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mirror of https://github.com/TomHarte/CLK.git synced 2026-04-21 02:17:08 +00:00

Attempts an initial flattening of the pipeline, seemingly losing all output.

This commit is contained in:
Thomas Harte
2019-01-01 21:02:21 -05:00
parent 601961deeb
commit fd0ffc7085
3 changed files with 211 additions and 263 deletions
+194 -147
View File
@@ -90,12 +90,14 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
if(type == ShaderType::InputScan) {
result +=
"out vec2 textureCoordinate;"
"uniform usampler2D textureName;";
"uniform sampler2D textureName;";
} else {
result +=
"out vec2 textureCoordinates[15];"
"out vec2 chromaCoordinates[2];"
"uniform sampler2D textureName;"
"uniform float chromaOffset;"
"uniform float edgeExpansion;";
}
@@ -120,9 +122,9 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
"vec2 eyePosition = (sourcePosition + vec2(0.0, longitudinal - 0.5)) / vec2(scale.x, 2048.0);"
"sourcePosition /= vec2(scale.x, 2048.0);"
"vec2 expansion = vec2(2.0*lateral*edgeExpansion - edgeExpansion, 0.0) / textureSize(textureName, 0);"
"eyePosition = eyePosition + expansion;"
"sourcePosition = sourcePosition + expansion;"
// "vec2 expansion = vec2(edgeExpansion, 0.0) / textureSize(textureName, 0);"
// "eyePosition = eyePosition + expansion;"
// "sourcePosition = sourcePosition + expansion;"
"textureCoordinates[0] = sourcePosition + vec2(-7.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[1] = sourcePosition + vec2(-6.0, 0.0) / textureSize(textureName, 0);"
@@ -140,6 +142,9 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
"textureCoordinates[13] = sourcePosition + vec2(6.0, 0.0) / textureSize(textureName, 0);"
"textureCoordinates[14] = sourcePosition + vec2(7.0, 0.0) / textureSize(textureName, 0);"
"chromaCoordinates[0] = sourcePosition + vec2(chromaOffset, 0.0);"
"chromaCoordinates[1] = sourcePosition - vec2(chromaOffset, 0.0);"
"eyePosition = eyePosition;";
}
@@ -235,8 +240,8 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
}
}
std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type, DisplayType display_type) {
std::string fragment_shader =
std::unique_ptr<Shader> ScanTarget::composition_shader() {
/* std::string fragment_shader =
"#version 150\n"
"out vec3 fragColour;"
@@ -313,161 +318,203 @@ std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type,
computed_display_type = DisplayType::RGB;
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rgb / vec3(255.0);";
break;
}
}*/
// If the input type is RGB but the output type isn't then
// there'll definitely be an RGB to SVideo step.
if(computed_display_type == DisplayType::RGB && display_type != DisplayType::RGB) {
fragment_shader +=
"vec3 composite_colour = rgbToLumaChroma * fragColour;"
"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
"fragColour = vec3(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0);";
}
// if(computed_display_type == DisplayType::RGB && display_type != DisplayType::RGB) {
// fragment_shader +=
// "vec3 composite_colour = rgbToLumaChroma * fragColour;"
// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
// "fragColour = vec3(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0);";
// }
// If the output type is SVideo, throw in an attempt to separate the two chrominance
// channels here.
if(display_type == DisplayType::SVideo) {
if(computed_display_type != DisplayType::RGB) {
fragment_shader +=
"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));";
}
fragment_shader +=
"vec2 chroma = (((fragColour.y - 0.5)*2.0) * quadrature)*0.5 + vec2(0.5);"
"fragColour = vec3(fragColour.x, chroma);";
}
// if(display_type == DisplayType::SVideo) {
// if(computed_display_type != DisplayType::RGB) {
// fragment_shader +=
// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));";
// }
// fragment_shader +=
// "vec2 chroma = (((fragColour.y - 0.5)*2.0) * quadrature)*0.5 + vec2(0.5);"
// "fragColour = vec3(fragColour.x, chroma);";
// }
// Add an SVideo to composite step if necessary.
if(
(display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) &&
computed_display_type != DisplayType::CompositeMonochrome
) {
fragment_shader += "fragColour = vec3(mix(fragColour.r, 2.0*(fragColour.g - 0.5), 1.0 / oneOverCompositeAmplitude));";
}
// if(
// (display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) &&
// computed_display_type != DisplayType::CompositeMonochrome
// ) {
// fragment_shader += "fragColour = vec3(mix(fragColour.r, 2.0*(fragColour.g - 0.5), 1.0 / oneOverCompositeAmplitude));";
// }
const std::string fragment_shader =
"#version 150\n"
"in vec2 textureCoordinate;"
"out vec4 fragColour;"
"uniform sampler2D textureName;"
"void main(void) {"
"fragColour = vec4(1.0) - texture(textureName, textureCoordinate);"
"}";
return std::unique_ptr<Shader>(new Shader(
glsl_globals(ShaderType::InputScan) + glsl_default_vertex_shader(ShaderType::InputScan),
fragment_shader + "}",
fragment_shader,
attribute_bindings(ShaderType::InputScan)
));
}
SignalProcessing::FIRFilter ScanTarget::colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff) {
const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
return SignalProcessing::FIRFilter(15, float(LineBufferWidth), cycles_per_expanded_line * low_cutoff, cycles_per_expanded_line * high_cutoff);
}
std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
/*
Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
from the original to get chrominance.
(Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
*/
auto shader = std::unique_ptr<Shader>(new Shader(
glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
"#version 150\n"
"in vec2 textureCoordinates[15];"
"uniform vec4 chromaWeights[4];"
"uniform vec4 lumaWeights[4];"
"uniform sampler2D textureName;"
"uniform mat3 lumaChromaToRGB;"
"out vec3 fragColour;"
"void main() {"
"vec3 samples[15] = vec3[15]("
"texture(textureName, textureCoordinates[0]).rgb,"
"texture(textureName, textureCoordinates[1]).rgb,"
"texture(textureName, textureCoordinates[2]).rgb,"
"texture(textureName, textureCoordinates[3]).rgb,"
"texture(textureName, textureCoordinates[4]).rgb,"
"texture(textureName, textureCoordinates[5]).rgb,"
"texture(textureName, textureCoordinates[6]).rgb,"
"texture(textureName, textureCoordinates[7]).rgb,"
"texture(textureName, textureCoordinates[8]).rgb,"
"texture(textureName, textureCoordinates[9]).rgb,"
"texture(textureName, textureCoordinates[10]).rgb,"
"texture(textureName, textureCoordinates[11]).rgb,"
"texture(textureName, textureCoordinates[12]).rgb,"
"texture(textureName, textureCoordinates[13]).rgb,"
"texture(textureName, textureCoordinates[14]).rgb"
");"
"vec4 samples0[4] = vec4[4]("
"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
"vec4(samples[8].r, samples[9].r, samples[10].r, samples[11].r),"
"vec4(samples[12].r, samples[13].r, samples[14].r, 0.0)"
");"
"vec4 samples1[4] = vec4[4]("
"vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
"vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
"vec4(samples[8].g, samples[9].g, samples[10].g, samples[11].g),"
"vec4(samples[12].g, samples[13].g, samples[14].g, 0.0)"
");"
"vec4 samples2[4] = vec4[4]("
"vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
"vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
"vec4(samples[8].b, samples[9].b, samples[10].b, samples[11].b),"
"vec4(samples[12].b, samples[13].b, samples[14].b, 0.0)"
");"
"float channel0 = dot(lumaWeights[0], samples0[0]) + dot(lumaWeights[1], samples0[1]) + dot(lumaWeights[2], samples0[2]) + dot(lumaWeights[3], samples0[3]);"
"float channel1 = dot(chromaWeights[0], samples1[0]) + dot(chromaWeights[1], samples1[1]) + dot(chromaWeights[2], samples1[2]) + dot(chromaWeights[3], samples1[3]);"
"float channel2 = dot(chromaWeights[0], samples2[0]) + dot(chromaWeights[1], samples2[1]) + dot(chromaWeights[2], samples2[2]) + dot(chromaWeights[3], samples2[3]);"
"vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
"fragColour = lumaChromaToRGB * vec3(channel0, chroma);"
"}",
attribute_bindings(ShaderType::ProcessedScan)
));
auto chroma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.25f).get_coefficients();
chroma_coefficients.push_back(0.0f);
shader->set_uniform("chromaWeights", 4, 4, chroma_coefficients.data());
auto luma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.15f).get_coefficients();
luma_coefficients.push_back(0.0f);
shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
shader->set_uniform("edgeExpansion", 0);
return shader;
}
std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
auto shader = std::unique_ptr<Shader>(new Shader(
glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
"#version 150\n"
"in vec2 textureCoordinates[15];"
"in float compositeAngle;"
"in float oneOverCompositeAmplitude;"
"uniform vec4 lumaWeights[4];"
"uniform sampler2D textureName;"
"out vec3 fragColour;"
"void main() {"
"vec4 samples[4] = vec4[4]("
"vec4(texture(textureName, textureCoordinates[0]).r, texture(textureName, textureCoordinates[1]).r, texture(textureName, textureCoordinates[2]).r, texture(textureName, textureCoordinates[3]).r),"
"vec4(texture(textureName, textureCoordinates[4]).r, texture(textureName, textureCoordinates[5]).r, texture(textureName, textureCoordinates[6]).r, texture(textureName, textureCoordinates[7]).r),"
"vec4(texture(textureName, textureCoordinates[8]).r, texture(textureName, textureCoordinates[9]).r, texture(textureName, textureCoordinates[10]).r, texture(textureName, textureCoordinates[11]).r),"
"vec4(texture(textureName, textureCoordinates[12]).r, texture(textureName, textureCoordinates[13]).r, texture(textureName, textureCoordinates[14]).r, 0.0)"
");"
"float luma = dot(lumaWeights[0], samples[0]) + dot(lumaWeights[1], samples[1]) + dot(lumaWeights[2], samples[2]) + dot(lumaWeights[3], samples[3]);"
"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
"vec2 chroma = ((samples[1].a - luma) * oneOverCompositeAmplitude)*quadrature;"
"fragColour = vec3(samples[1].a, chroma*0.5 + vec2(0.5));"
"}",
attribute_bindings(ShaderType::ProcessedScan)
));
auto luma_low = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.9f);
auto luma_coefficients = luma_low.get_coefficients();
luma_coefficients.push_back(0.0f);
shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
shader->set_uniform("edgeExpansion", 0);
return shader;
std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_type, DisplayType display_type, int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
return nullptr;
}
//
//SignalProcessing::FIRFilter ScanTarget::colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff) {
// const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
// return SignalProcessing::FIRFilter(15, float(LineBufferWidth), cycles_per_expanded_line * low_cutoff, cycles_per_expanded_line * high_cutoff);
//}
//
//std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
// /*
// Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
// from the original to get chrominance.
//
// (Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
// there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
// */
// auto shader = std::unique_ptr<Shader>(new Shader(
// glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
// "#version 150\n"
//
// "in vec2 textureCoordinates[15];"
// "in vec2 chromaCoordinates[2];"
// "in float compositeAngle;"
//
//// "uniform vec4 chromaWeights[4];"
//// "uniform vec4 lumaWeights[4];"
// "uniform sampler2D textureName;"
// "uniform mat3 lumaChromaToRGB;"
//
// "out vec3 fragColour;"
// "void main() {"
// "vec2 angles = vec2(compositeAngle - 1.570795827, compositeAngle + 1.570795827);"
//
// "vec2 sines = sin(angles) * vec2(0.5) + vec2(0.5);"
// "vec2 coses = cos(angles);"
// "float denominator = sines.y * coses.x - sines.x * coses.y;"
//
// "vec2 samples = vec2(texture(textureName, chromaCoordinates[0]).g, texture(textureName, chromaCoordinates[1]).g);"
//
// "float channel1 = (samples.x * sines.x - samples.y * sines.y) / denominator;"
// "float channel2 = (samples.x * coses.x - samples.y * coses.y) / denominator;"
//
//// "fragColour = lumaChromaToRGB * vec3(texture(textureName, textureCoordinates[7]).r, channel1, channel2);"
// "fragColour = vec3(sines.x + sines.y, 0.0, 0.0);"
// //, 0.0);"
//
//// "fragColour = lumaChromaToRGB * vec3(texture(textureName, textureCoordinates[7]).g, 0.0, 0.0);"
//// "fragColour = vec3(0.5);"
///* "vec3 samples[15] = vec3[15]("
// "texture(textureName, textureCoordinates[0]).rgb,"
// "texture(textureName, textureCoordinates[1]).rgb,"
// "texture(textureName, textureCoordinates[2]).rgb,"
// "texture(textureName, textureCoordinates[3]).rgb,"
// "texture(textureName, textureCoordinates[4]).rgb,"
// "texture(textureName, textureCoordinates[5]).rgb,"
// "texture(textureName, textureCoordinates[6]).rgb,"
// "texture(textureName, textureCoordinates[7]).rgb,"
// "texture(textureName, textureCoordinates[8]).rgb,"
// "texture(textureName, textureCoordinates[9]).rgb,"
// "texture(textureName, textureCoordinates[10]).rgb,"
// "texture(textureName, textureCoordinates[11]).rgb,"
// "texture(textureName, textureCoordinates[12]).rgb,"
// "texture(textureName, textureCoordinates[13]).rgb,"
// "texture(textureName, textureCoordinates[14]).rgb"
// ");"
// "vec4 samples0[4] = vec4[4]("
// "vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
// "vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
// "vec4(samples[8].r, samples[9].r, samples[10].r, samples[11].r),"
// "vec4(samples[12].r, samples[13].r, samples[14].r, 0.0)"
// ");"
// "vec4 samples1[4] = vec4[4]("
// "vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
// "vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
// "vec4(samples[8].g, samples[9].g, samples[10].g, samples[11].g),"
// "vec4(samples[12].g, samples[13].g, samples[14].g, 0.0)"
// ");"
// "vec4 samples2[4] = vec4[4]("
// "vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
// "vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
// "vec4(samples[8].b, samples[9].b, samples[10].b, samples[11].b),"
// "vec4(samples[12].b, samples[13].b, samples[14].b, 0.0)"
// ");"
// "float channel0 = dot(lumaWeights[0], samples0[0]) + dot(lumaWeights[1], samples0[1]) + dot(lumaWeights[2], samples0[2]) + dot(lumaWeights[3], samples0[3]);"
// "float channel1 = dot(chromaWeights[0], samples1[0]) + dot(chromaWeights[1], samples1[1]) + dot(chromaWeights[2], samples1[2]) + dot(chromaWeights[3], samples1[3]);"
// "float channel2 = dot(chromaWeights[0], samples2[0]) + dot(chromaWeights[1], samples2[1]) + dot(chromaWeights[2], samples2[2]) + dot(chromaWeights[3], samples2[3]);"
// "vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
// "fragColour = lumaChromaToRGB * vec3(channel0, chroma);"*/
// "}",
// attribute_bindings(ShaderType::ProcessedScan)
// ));
//
// const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
// const float chroma_offset = 0.25f / cycles_per_expanded_line;
// shader->set_uniform("chromaOffset", chroma_offset);
//
//// auto chroma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.25f).get_coefficients();
//// chroma_coefficients.push_back(0.0f);
//// shader->set_uniform("chromaWeights", 4, 4, chroma_coefficients.data());
////
//// auto luma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.15f).get_coefficients();
//// luma_coefficients.push_back(0.0f);
//// shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
//
// shader->set_uniform("edgeExpansion", 20);
//
// return shader;
//}
//
//std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
// auto shader = std::unique_ptr<Shader>(new Shader(
// glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
// "#version 150\n"
//
// "in vec2 textureCoordinates[15];"
// "in float compositeAngle;"
// "in float oneOverCompositeAmplitude;"
//
// "uniform vec4 lumaWeights[4];"
// "uniform sampler2D textureName;"
//
// "out vec3 fragColour;"
// "void main() {"
// "vec4 samples[4] = vec4[4]("
// "vec4(texture(textureName, textureCoordinates[0]).r, texture(textureName, textureCoordinates[1]).r, texture(textureName, textureCoordinates[2]).r, texture(textureName, textureCoordinates[3]).r),"
// "vec4(texture(textureName, textureCoordinates[4]).r, texture(textureName, textureCoordinates[5]).r, texture(textureName, textureCoordinates[6]).r, texture(textureName, textureCoordinates[7]).r),"
// "vec4(texture(textureName, textureCoordinates[8]).r, texture(textureName, textureCoordinates[9]).r, texture(textureName, textureCoordinates[10]).r, texture(textureName, textureCoordinates[11]).r),"
// "vec4(texture(textureName, textureCoordinates[12]).r, texture(textureName, textureCoordinates[13]).r, texture(textureName, textureCoordinates[14]).r, 0.0)"
// ");"
// "float luma = dot(lumaWeights[0], samples[0]) + dot(lumaWeights[1], samples[1]) + dot(lumaWeights[2], samples[2]) + dot(lumaWeights[3], samples[3]);"
// "vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
// "vec2 chroma = ((samples[1].a - luma) * oneOverCompositeAmplitude)*quadrature;"
// "fragColour = vec3(samples[1].a, chroma*0.5 + vec2(0.5));"
// "}",
// attribute_bindings(ShaderType::ProcessedScan)
// ));
//
// auto luma_low = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.9f);
// auto luma_coefficients = luma_low.get_coefficients();
// luma_coefficients.push_back(0.0f);
// shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
//
// shader->set_uniform("edgeExpansion", 10);
//
// return shader;
//}
//