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27ca782cac
The latter seems to be evidencing a double buffer at play. More investigation required. On the plus side, the direct route is still well within GPU budget at 4k on my Core M. So a huge improvement there.
204 lines
7.5 KiB
Metal
204 lines
7.5 KiB
Metal
//
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// ScanTarget.metal
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// Clock Signal
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//
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// Created by Thomas Harte on 04/08/2020.
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// Copyright © 2020 Thomas Harte. All rights reserved.
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//
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#include <metal_stdlib>
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using namespace metal;
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struct Uniforms {
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// This is used to scale scan positions, i.e. it provides the range
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// for mapping from scan-style integer positions into eye space.
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int2 scale;
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// This provides the intended height of a scan, in eye-coordinate terms.
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float lineWidth;
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// Provides a scaling factor in order to preserve 4:3 central content.
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float aspectRatioMultiplier;
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// Provides conversions to and from RGB for the active colour space.
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float3x3 toRGB;
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float3x3 fromRGB;
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};
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// MARK: - Structs used for receiving data from the emulation.
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// This is intended to match the net effect of `Scan` as defined by the BufferingScanTarget.
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struct Scan {
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struct EndPoint {
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uint16_t position[2];
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uint16_t dataOffset;
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uint16_t compositeAngle;
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uint16_t cyclesSinceRetrace;
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} endPoints[2];
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uint8_t compositeAmplitude;
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uint16_t dataY;
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uint16_t line;
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};
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// This matches the BufferingScanTarget's `Line`.
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struct Line {
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struct EndPoint {
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uint16_t position[2];
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uint16_t cyclesSinceRetrace;
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uint16_t compositeAngle;
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} endPoints[2];
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uint16_t line;
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uint8_t compositeAmplitude;
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};
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// MARK: - Intermediate structs.
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// This is an intermediate struct, which is TEMPORARY.
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struct SourceInterpolator {
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float4 position [[position]];
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float2 textureCoordinates;
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float colourPhase;
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float colourAmplitude;
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};
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// MARK: - Scan shaders; these do final output to the display.
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vertex SourceInterpolator scanToDisplay( constant Uniforms &uniforms [[buffer(1)]],
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constant Scan *scans [[buffer(0)]],
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uint instanceID [[instance_id]],
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uint vertexID [[vertex_id]]) {
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SourceInterpolator output;
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// Get start and end vertices in regular float2 form.
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const float2 start = float2(
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float(scans[instanceID].endPoints[0].position[0]) / float(uniforms.scale.x),
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float(scans[instanceID].endPoints[0].position[1]) / float(uniforms.scale.y)
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);
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const float2 end = float2(
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float(scans[instanceID].endPoints[1].position[0]) / float(uniforms.scale.x),
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float(scans[instanceID].endPoints[1].position[1]) / float(uniforms.scale.y)
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);
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// Calculate the tangent and normal.
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const float2 tangent = (end - start);
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const float2 normal = float2(-tangent.y, tangent.x) / length(tangent);
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// Load up the colour details.
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output.colourAmplitude = float(scans[instanceID].compositeAmplitude) / 255.0f;
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output.colourPhase = 3.141592654f * mix(
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float(scans[instanceID].endPoints[0].compositeAngle),
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float(scans[instanceID].endPoints[1].compositeAngle),
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float((vertexID&2) >> 1)
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) / 32.0;
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// Hence determine this quad's real shape, using vertexID to pick a corner.
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output.position = float4(
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((start + (float(vertexID&2) * 0.5) * tangent + (float(vertexID&1) - 0.5) * normal * uniforms.lineWidth) * float2(2.0, -2.0) + float2(-1.0, 1.0)) * float2(uniforms.aspectRatioMultiplier, 1.0),
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0.0,
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1.0
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);
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output.textureCoordinates = float2(
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mix(scans[instanceID].endPoints[0].dataOffset, scans[instanceID].endPoints[1].dataOffset, float((vertexID&2) >> 1)),
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scans[instanceID].dataY);
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return output;
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}
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namespace {
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constexpr sampler standardSampler( coord::pixel,
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address::clamp_to_edge, // Although arbitrary, stick with this address mode for compatibility all the way to MTLFeatureSet_iOS_GPUFamily1_v1.
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filter::nearest);
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}
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// MARK: - Various input format conversion samplers.
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// There's only one meaningful way to sample the luminance formats.
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fragment float4 sampleLuminance1(SourceInterpolator vert [[stage_in]], texture2d<ushort> texture [[texture(0)]]) {
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return float4(float3(texture.sample(standardSampler, vert.textureCoordinates).r), 1.0);
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}
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fragment float4 sampleLuminance8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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return float4(float3(texture.sample(standardSampler, vert.textureCoordinates).r), 1.0);
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}
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fragment float4 samplePhaseLinkedLuminance8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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const int offset = int(vert.colourPhase * 4.0);
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auto sample = texture.sample(standardSampler, vert.textureCoordinates);
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return float4(float3(sample[offset]), 1.0);
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}
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// The luminance/phase format can produce either composite or S-Video.
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fragment float4 sampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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return float4(texture.sample(standardSampler, vert.textureCoordinates).rg, 0.0, 1.0);
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}
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fragment float4 compositeSampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d<float> texture [[texture(0)]]) {
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const auto luminancePhase = texture.sample(standardSampler, vert.textureCoordinates).rg;
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const float phaseOffset = 3.141592654 * 4.0 * luminancePhase.g;
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const float rawChroma = step(luminancePhase.g, 0.75) * cos(vert.colourPhase + phaseOffset);
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return float4(float3(mix(luminancePhase.r, rawChroma, vert.colourAmplitude)), 1.0f);
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}
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// All the RGB formats can produce RGB, composite or S-Video.
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//
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// Note on the below: in Metal you may not call a fragment function (so e.g. svideoSampleX can't just cann sampleX).
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// Also I can find no functioning way to offer a templated fragment function. So I don't currently know how
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// I could avoid the macro mess below.
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// TODO: is the calling convention here causing `vert` and `texture` to be copied?
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float3 convertRed8Green8Blue8(SourceInterpolator vert, texture2d<float> texture) {
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return float3(texture.sample(standardSampler, vert.textureCoordinates));
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}
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float3 convertRed4Green4Blue4(SourceInterpolator vert, texture2d<ushort> texture) {
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates).rg;
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return float3(sample.r&15, (sample.g >> 4)&15, sample.g&15);
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}
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float3 convertRed2Green2Blue2(SourceInterpolator vert, texture2d<ushort> texture) {
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r;
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return float3((sample >> 4)&3, (sample >> 2)&3, sample&3);
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}
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float3 convertRed1Green1Blue1(SourceInterpolator vert, texture2d<ushort> texture) {
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const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r;
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return float3(sample&4, sample&2, sample&1);
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}
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// TODO: don't hard code the 0.64 in sample##name.
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#define DeclareShaders(name, pixelType) \
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fragment float4 sample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]]) { \
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return float4(convert##name(vert, texture), 0.64); \
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} \
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\
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fragment float4 svideoSample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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const auto colour = uniforms.fromRGB * convert##name(vert, texture); \
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const float2 colourSubcarrier = float2(sin(vert.colourPhase), cos(vert.colourPhase))*0.5 + float2(0.5); \
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return float4( \
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colour.r, \
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dot(colour.gb, colourSubcarrier), \
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0.0, \
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1.0 \
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); \
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} \
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\
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fragment float4 compositeSample##name(SourceInterpolator vert [[stage_in]], texture2d<pixelType> texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \
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const auto colour = uniforms.fromRGB * convert##name(vert, texture); \
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const float2 colourSubcarrier = float2(sin(vert.colourPhase), cos(vert.colourPhase)); \
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return float4( \
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float3(mix(colour.r, dot(colour.gb, colourSubcarrier), vert.colourAmplitude)), \
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1.0 \
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); \
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}
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DeclareShaders(Red8Green8Blue8, float)
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DeclareShaders(Red4Green4Blue4, ushort)
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DeclareShaders(Red2Green2Blue2, ushort)
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DeclareShaders(Red1Green1Blue1, ushort)
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