glreadpixels return wrong value on different screen - objective-c

So I have plugin that show differently on different machine. On my machine, when I pass in the image I generate with 32 * 32 * 32 value. with every 32 have red value go from 0 - 1. I get back correctly, every 32 pixel, the red value go from 0-1.
But same code, same program I run on my co-worker machine, it not every 32 pixels but 64 pixel the red value go from 0 - 1.
Is this problem related to screen resolution? how I can get back correct value that I pass in.
Example (first 32 pixel with red value)
Pass in
0, 8, 16 24, 32, 40, ... 248
Correct one (my machine)
0, 8, 16 24, .... 248
Wrong ( co-worker machine .
0, 4, 8, 12, 16 ... 124
Here is my code to create the texture base on Bit map
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _texID);
if (_texID) {
glDeleteTextures(1, &_texID);
_texID = 0;
}
glGenTextures(1, &_texID);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (int)_imageSize.width, (int)_imageSize.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, _image_buffer);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
Here code to generate the bit map
[self setFrameSize:_imageSize];
GLubyte al = 255; // alpha value
double increment = (al+1) / val;
_totalByteSize = val*val*val*4;
_image_buffer = new GLubyte[_totalByteSize];
for (int i = 0; i < (_totalByteSize); i++) {
_image_buffer[i] = 0;
}
vector<GLKVector3> data;
GLubyte bl = 0;
GLubyte gr = 0;
GLubyte re = 0;
for ( int b = 0; b < val; b++) {
gr = 0;
for ( int g = 0; g < val; g++) {
re = 0;
for ( int r = 0; r < val; r++) {
int ind = r + g * val + b * val * val;
_image_buffer[ind * 4 + 0] = re;
_image_buffer[ind * 4 + 1] = gr;
_image_buffer[ind * 4 + 2] = bl;
_image_buffer[ind * 4 + 3] = al;
re+= increment; // 256 / 32 = 8
}
gr+= increment; // 256 / 32 = 8
}
bl+= increment; // 256 / 32 = 8
}
And here code to read
int totalByteSize = 32*32*32*3;
GLubyte* bitmap = new GLubyte[totalByteSize];
glReadPixels(0, 0, _imageSize.width, _imageSize.height, GL_RGB, GL_UNSIGNED_BYTE, bitmap);
[_lutData removeAllObjects];
for (int i = 0 ; i <= totalByteSize /3 ; i++) {
double val1 = (double)bitmap[i*3+0] / 256.0;
double val2 = (double)bitmap[i*3+1] / 256.0;
double val3 = (double)bitmap[i*3+2] / 256.0;
[_lutData addObject:#[#(val1), #(val2), #(val3)]];
}
Does this can cause by screen with high resolution or different setting causing it to read wrong

Related

Vulkan line drawing not showing up

So I would like to render the bounding box of a selected object. I have a buffer to store the 8 points and another buffer to store the indices to use line strip drawing of those points to make a box. I captured a frame with RenderDoc and I can see the yellow box bounding box
So it looks like the values are correct and the box is being drawn, but I do not see it in the final render to the screen.. Anyone have an idea what I might be missing here?
VkDescriptorSetLayoutBinding cameraBind = vkinit::descriptorset_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0);
VkDescriptorSetLayoutCreateInfo setinfo = {};
setinfo.bindingCount = 1;
setinfo.flags = 0;
setinfo.pNext = nullptr;
setinfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
setinfo.pBindings = &cameraBind;
vkCreateDescriptorSetLayout(_device, &setinfo, nullptr, &_globalSetLayout);
//setup push constant
VkPushConstantRange push_constant;
push_constant.offset = 0;
push_constant.size = sizeof(glm::mat4);
push_constant.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
VkPipelineLayoutCreateInfo mesh_pipeline_layout_info = vkinit::pipeline_layout_create_info();
mesh_pipeline_layout_info.setLayoutCount = 1;
mesh_pipeline_layout_info.pSetLayouts = &_globalSetLayout;
mesh_pipeline_layout_info.pPushConstantRanges = &push_constant;
mesh_pipeline_layout_info.pushConstantRangeCount = 1;
vkCreatePipelineLayout(_device, &mesh_pipeline_layout_info, nullptr, &_highlightPipelineLayout);
PipelineBuilder highlightPipelineBuilder;
VertexInputDescription description;
VkVertexInputBindingDescription mainBinding = {};
mainBinding.binding = 0;
mainBinding.stride = sizeof(glm::vec3);
mainBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
description.bindings.push_back(mainBinding);
//Position will be stored at Location 0
VkVertexInputAttributeDescription positionAttribute = {};
positionAttribute.binding = 0;
positionAttribute.location = 0;
positionAttribute.format = VK_FORMAT_R32G32B32_SFLOAT;
positionAttribute.offset = 0;
description.attributes.push_back(positionAttribute);
highlightPipelineBuilder._pipelineLayout = _highlightPipelineLayout;
highlightPipelineBuilder.vertexDescription = description;
highlightPipelineBuilder._inputAssembly = vkinit::input_assembly_create_info(VK_PRIMITIVE_TOPOLOGY_LINE_STRIP);
highlightPipelineBuilder._rasterizer = vkinit::rasterization_state_create_info(VK_POLYGON_MODE_LINE);
highlightPipelineBuilder._depthStencil = vkinit::depth_stencil_create_info(true, true, VK_COMPARE_OP_ALWAYS);
ShaderEffect* lineEffect = new ShaderEffect();
lineEffect->add_stage(_shaderCache.get_shader(shader_path("wk_highlight.vert.spv")), VK_SHADER_STAGE_VERTEX_BIT);
lineEffect->add_stage(_shaderCache.get_shader(shader_path("wk_highlight.frag.spv")), VK_SHADER_STAGE_FRAGMENT_BIT);
lineEffect->reflect_layout(_device, nullptr, 0);
highlightPipelineBuilder.setShaders(lineEffect);
_highlightPipeline = highlightPipelineBuilder.build_pipeline(_device, _renderPass);
and here is the drawing part
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _highlightPipeline);
uint32_t camera_data_offset = _dynamicData.push(_camera.matrices);
VkDescriptorBufferInfo camInfo = _dynamicData.source.get_info();
camInfo.range = sizeof(GPUCameraData);
camInfo.offset = camera_data_offset;
VkDescriptorSet cameraSet;
vkutil::DescriptorBuilder::begin(_descriptorLayoutCache, _dynamicDescriptorAllocator)
.bind_buffer(0, &camInfo, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT)
.build(cameraSet);
vkCmdPushConstants(cmd, _highlightPipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &_selectedMatrix);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &_highlightVertexBuffer._buffer, &offset);
vkCmdBindIndexBuffer(cmd, _highlightIndexBuffer._buffer, 0, VK_INDEX_TYPE_UINT16);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _highlightPipelineLayout, 0, 1, &cameraSet, 0, nullptr);
vkCmdDrawIndexed(cmd, 16, 1, 0, 0, 0);
And the shaders
#version 450
layout (location = 0) in vec3 vPosition;
layout(set = 0, binding = 0) uniform CameraBuffer{
mat4 view;
mat4 proj;
mat4 viewproj;
} cameraData;
layout(push_constant) uniform PushConstants {
mat4 matrix;
} pushConstants;
void main()
{
mat4 modelMatrix = pushConstants.matrix;
mat4 transformMatrix = (cameraData.viewproj * modelMatrix);
gl_Position = transformMatrix * vec4(vPosition, 1.0f);
}
fragment shader
//glsl version 4.5
#version 450
//output write
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = vec4(1.0, 1.0, 0.0, 1.0);
}

OpenCL kernel function crash

I have written a code in OpenCL in which I am not using local (shared) memory. My code crashes during execution and gives error -5. The error goes away when I replace global memory access to cvt_img buffer (in the middle of the code) with some constant values.
I do not understand why this happens, becuase I prevent accessing to out-of-the-scope memory locations using an if statement.
This code is part of a 3D pipeline, but right now, I have seperated it from my main application, and have put it in a seperate project in which all of the buffers are initialized randomly.
The size of the grid (in terms of number of threads) is the same as size of the image (img_size.x, img_size.y) and size of the block is (16, 16). The application is running for 15 images.
void compute_cost_volume(
global float3 *cvt_img,
global float8 *spixl_map,
global float *disp_level,
global int *view_subset,
global int *subset_num,
int array_width, int2 map_size,
int2 img_size, float bl_ratio,
int sp_size, int num_disp, float2 step,
int x, int y, int z, int view_count
)
{
barrier(CLK_GLOBAL_MEM_FENCE);
int idx = map_size.x * map_size.y * z + map_size.x * y + x;
float8 spixl = spixl_map[idx];
float2 center = spixl.s12;
int2 camIdx = (int2)(z % array_width, z / array_width);
float cost_est = 1000000.0, disp_est = 0.0;
for (int dl = 0 ; dl < num_disp ; dl++)
{
float d = disp_level[dl];
float min_val = 1000000.0;
for (int n = 0 ; n < subset_num[z] ; n++)
{
int view = view_subset[n];
int2 viewIdx = (int2)(view % array_width, view / array_width);
float val = 0.0;
for (int i = -2 ; i <= 2 ; i++) for (int j = -2 ; j <= 2 ; j++)
{
//int2 xy_ref = (int2)(center.x - 2*step.x + i*step.x, center.y - 2*step.y + j*step.y);
int2 xy_ref = (int2)(center.x + i*step.x, center.y + j*step.y);
int2 xy_proj = (int2)((int)(xy_ref.x - d*(viewIdx.x - camIdx.x)), (int)(xy_ref.y - bl_ratio*d*(viewIdx.y - camIdx.y) ) );
if (xy_ref.x >= 0 && xy_ref.y >= 0 && xy_proj.x >= 0 && xy_proj.y >= 0 && xy_ref.x < img_size.x && xy_ref.y < img_size.y && xy_proj.x < img_size.x && xy_proj.y < img_size.y)
{
float3 color_ref = cvt_img[img_size.x*img_size.y*z + img_size.x*xy_ref.y + xy_ref.x];
float3 color_proj = cvt_img[img_size.x*img_size.y*view + img_size.x*xy_proj.y + xy_proj.x];
val += fabs(color_ref.x - color_proj.x) + fabs(color_ref.y - color_proj.y) + fabs(color_ref.z - color_proj.z);
}
else
val += 30;
}
if (val < min_val)
min_val = val;
}
if (min_val < cost_est)
{
cost_est = min_val;
disp_est = d;
}
}
spixl_map[idx].s7 = disp_est;
}
kernel void initial_depth_estimation(
global float3 *cvt_img,
global float8 *spixl_map,
global float *disp_level,
int array_width, int2 map_size,
int2 img_size, float bl_ratio,
int sp_size, int disp_num,
global int *view_subset, global int *subset_num
)
{
int x = get_global_id(0);
int y = get_global_id(1);
if (x >= map_size.x || y >= map_size.y)
return;
//float2 step = (float2)(1, 1);
for (int z = 0 ; z < 15 ; z++){
int idx = map_size.x*map_size.y*z + map_size.x*y + x;
// Set The Bounding Box
float2 step = (float2)(1.0, 1.0);
compute_cost_volume(cvt_img, spixl_map, disp_level, view_subset, subset_num,
array_width, map_size, img_size, bl_ratio, sp_size, disp_num, step, x, y, z, 15);
barrier(CLK_LOCAL_MEM_FENCE);
}
}
From the documentation
https://www.khronos.org/registry/OpenCL/sdk/1.0/docs/man/xhtml/vectorDataTypes.html
" The vector data type is defined with the type name i.e. char, uchar, short, ushort, int, uint, float, long, and ulong followed by a literal value n that defines the number of elements in the vector. Supported values of n are 2, 4, 8, and 16. "
Therefore, there is no float3, maybe you can try to use float4 and make the last element zero?
Also, assuming that float3 existed, this line of code
float3 color_proj = cvt_img[img_size.x*img_size.y*view + img_size.x*xy_proj.y + xy_proj.x];
does not do what you want, this will produce ONE value that cannot be assigned to vector, you should have used something like
float3 color_proj = (float3) cvt_img[img_size.x*img_size.y*view + img_size.x*xy_proj.y + xy_proj.x];
this would copy the one value returned by the cvt_img[...] to 3 vector elements.

OpenCL kernel doesn't finish executing

I am writing a simple monte carlo code for simulation of electron scattering. I ran the Kernel for 10 million electron and it runs fine, but when I increase the number of electrons to a higher number, say 50 million, the code just wouldn't finish and the computer freezes. I wanted to know if this is a hardware issue or if there is a possible bug in the code. I am running the code on a iMac with ATI Radeon HD 5870.
int rand_r (unsigned int seed)
{
unsigned int next = seed;
int result;
next *= 1103515245;
next += 12345;
result = (unsigned int) (next / 65536) % 2048;
next *= 1103515245;
next += 12345;
result <<= 10;
result ^= (unsigned int) (next / 65536) % 1024;
next *= 1103515245;
next += 12345;
result <<= 10;
result ^= (unsigned int) (next / 65536) % 1024;
seed = next;
return result;
}
__kernel void MC(const float E, __global float* bse, const int count) {
int tx, ty;
tx = get_global_id(0);
ty = get_global_id(1);
float RAND_MAX = 2147483647.0f;
int rand_seed;
int seed = count*ty + tx;
float rand;
float PI;
PI = 3.14159f;
float z;
z = 28.0f;
float rho;
rho = 8.908f;
float A;
A = 58.69f;
int num;
num = 10000000/(count*count);
int counter, counter1, counter2;
counter = 0;
float4 c_new, r_new;
float E_new, alpha, de_ds, phi, psi, mfp,sig_eNA,step, dsq, dsqi, absc0z;
float J;
J = (9.76f*z + 58.5f*powr(z,-0.19f))*1E-3f;
float4 r0 = (float4)(0.0f, 0.0f, 0.0f, 0.0f);
float2 tilt = (float2)((70.0f/180.0f)*PI , 0.0f);
float4 c0 = (float4)(cos(tilt.y)*sin(tilt.x), sin(tilt.y)*sin(tilt.x), cos(tilt.x), 0.0f);
for (int i = 0; i < num; ++i){
rand_seed = rand_r(seed);
seed = rand_seed;
rand = rand_seed/RAND_MAX; //some random no. generator in gpu
r0 = (float4)(0.0f, 0.0f, 0.0f, 0.0f);
c0 = (float4)(cos(tilt.y)*sin(tilt.x), sin(tilt.y)*sin(tilt.x), cos(tilt.x), 0.0f);
E_new = E;
c_new = c0;
alpha = (3.4E-3f)*powr(z,0.67f)/E_new;
sig_eNA = (5.21f * 602.3f)*((z*z)/(E_new*E_new))*((4.0f*PI)/(alpha*(1+alpha)))*((E_new + 511.0f)*(E_new + 511.0f)/((E_new + 1024.0f)*(E_new + 1024.0f)));
mfp = A/(rho*sig_eNA);
step = -mfp * log(rand);
r_new = (float4)(r0.x + step*c_new.x, r0.y + step*c_new.y, r0.z + step*c_new.z, 0.0f);
r0 = r_new;
counter1 = 0;
counter2 = 0;
while (counter1 < 1000){
alpha = (3.4E-3f)*powr(z,0.67f)/E_new;
sig_eNA = (5.21f * 602.3f)*((z*z)/(E_new*E_new))*((4*PI)/(alpha*(1+alpha)))*((E_new + 511.0f)*(E_new + 511.0f)/((E_new + 1024.0f)*(E_new + 1024.0f)));
mfp = A/(rho*sig_eNA);
rand_seed = rand_r(seed);
seed = rand_seed;
rand = rand_seed/RAND_MAX; //some random no. generator in gpu
step = -mfp * log(rand);
de_ds = -78500.0f*(z/(A*E_new)) * log((1.66f*(E_new + 0.85f*J))/J);
rand_seed = rand_r(seed);
seed = rand_seed;
rand = rand_seed/RAND_MAX; //new random no.
phi = acos(1 - ((2*alpha*rand)/(1 + alpha - rand)));
rand_seed = rand_r(seed);
seed = rand_seed;
rand = rand_seed/RAND_MAX; //third random no.
psi = 2*PI*rand;
if ((c0.z >= 0.999f) || (c0.z <= -0.999f) ){
absc0z = abs(c0.z);
c_new = (float4)(sin(phi) * cos(psi), sin(phi) * sin(psi), (c0.z/absc0z)*cos(phi), 0.0f);
}
else {
dsq = sqrt(1-c0.z*c0.z);
dsqi = 1/dsq;
c_new = (float4)(sin(phi)*(c0.x*c0.z*cos(psi) - c0.y*sin(psi))*dsqi + c0.x*cos(phi), sin(phi) * (c0.y * c0.z * cos(psi) + c0.x * sin(psi)) * dsqi + c0.y * cos(phi), -sin(phi) * cos(psi) * dsq + c0.z * cos(phi), 0.0f);
}
r_new = (float4)(r0.x + step*c_new.x, r0.y + step*c_new.y, r0.z + step*c_new.z, 0.0f);
r0 = r_new;
c0 = c_new;
E_new += step*rho*de_ds;
if (r0.z <= 0 && counter2 == 0){
counter++ ;
counter2 = 1;
}
counter1++ ;
}
}
bse[count*ty + tx] = counter;
}

Setup the accelerator framework for fft on the iPhone

I have set a function to setup the accelerator, after i have read :
Using the Apple FFT and Accelerate Framework
iPhone FFT with Accelerate framework vDSP
and apple docs.
i did this :
void fftSetup()
{
COMPLEX_SPLIT A;
FFTSetup setupReal;
uint32_t log2n;
uint32_t n, nOver2;
int32_t stride;
uint32_t i;
float *originalReal, *obtainedReal;
float scale;
uint32_t L = 1024;
float *mag = new float[L/2];
log2n = 10 ;
n = 1 << log2n;
stride = 1;
nOver2 = n / 2;
printf("1D real FFT of length log2 ( %d ) = %d\n\n", n, log2n);
for (i = 0; i < n; i++)
originalReal[i] = (float) (i + 1);
vDSP_ctoz((COMPLEX *) originalReal,2,&A,1,nOver2);
A.realp = (float *) malloc(nOver2 * sizeof(float));
A.imagp = (float *) malloc(nOver2 * sizeof(float));
setupReal = vDSP_create_fftsetup(log2n, FFT_RADIX2);
vDSP_fft_zrip(setupReal, &A, stride, log2n, FFT_FORWARD);
vDSP_fft_zrip(setupReal, &A, stride, log2n, FFT_INVERSE);
//get magnitude;
for(i = 1; i < L/2; i++){
mag[i] = sqrtf(A.realp[i]*A.realp[i] + A.imagp[i] * A.imagp[i]);
}
scale = (float) 1.0 / (2 * n);
vDSP_vsmul(A.realp, 1, &scale, A.realp, 1, nOver2);
vDSP_vsmul(A.imagp, 1, &scale, A.imagp, 1, nOver2);
}
questions :
my app is always crash with no error(BAD ACCESS) on one of this 2 lines :
originalReal[i] = (float) (i + 1); // or
vDSP_ctoz((COMPLEX *) originalReal,2,&A,1,nOver2);
i guess i did not set a good value for log2n ? (10 to get 1024 window ? )
how do i get the real magnitude of the bins? my actual fft? the same i wrote here ?
where do i input MY data buffer array (exactly where in my code ? instead originalReal?)
thanks a lot.
I actually manage to make it work ,when i insert into it a sin wave of a certain f.
This is the code :
COMPLEX_SPLIT A;
FFTSetup setupReal;
uint32_t log2n;
uint32_t n, nOver2;
int32_t stride;
uint32_t i;
float *originalReal, *obtainedReal;
float scale;
uint32_t L = 1024;
float *mag = new float[L/2];
log2n = 10 ;
n = 1 << log2n;
stride = 1;
nOver2 = n / 2;
//printf("1D real FFT of length log2 ( %d ) = %d\n\n", n, log2n);
A.realp = (float *) malloc(nOver2 * sizeof(float));
A.imagp = (float *) malloc(nOver2 * sizeof(float));
originalReal = (float *) malloc(n * sizeof(float));
obtainedReal = (float *) malloc(n * sizeof(float));
for (i = 0; i < n; i++)
originalReal[i] = cos(2*3.141592*11000*i/44100);//(float) (i + 1);
vDSP_ctoz((COMPLEX *) originalReal,2,&A,1,nOver2);
setupReal = vDSP_create_fftsetup(log2n, FFT_RADIX2);
vDSP_fft_zrip(setupReal, &A, stride, log2n, FFT_FORWARD);
//vDSP_fft_zrip(setupReal, &A, stride, log2n, FFT_INVERSE);
scale = (float) 1.0 / (2 * n);
vDSP_vsmul(A.realp, 1, &scale, A.realp, 1, nOver2);
vDSP_vsmul(A.imagp, 1, &scale, A.imagp, 1, nOver2);
//get magnitude;
for(i = 1; i < L/2; i++)
{
mag[i] = sqrtf(A.realp[i]*A.realp[i] + A.imagp[i] * A.imagp[i]);
NSLog(#"%d:%f",i,mag[i]);
}
Actually its not 44hz between bins,as the guy wrote in the post above! but 43 ! 22050/512=43 . this thing is critical ! because in the higher bins- such as bin[300] you get a completely different resault for 44 and 43 ! (its 300hz drift). so take care of that .

2nd order IIR filter, coefficients for a butterworth bandpass (EQ)?

Important update: I already figured out the answers and put them in this simple open-source library: http://bartolsthoorn.github.com/NVDSP/ Check it out, it will probably save you quite some time if you're having trouble with audio filters in IOS!
^
I have created a (realtime) audio buffer (float *data) that holds a few sin(theta) waves with different frequencies.
The code below shows how I created my buffer, and I've tried to do a bandpass filter but it just turns the signals to noise/blips:
// Multiple signal generator
__block float *phases = nil;
[audioManager setOutputBlock:^(float *data, UInt32 numFrames, UInt32 numChannels)
{
float samplingRate = audioManager.samplingRate;
NSUInteger activeSignalCount = [tones count];
// Initialize phases
if (phases == nil) {
phases = new float[10];
for(int z = 0; z <= 10; z++) {
phases[z] = 0.0;
}
}
// Multiple signals
NSEnumerator * enumerator = [tones objectEnumerator];
id frequency;
UInt32 c = 0;
while(frequency = [enumerator nextObject])
{
for (int i=0; i < numFrames; ++i)
{
for (int iChannel = 0; iChannel < numChannels; ++iChannel)
{
float theta = phases[c] * M_PI * 2;
if (c == 0) {
data[i*numChannels + iChannel] = sin(theta);
} else {
data[i*numChannels + iChannel] = data[i*numChannels + iChannel] + sin(theta);
}
}
phases[c] += 1.0 / (samplingRate / [frequency floatValue]);
if (phases[c] > 1.0) phases[c] = -1;
}
c++;
}
// Normalize data with active signal count
float signalMulti = 1.0 / (float(activeSignalCount) * (sqrt(2.0)));
vDSP_vsmul(data, 1, &signalMulti, data, 1, numFrames*numChannels);
// Apply master volume
float volume = masterVolumeSlider.value;
vDSP_vsmul(data, 1, &volume, data, 1, numFrames*numChannels);
if (fxSwitch.isOn) {
// H(s) = (s/Q) / (s^2 + s/Q + 1)
// http://www.musicdsp.org/files/Audio-EQ-Cookbook.txt
// BW 2.0 Q 0.667
// http://www.rane.com/note170.html
//The order of the coefficients are, B1, B2, A1, A2, B0.
float Fs = samplingRate;
float omega = 2*M_PI*Fs; // w0 = 2*pi*f0/Fs
float Q = 0.50f;
float alpha = sin(omega)/(2*Q); // sin(w0)/(2*Q)
// Through H
for (int i=0; i < numFrames; ++i)
{
for (int iChannel = 0; iChannel < numChannels; ++iChannel)
{
data[i*numChannels + iChannel] = (data[i*numChannels + iChannel]/Q) / (pow(data[i*numChannels + iChannel],2) + data[i*numChannels + iChannel]/Q + 1);
}
}
float b0 = alpha;
float b1 = 0;
float b2 = -alpha;
float a0 = 1 + alpha;
float a1 = -2*cos(omega);
float a2 = 1 - alpha;
float *coefficients = (float *) calloc(5, sizeof(float));
coefficients[0] = b1;
coefficients[1] = b2;
coefficients[2] = a1;
coefficients[3] = a2;
coefficients[3] = b0;
vDSP_deq22(data, 2, coefficients, data, 2, numFrames);
free(coefficients);
}
// Measure dB
[self measureDB:data:numFrames:numChannels];
}];
My aim is to make a 10-band EQ for this buffer, using vDSP_deq22, the syntax of the method is:
vDSP_deq22(<float *vDSP_A>, <vDSP_Stride vDSP_I>, <float *vDSP_B>, <float *vDSP_C>, <vDSP_Stride vDSP_K>, <vDSP_Length __vDSP_N>)
See: http://developer.apple.com/library/mac/#documentation/Accelerate/Reference/vDSPRef/Reference/reference.html#//apple_ref/doc/c_ref/vDSP_deq22
Arguments:
float *vDSP_A is the input data
float *vDSP_B are 5 filter coefficients
float *vDSP_C is the output data
I have to make 10 filters (10 times vDSP_deq22). Then I set the gain for every band and combine them back together. But what coefficients do I feed every filter? I know vDSP_deq22 is a 2nd order (butterworth) IIR filter, but how do I turn this into a bandpass?
Now I have three questions:
a) Do I have to de-interleave and interleave the audio buffer? I know setting stride to 2 just filters on channel but how I filter the other, stride 1 will process both channels as one.
b) Do I have to transform/process the buffer before it enters the vDSP_deq22 method? If so, do I also have to transform it back to normal?
c) What values of the coefficients should I set to the 10 vDSP_deq22s?
I've been trying for days now but I haven't been able to figure this on out, please help me out!
Your omega value need to be normalised, i.e. expressed as a fraction of Fs - it looks like you left out the f0 when you calculated omega, which will make alpha wrong too:
float omega = 2*M_PI*Fs; // w0 = 2*pi*f0/Fs
should probably be:
float omega = 2*M_PI*f0/Fs; // w0 = 2*pi*f0/Fs
where f0 is the centre frequency in Hz.
For your 10 band equaliser you'll need to pick 10 values of f0, spaced logarithmically, e.g. 25 Hz, 50 Hz, 100 Hz, 200 Hz, 400 Hz, 800 Hz, 1.6 kHz, 3.2 kHz, 6.4 kHz, 12.8 kHz.