, 0.15));"
// Take the average to calculate luminance, then subtract that from all four samples to
// give chrominance.
"float luminance = dot(samples, vec4(0.25));"
"samples -= vec4(luminance);"
"luminance /= (1.0 - compositeAmplitude);"
"float luminances[4] = float[4]("
"dot(samples[0], vec4(0.25)),"
"dot(vec4(samples[0].yzw, samples[1].x), vec4(0.25)),"
"dot(vec4(samples[0].zw, samples[1].xy), vec4(0.25)),"
"dot(vec4(samples[0].w, samples[1].xyz), vec4(0.25))"
");"
// Split and average chrominance.
"vec4 chrominances = vec4("
"samples[0].y - luminances[0],"
"samples[0].z - luminances[1],"
"samples[0].w - luminances[2],"
"samples[1].x - luminances[3]"
");"
"vec4 chrominance_angles = vec4(angles[0].yzw, angles[1].x);"
"vec2 channels = vec2("
"dot(cos(angles), samples),"
"dot(sin(angles), samples)"
"dot(cos(chrominance_angles), chrominances),"
"dot(sin(chrominance_angles), chrominances)"
") * vec2(0.125 * oneOverCompositeAmplitude);"
// Apply a colour space conversion to get RGB.
"fragColour3 = mix("
"lumaChromaToRGB * vec3(luminance, channels),"
"lumaChromaToRGB * vec3(luminances[2] / (1.0 - compositeAmplitude), channels),"
"vec3(mono_luminance),"
"step(oneOverCompositeAmplitude, 0.01)"
");";
@ -502,12 +523,16 @@ 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);
const float clocks_per_angle = float(modals_.cycles_per_line) * float(modals_.colour_cycle_denominator) / float(modals_.colour_cycle_numerator);
GLfloat texture_offsets[7];
GLfloat angles[8];
for(int c = 0; c < 7; ++c) {
GLfloat angle = (GLfloat(c) - 3.5f) / 4.0f;
texture_offsets[c] = angle * clocks_per_angle;
angles[c] = GLfloat(angle * 2.0f * M_PI);
}
shader->set_uniform("textureCoordinateOffsets", 1, 7, texture_offsets);
shader->set_uniform("compositeAngleOffsets", 4, 2, angles);
switch(modals_.composite_colour_space) {
case ColourSpace::YIQ: {