mirror of
https://github.com/TomHarte/CLK.git
synced 2026-03-13 19:16:40 +00:00
300 lines
8.6 KiB
C++
300 lines
8.6 KiB
C++
//
|
|
// KernelShaders.cpp
|
|
// Clock Signal Kiosk
|
|
//
|
|
// Created by Thomas Harte on 03/02/2026.
|
|
// Copyright © 2026 Thomas Harte. All rights reserved.
|
|
//
|
|
|
|
#include "KernelShaders.hpp"
|
|
|
|
#include "CommonAtrributes.hpp"
|
|
#include "DirtyZone.hpp"
|
|
#include "Outputs/ScanTargets/FilterGenerator.hpp"
|
|
|
|
#include <cstring>
|
|
|
|
namespace {
|
|
|
|
constexpr char vertex_shader[] = R"glsl(
|
|
|
|
uniform mediump float samplesPerLine;
|
|
uniform mediump vec2 bufferSize;
|
|
|
|
in mediump float zoneBegin;
|
|
in mediump float zoneEnd;
|
|
|
|
out mediump vec2 coordinates[31];
|
|
|
|
void main(void) {
|
|
float lateral = float(gl_VertexID & 1);
|
|
float longitudinal = float((gl_VertexID & 2) >> 1);
|
|
|
|
float sampleY = mix(zoneBegin, zoneEnd, longitudinal);
|
|
float centreX = lateral * samplesPerLine;
|
|
|
|
coordinates[0] = vec2(centreX - 15.0, sampleY) / bufferSize;
|
|
coordinates[1] = vec2(centreX - 14.0, sampleY) / bufferSize;
|
|
coordinates[2] = vec2(centreX - 13.0, sampleY) / bufferSize;
|
|
coordinates[3] = vec2(centreX - 12.0, sampleY) / bufferSize;
|
|
coordinates[4] = vec2(centreX - 11.0, sampleY) / bufferSize;
|
|
coordinates[5] = vec2(centreX - 10.0, sampleY) / bufferSize;
|
|
coordinates[6] = vec2(centreX - 9.0, sampleY) / bufferSize;
|
|
coordinates[7] = vec2(centreX - 8.0, sampleY) / bufferSize;
|
|
coordinates[8] = vec2(centreX - 7.0, sampleY) / bufferSize;
|
|
coordinates[9] = vec2(centreX - 6.0, sampleY) / bufferSize;
|
|
coordinates[10] = vec2(centreX - 5.0, sampleY) / bufferSize;
|
|
coordinates[11] = vec2(centreX - 4.0, sampleY) / bufferSize;
|
|
coordinates[12] = vec2(centreX - 3.0, sampleY) / bufferSize;
|
|
coordinates[13] = vec2(centreX - 2.0, sampleY) / bufferSize;
|
|
coordinates[14] = vec2(centreX - 1.0, sampleY) / bufferSize;
|
|
coordinates[15] = vec2(centreX + 0.0, sampleY) / bufferSize;
|
|
coordinates[16] = vec2(centreX + 1.0, sampleY) / bufferSize;
|
|
coordinates[17] = vec2(centreX + 2.0, sampleY) / bufferSize;
|
|
coordinates[18] = vec2(centreX + 3.0, sampleY) / bufferSize;
|
|
coordinates[19] = vec2(centreX + 4.0, sampleY) / bufferSize;
|
|
coordinates[20] = vec2(centreX + 5.0, sampleY) / bufferSize;
|
|
coordinates[21] = vec2(centreX + 6.0, sampleY) / bufferSize;
|
|
coordinates[22] = vec2(centreX + 7.0, sampleY) / bufferSize;
|
|
coordinates[23] = vec2(centreX + 8.0, sampleY) / bufferSize;
|
|
coordinates[24] = vec2(centreX + 9.0, sampleY) / bufferSize;
|
|
coordinates[25] = vec2(centreX + 10.0, sampleY) / bufferSize;
|
|
coordinates[26] = vec2(centreX + 11.0, sampleY) / bufferSize;
|
|
coordinates[27] = vec2(centreX + 12.0, sampleY) / bufferSize;
|
|
coordinates[28] = vec2(centreX + 13.0, sampleY) / bufferSize;
|
|
coordinates[29] = vec2(centreX + 14.0, sampleY) / bufferSize;
|
|
coordinates[30] = vec2(centreX + 15.0, sampleY) / bufferSize;
|
|
|
|
gl_Position = vec4(
|
|
(vec2(centreX, sampleY) / bufferSize - vec2(0.5)) * vec2(2.0),
|
|
0.0,
|
|
1.0
|
|
);
|
|
}
|
|
|
|
)glsl";
|
|
|
|
constexpr char separation_fragment_shader[] = R"glsl(
|
|
#define KernelCentre 15
|
|
|
|
uniform lowp sampler2D source;
|
|
uniform lowp vec2 filterCoefficients[16];
|
|
|
|
in mediump vec2 coordinates[31];
|
|
|
|
out lowp vec4 outputColour;
|
|
|
|
void main(void) {
|
|
vec4 centre = texture(source, coordinates[15]);
|
|
#define Sample(x) \
|
|
texture(source, coordinates[x]).r * filterCoefficients[x > KernelCentre ? KernelCentre - (x - KernelCentre) : x]
|
|
|
|
vec2 channels =
|
|
Sample(0) + Sample(1) + Sample(2) + Sample(3) +
|
|
Sample(4) + Sample(5) + Sample(6) + Sample(7) +
|
|
Sample(8) + Sample(9) + Sample(10) + Sample(11) +
|
|
Sample(12) + Sample(13) + Sample(14) +
|
|
filterCoefficients[15] * centre.x +
|
|
Sample(16) + Sample(17) + Sample(18) +
|
|
Sample(19) + Sample(20) + Sample(21) + Sample(22) +
|
|
Sample(23) + Sample(24) + Sample(25) + Sample(26) +
|
|
Sample(27) + Sample(28) + Sample(29) + Sample(30);
|
|
|
|
#undef Sample
|
|
|
|
lowp float colourAmplitude = centre.a;
|
|
lowp float isColour = step(0.01, colourAmplitude);
|
|
lowp float chromaScale = mix(1.0, colourAmplitude, isColour);
|
|
lowp float lumaScale = mix(1.0, 1.0 - colourAmplitude * 2.0, isColour);
|
|
outputColour = vec4(
|
|
(channels.x - colourAmplitude) / lumaScale,
|
|
isColour * channels.y * (centre.yz / chromaScale) + vec2(0.5),
|
|
1.0
|
|
);
|
|
}
|
|
|
|
)glsl";
|
|
|
|
constexpr char demodulation_fragment_shader[] = R"glsl(
|
|
#define KernelCentre 15
|
|
|
|
uniform lowp sampler2D source;
|
|
uniform lowp vec3 filterCoefficients[16];
|
|
uniform lowp mat3 toRGB;
|
|
|
|
in mediump vec2 coordinates[31];
|
|
|
|
out lowp vec4 outputColour;
|
|
|
|
void main(void) {
|
|
vec4 centre = texture(source, coordinates[15]);
|
|
|
|
#define Sample(x) \
|
|
(texture(source, coordinates[x]).rgb - vec3(0.0, 0.5, 0.5)) * \
|
|
filterCoefficients[x > KernelCentre ? KernelCentre - (x - KernelCentre) : x]
|
|
|
|
vec3 channels =
|
|
Sample(0) + Sample(1) + Sample(2) + Sample(3) +
|
|
Sample(4) + Sample(5) + Sample(6) + Sample(7) +
|
|
Sample(8) + Sample(9) + Sample(10) + Sample(11) +
|
|
Sample(12) + Sample(13) + Sample(14) +
|
|
filterCoefficients[15] * (centre.rgb - vec3(0.0, 0.5, 0.5)) +
|
|
Sample(16) + Sample(17) + Sample(18) +
|
|
Sample(19) + Sample(20) + Sample(21) + Sample(22) +
|
|
Sample(23) + Sample(24) + Sample(25) + Sample(26) +
|
|
Sample(27) + Sample(28) + Sample(29) + Sample(30);
|
|
|
|
#undef Sample
|
|
|
|
outputColour = vec4(
|
|
toRGB * channels,
|
|
1.0
|
|
);
|
|
}
|
|
|
|
)glsl";
|
|
}
|
|
|
|
|
|
using namespace Outputs::Display;
|
|
|
|
namespace {
|
|
|
|
void enable_vertex_attributes(
|
|
OpenGL::Shader &shader,
|
|
const OpenGL::VertexArray &vertex_array
|
|
) {
|
|
OpenGL::DirtyZone zone;
|
|
vertex_array.bind_all();
|
|
const auto enable = [&](const std::string &name, uint16_t &element) {
|
|
shader.enable_vertex_attribute_with_pointer(
|
|
name,
|
|
1,
|
|
GL_UNSIGNED_SHORT,
|
|
GL_FALSE,
|
|
sizeof(zone),
|
|
reinterpret_cast<void *>((reinterpret_cast<uint8_t *>(&element) - reinterpret_cast<uint8_t *>(&zone))),
|
|
1
|
|
);
|
|
};
|
|
enable("zoneBegin", zone.begin);
|
|
enable("zoneEnd", zone.end);
|
|
}
|
|
|
|
template <size_t> struct FilterElement;
|
|
template <> struct FilterElement<2> {
|
|
void set_luma(const float luma) { x = luma; }
|
|
void set_chroma(const float chroma) { y = chroma; }
|
|
float x, y;
|
|
};
|
|
template <> struct FilterElement<3> {
|
|
void set_luma(const float luma) { x = luma; }
|
|
void set_chroma(const float chroma) { y = z = chroma; }
|
|
float x, y, z;
|
|
};
|
|
|
|
template <size_t FilterSize>
|
|
void set_common_uniforms(
|
|
OpenGL::Shader &shader,
|
|
const int samples_per_line,
|
|
const int buffer_width,
|
|
const int buffer_height,
|
|
const GLenum source_texture_unit,
|
|
const FilterGenerator::FilterPair filter
|
|
) {
|
|
//
|
|
// Set uniforms.
|
|
//
|
|
shader.set_uniform("samplesPerLine", float(samples_per_line));
|
|
shader.set_uniform("bufferSize", float(buffer_width), float(buffer_height));
|
|
shader.set_uniform("source", GLint(source_texture_unit - GL_TEXTURE0));
|
|
|
|
// Zip and provide the filter coefficients.
|
|
static_assert(FilterGenerator::MaxKernelSize <= 31);
|
|
FilterElement<FilterSize> elements[31]{};
|
|
filter.luma.copy_to(std::begin(elements), std::end(elements),
|
|
[](const auto iterator, const float coefficient) {
|
|
iterator->set_luma(coefficient);
|
|
}
|
|
);
|
|
filter.chroma.copy_to(std::begin(elements), std::end(elements),
|
|
[](const auto iterator, const float coefficient) {
|
|
iterator->set_chroma(coefficient);
|
|
}
|
|
);
|
|
|
|
float packaged_elements[31 * FilterSize];
|
|
static_assert(sizeof(packaged_elements) == sizeof(elements));
|
|
std::memcpy(packaged_elements, elements, sizeof(elements));
|
|
shader.set_uniform("filterCoefficients", FilterSize, 16, packaged_elements);
|
|
}
|
|
|
|
}
|
|
|
|
OpenGL::Shader OpenGL::separation_shader(
|
|
const OpenGL::API api,
|
|
const float per_line_subcarrier_frequency,
|
|
const int samples_per_line,
|
|
const int buffer_width,
|
|
const int buffer_height,
|
|
const VertexArray &vertex_array,
|
|
const GLenum source_texture_unit
|
|
) {
|
|
auto shader = OpenGL::Shader(
|
|
api,
|
|
vertex_shader,
|
|
separation_fragment_shader,
|
|
dirty_zone_attributes()
|
|
);
|
|
|
|
enable_vertex_attributes(shader, vertex_array);
|
|
set_common_uniforms<2>(
|
|
shader,
|
|
samples_per_line,
|
|
buffer_width,
|
|
buffer_height,
|
|
source_texture_unit,
|
|
FilterGenerator(
|
|
samples_per_line,
|
|
per_line_subcarrier_frequency,
|
|
FilterGenerator::DecodingPath::Composite
|
|
).separation_filter()
|
|
);
|
|
|
|
return shader;
|
|
}
|
|
|
|
OpenGL::Shader OpenGL::demodulation_shader(
|
|
const OpenGL::API api,
|
|
const ColourSpace colour_space,
|
|
const float per_line_subcarrier_frequency,
|
|
const int samples_per_line,
|
|
const int buffer_width,
|
|
const int buffer_height,
|
|
const VertexArray &vertex_array,
|
|
const GLenum source_texture_unit
|
|
) {
|
|
auto shader = OpenGL::Shader(
|
|
api,
|
|
vertex_shader,
|
|
demodulation_fragment_shader,
|
|
dirty_zone_attributes()
|
|
);
|
|
enable_vertex_attributes(shader, vertex_array);
|
|
set_common_uniforms<3>(
|
|
shader,
|
|
samples_per_line,
|
|
buffer_width,
|
|
buffer_height,
|
|
source_texture_unit,
|
|
FilterGenerator(
|
|
samples_per_line,
|
|
per_line_subcarrier_frequency,
|
|
FilterGenerator::DecodingPath::Composite // TODO: pick appropriately.
|
|
).demouldation_filter()
|
|
);
|
|
shader.set_uniform_matrix("toRGB", 3, false, to_rgb_matrix(colour_space).data());
|
|
|
|
return shader;
|
|
}
|