1
0
mirror of https://github.com/TomHarte/CLK.git synced 2025-02-27 00:30:26 +00:00

Starts trying to do actual composite processing.

This commit is contained in:
Thomas Harte 2020-08-21 21:11:25 -04:00
parent 7c23c32e44
commit d54b937ab6
2 changed files with 44 additions and 4 deletions

View File

@ -8,9 +8,12 @@
#import "CSScanTarget.h"
#include <atomic>
#import <Metal/Metal.h>
#include <atomic>
#include "BufferingScanTarget.hpp"
#include "FIRFilter.hpp"
namespace {
@ -22,6 +25,7 @@ struct Uniforms {
simd::float3x3 fromRGB;
float zoom;
simd::float2 offset;
float firCoefficients[8];
};
constexpr size_t NumBufferedScans = 2048;
@ -355,9 +359,8 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
#endif
// Build the composition pipeline if one is in use.
const bool isSVideoOutput = modals.display_type == Outputs::Display::DisplayType::SVideo;
if(_isUsingCompositionPipeline) {
const bool isSVideoOutput = modals.display_type == Outputs::Display::DisplayType::SVideo;
pipelineDescriptor.colorAttachments[0].pixelFormat = _compositionTexture.pixelFormat;
pipelineDescriptor.vertexFunction = [library newFunctionWithName:@"scanToComposition"];
pipelineDescriptor.fragmentFunction =
@ -371,6 +374,15 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
_compositionRenderPass.colorAttachments[0].storeAction = MTLStoreActionStore;
// TODO: set proper clear colour for S-Video.
// TODO: work out fir coefficients, for real.
const float cyclesPerLine = float(modals.cycles_per_line);
const float colourCyclesPerLine = float(modals.colour_cycle_numerator) / float(modals.colour_cycle_denominator);
SignalProcessing::FIRFilter filter(15, cyclesPerLine, 0.0f, 16.0f * cyclesPerLine / colourCyclesPerLine);
float *const firCoefficients = uniforms()->firCoefficients;
const auto calculatedCoefficients = filter.get_coefficients();
memcpy(firCoefficients, calculatedCoefficients.data(), calculatedCoefficients.size() * sizeof(float));
}
// Build the output pipeline.
@ -378,7 +390,8 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
pipelineDescriptor.vertexFunction = [library newFunctionWithName:_isUsingCompositionPipeline ? @"lineToDisplay" : @"scanToDisplay"];
if(_isUsingCompositionPipeline) {
pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"sampleRed8Green8Blue8"];
// TODO!
pipelineDescriptor.fragmentFunction = [library newFunctionWithName:@"convertComposite"];
} else {
const bool isRGBOutput = modals.display_type == Outputs::Display::DisplayType::RGB;
pipelineDescriptor.fragmentFunction =

View File

@ -30,6 +30,10 @@ struct Uniforms {
// Provides zoom and offset to scale the source data.
float zoom;
float2 offset;
// Describes the FIR filter in use; it'll be 15 coefficients but they're
// symmetrical around the centre.
float firCoefficients[8];
};
namespace {
@ -311,3 +315,26 @@ fragment float4 copyFragment(CopyInterpolator vert [[stage_in]], texture2d<float
fragment float4 clearFragment() {
return float4(0.0, 0.0, 0.0, 0.64);
}
// MARK: - Conversion fragment shaders
fragment float4 convertComposite(CopyInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) {
const float3 colour =
uniforms.firCoefficients[0] * texture.sample(standardSampler, vert.textureCoordinates - float2(7.0, 0.0)).rgb +
uniforms.firCoefficients[1] * texture.sample(standardSampler, vert.textureCoordinates - float2(6.0, 0.0)).rgb +
uniforms.firCoefficients[2] * texture.sample(standardSampler, vert.textureCoordinates - float2(5.0, 0.0)).rgb +
uniforms.firCoefficients[3] * texture.sample(standardSampler, vert.textureCoordinates - float2(4.0, 0.0)).rgb +
uniforms.firCoefficients[4] * texture.sample(standardSampler, vert.textureCoordinates - float2(3.0, 0.0)).rgb +
uniforms.firCoefficients[5] * texture.sample(standardSampler, vert.textureCoordinates - float2(2.0, 0.0)).rgb +
uniforms.firCoefficients[6] * texture.sample(standardSampler, vert.textureCoordinates - float2(1.0, 0.0)).rgb +
uniforms.firCoefficients[7] * texture.sample(standardSampler, vert.textureCoordinates).rgb +
uniforms.firCoefficients[6] * texture.sample(standardSampler, vert.textureCoordinates + float2(1.0, 0.0)).rgb +
uniforms.firCoefficients[5] * texture.sample(standardSampler, vert.textureCoordinates + float2(2.0, 0.0)).rgb +
uniforms.firCoefficients[4] * texture.sample(standardSampler, vert.textureCoordinates + float2(3.0, 0.0)).rgb +
uniforms.firCoefficients[3] * texture.sample(standardSampler, vert.textureCoordinates + float2(4.0, 0.0)).rgb +
uniforms.firCoefficients[2] * texture.sample(standardSampler, vert.textureCoordinates + float2(5.0, 0.0)).rgb +
uniforms.firCoefficients[1] * texture.sample(standardSampler, vert.textureCoordinates + float2(6.0, 0.0)).rgb +
uniforms.firCoefficients[0] * texture.sample(standardSampler, vert.textureCoordinates + float2(7.0, 0.0)).rgb;
return float4(colour, 1.0);
}