[WIP] Audio shader... converting stuff to packed ints because floats are hitting gles2 precision limits
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@ -3,6 +3,7 @@
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// Unfortunately, this loses type-checking on [0.0, 1.0] vs [0,255] etc. so a lot of this will involve comments declaring ranges.
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shader_type canvas_item;
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render_mode blend_premul_alpha;
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const int INT_TEX_SIZE = 4096;
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const float TEX_SIZE = 4096.0;
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const float UV_QUANTIZE = TEX_SIZE;
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// I feel like these magic numbers are a bit more intuitive in hex
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@ -13,15 +14,31 @@ const float x8000 = float(0x8000); // 32768.0
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const float xFF00 = float(0xFF00); // 65280.0
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const float xFFFF = float(0xFFFF); // 65535.0
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const float x10000 = float(0x10000); // 65536.0
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const float x00FF0000 = float(0x00FF0000);
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const float xFF000000 = float(0xFF000000);
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const vec2 INT16_DOT_BE = vec2(xFF00, x00FF);
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const vec2 INT16_DOT_LE = vec2(x00FF, xFF00);
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const vec4 INT32_DOT_LE = vec4(x00FF, xFF00, x00FF0000, xFF000000);
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float unpack_uint16(vec2 uint16) {
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// Convert packed 2byte integer, sampled as two [0.0, 1.0] range floats, to the original int value [0, 65535] in float32
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return dot(uint16, INT16_DOT_LE);
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}
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float unpack_uint32_to_float(vec4 uint32) {
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// Convert packed 4byte integer, sampled as four [0.0, 1.0] range floats, to the original int value [0, 0xFFFFFFFF] in float32
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// NOTE: THIS WILL LOSE PRECISION ON NUMBERS ABOVE 24BIT SIGNIFICANCE
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// I CAN'T EVEN GUARANTEE THE 0xFF000000 CONSTANT WILL SURVIVE ROUNDING
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return dot(uint32, INT32_DOT_LE);
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}
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int unpack_int32(vec4 int32) {
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// Convert packed 4byte integer, sampled as four [0.0, 1.0] range floats, to the original int value
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// return int(unpack_uint16(int32.xy)) + (int(unpack_uint16(int32.zw)) << 16);
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return int(unpack_uint16(int32.xy)) + (int(unpack_uint16(int32.zw)) * 0x10000);
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}
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float unpack_int16(vec2 int16) {
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// Convert packed 2byte integer, sampled as two [0.0, 1.0] range floats, to the original int value [-32768, 32767] in float32
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float unsigned = dot(int16, INT16_DOT_LE);
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@ -126,12 +143,8 @@ float get_instrument_sample(float instrument_index, float pitch_scale, float t,
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const int NUM_CHANNELS = 8;
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const int MAX_CHANNEL_NOTE_EVENTS = 2048;
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const int NUM_CHANNEL_NOTE_PROBES = 11; // log2(MAX_CHANNEL_NOTE_EVENTS)
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uniform sampler2D midi_events;
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uniform sampler2D midi_events : hint_normal;
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uniform vec2 midi_events_size = vec2(2048.0, 16.0);
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// SDR rendering only gives us [0.0, 1.0] from the sampler2D so we need to rescale it.
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uniform float sdr_scale = 128.0; //1024.0;
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// uniform float t_scale = 524.0; // Change this if we need longer than 8min44sec.
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// ^ Other things will also need changing, since 4096x4096 = 8MSamples is barely over 524 seconds at 32kHz.
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vec4 get_midi_texel(float x, float y) {
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return texture(midi_events, vec2(x, y)/midi_events_size).xyzw;
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}
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@ -142,46 +155,40 @@ vec2 unpack_float(float f) {
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float y = fract(a) * 1024.0 / 1023.0;
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return vec2(x, y);
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}
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vec4 render_song(float sample_progress) {
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// Each texel rendered is a stereo S16LE frame representing 1/32000 of a second
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// BGM sequences should be relatively small so it should be fine to use RGBAF (4x f32s per texel) as our data texture
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vec4 render_song(int smp) {
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// Each output texel rendered is a stereo S16LE frame representing 1/32000 of a second
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// 2048 is an established safe texture dimension so may as well go 2048 wide
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float t = sample_progress/output_mixrate;
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float t = float(smp)/output_mixrate;
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vec2 downmixed_stereo = vec2(0.0);
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// Binary search the channels
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for (int channel = 0; channel < 1; channel++) {
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// for (int channel = 0; channel < NUM_CHANNELS; channel++) {
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float row = float(channel * 2);
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float row = float(channel * 4);
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float event_idx = 0.0;
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int smp_start;
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for (int i = 0; i < NUM_CHANNEL_NOTE_PROBES; i++) {
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float step_size = exp2(float(NUM_CHANNEL_NOTE_PROBES - i - 1));
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vec4 note_event = get_midi_texel(event_idx + step_size, row) * sdr_scale;
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float t_start = note_event.x;
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event_idx += (t >= t_start) ? step_size : 0.0;
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smp_start = int(unpack_int32(get_midi_texel(event_idx + step_size, row)));
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event_idx += (smp >= smp_start) ? step_size : 0.0;
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}
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vec4 note_event = get_midi_texel(event_idx, row) * sdr_scale; // scaled to [0.0, 1024.0]
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vec4 note_event_supplement = get_midi_texel(event_idx, row+1.0); // left as [0.0, 1.0]
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float t_start = note_event.x;
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float t_end = note_event.y;
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smp_start = int(unpack_int32(get_midi_texel(event_idx, row)));
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int smp_end = int(unpack_int32(get_midi_texel(event_idx, row+1.0)));
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vec4 note_event_supplement = get_midi_texel(event_idx, row+2.0); // left as [0.0, 1.0]
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float instrument_idx = note_event_supplement.x * 255.0;
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float pitch_idx = note_event_supplement.y * 255.0;
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float velocity = note_event_supplement.z;
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float pan = note_event_supplement.w;
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vec4 adsr = get_midi_texel(event_idx, row+3.0); // left as [0.0, 1.0]
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// ====================At some point I'll look back into packing floats====================
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// vec2 instrument_and_pitch = unpack_float(note_event.z);
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// float instrument_idx = instrument_and_pitch.x * 1023.0;
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// float pitch_idx = instrument_and_pitch.y * 1023.0; // TODO: Maybe rescale this for fine tuning? Don't use it raw because 2^(127-71) is MASSIVE, keep the power-of-2 calcs in shader.
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// vec2 velocity_and_pan = unpack_float(note_event.w); // Can leave these as [0.0, 1.0] and then mix appropriately
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// float velocity = velocity_and_pan.x;
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// float pan = velocity_and_pan.y;
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// vec2 attack_and_decay = unpack_float(note_event_supplement.x);
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// vec2 sustain_and_release = unpack_float(note_event_supplement.y);
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// TBD = note_event_supplement.zw; - tremolo/vibrato/noise/pan_lfo/pitchbend/echo remain
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// ====================At some point I'll look back into packing floats====================
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float instrument_idx = note_event.z;
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float pitch_idx = note_event.w;
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float velocity = note_event_supplement.x;
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float pan = note_event_supplement.y;
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// For now, just branch this
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if (t < t_end) {
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if (smp < smp_end) {
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float t_start = float(smp_start)/output_mixrate;
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float t_end = float(smp_end)/output_mixrate;
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float samp = get_instrument_sample(instrument_idx, get_pitch_scale(pitch_idx), t-t_start, t_end-t_start);
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samp *= velocity;
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// TODO: do some ADSR here?
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@ -190,7 +197,11 @@ vec4 render_song(float sample_progress) {
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}
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// Convert the stereo float audio to S16LE
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// return vec4(pack_float_to_int16(downmixed_stereo.x), pack_float_to_int16(downmixed_stereo.y));
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return vec4(pack_float_to_int16(downmixed_stereo.x), pack_float_to_int16(mod(t, 2.0) - 1.0));
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// return vec4(pack_float_to_int16(downmixed_stereo.x), pack_float_to_int16(mod(t, 2.0) - 1.0));
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vec2 isuv = vec2(mod(float(smp), instrument_samples_size.x), trunc(float(smp)/instrument_samples_size.x))/instrument_samples_size;
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// float ins = rescale_int16(unpack_int16(texture(instrument_samples, isuv).xw));
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// return vec4(pack_float_to_int16(ins), pack_float_to_int16(mod(t, 2.0) - 1.0));
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return vec4(texture(instrument_samples, isuv).xw, pack_float_to_int16(mod(t, 2.0) - 1.0));
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// return vec4(pack_float_to_int16((t/10.0) - 1.0), pack_float_to_int16(mod(t, 2.0) - 1.0));
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}
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@ -199,7 +210,8 @@ void fragment() {
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vec2 uv = vec2(UV.x, 1.0-UV.y);
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// uv = (trunc(uv*UV_QUANTIZE)+0.5)/UV_QUANTIZE;
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// COLOR.xyzw = test_writeback(TEXTURE, uv);
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COLOR.xyzw = render_song(dot(trunc(uv*TEX_SIZE), vec2(1.0, TEX_SIZE)));
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ivec2 xy = ivec2(trunc(uv*TEX_SIZE));
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COLOR.xyzw = render_song(xy.x + (xy.y*INT_TEX_SIZE));
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}
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// const int MAX_TEMPO_EVENTS = 256;
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@ -1,8 +1,8 @@
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extends Control
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const INPUT_TEX_WIDTH := 2048
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const INPUT_FORMAT := Image.FORMAT_RGBAF # Image.FORMAT_LA8
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const INPUT_BYTES_PER_TEXEL := 16 # 2
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const INPUT_FORMAT := Image.FORMAT_RGBA8 # Image.FORMAT_LA8
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const INPUT_BYTES_PER_TEXEL := 4 # 2
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const OUTPUT_WIDTH := 4096
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var viewport: Viewport
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var render_queue: Array # of Images
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@ -135,35 +135,19 @@ func test_rendering() -> void:
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var midi_events_bytes := StreamPeerBuffer.new()
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var midi_events_bytes2 := StreamPeerBuffer.new()
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var divisor = 128.0 #1024.0 # See sdr_scale in audio_renderer.gdshader
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var midi_events_bytes3 := StreamPeerBuffer.new()
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var midi_events_bytes4 := StreamPeerBuffer.new()
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for i in 2048:
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var t = i * 10.0
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midi_events_bytes.put_float(t/divisor) # t_start
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midi_events_bytes.put_float((t+3.0)/divisor) # t_end
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# Try repacking these later
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midi_events_bytes.put_float((i%35)/divisor) # instrument
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midi_events_bytes.put_float(71/divisor) # pitch_idx
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# midi_events_bytes.put_float((35 + (i%40))/divisor) # pitch_idx
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midi_events_bytes2.put_float(1.0) # velocity
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midi_events_bytes2.put_float((i%101)/100.0) # pan
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midi_events_bytes2.put_float(0.0) # TBD
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midi_events_bytes2.put_float(0.0) # TBD
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# midi_events_bytes.put_float(((i%35) + 71/1024.0)/1023.0) # instrument_and_pitch
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# midi_events_bytes.put_float((1.0 + (i*4)/1024.0)/1023.0) # velocity_and_pan
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# midi_events_bytes2.put_float(0.0) # attack_and_decay
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# midi_events_bytes2.put_float(0.0) # sustain_and_relase
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# midi_events_bytes2.put_float(0.0) # TBD
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# midi_events_bytes2.put_float(0.0) # TBD
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# for i in 2048-256:
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# midi_events_bytes.put_float(0.0)
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# midi_events_bytes.put_float(0.0)
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# midi_events_bytes.put_float(0.0)
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# midi_events_bytes.put_float(0.0)
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# midi_events_bytes2.put_float(0.0)
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# midi_events_bytes2.put_float(0.0)
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# midi_events_bytes2.put_float(0.0)
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# midi_events_bytes2.put_float(0.0)
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var channel_data = midi_events_bytes.data_array + midi_events_bytes2.data_array
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midi_events_bytes.put_32(t*32000) # t_start
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midi_events_bytes2.put_32((t+3.0)*32000) # t_end
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midi_events_bytes3.put_u8((i%35)) # instrument
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midi_events_bytes3.put_u8(71) # pitch_idx
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# midi_events_bytes.put_float((35 + (i%40))) # pitch_idx
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midi_events_bytes3.put_u8(255) # velocity
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midi_events_bytes3.put_u8(i%256) # pan
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midi_events_bytes4.put_32(0) # ADSR
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var channel_data = midi_events_bytes.data_array + midi_events_bytes2.data_array + midi_events_bytes3.data_array + midi_events_bytes4.data_array
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audio_renderer.push_bytes(channel_data) # + channel_data + channel_data + channel_data + channel_data + channel_data + channel_data + channel_data)
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# var test_payload := PoolByteArray()
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