PsychImaging - aleslab/Psychtoolbox-3-aleslab-fork GitHub Wiki

rc = PsychImaging(subcommand [,arg1][,arg2][....,argn]) - Control common
functions of the Psychtoolbox GPU image processing pipeline.

This function allows you to setup and control various aspects and common
functions of the Psychtoolbox image processing pipeline in a simple way.
Various standard scenarious can be conveniently set up with this routine,
e.g., geometric transformations of your stimulus image, various types of
display correction, ...

If you want to perform less common, unusual or simply not yet supported tasks
with the pipeline, use the low-level Screen('HookFunction', ...)
interface instead and have a peek in the M-File code for the
PsychImaging.m file to learn about the low-level interface.
See "help PsychGLImageprocessing" for more info.

Subcommands and their meaning:

PsychImaging('PrepareConfiguration');

  • Prepare setup of imaging pipeline for onscreen window.
    This is the first step in the sequence of configuration steps.

PsychImaging('AddTask', whichChannel, whichTask [,param1]...);

  • Add a specific task or processing requirement to the list of actions
    to be performed by the pipeline for the currently selected onscreen
    window. 'whichChannel' is a string with the name of the channel to
    configure:

'LeftView' applies the action to the processing channel
for the left-eye view of a stereo configuration. 'RightView' applies the
action to the right-eye view of a stereo configuration. 'AllViews' applies
the action to both, left- and right eye view channels of a stereo
configuration or to the single monoscopic channel of a mono display
configuration. Other options are 'Compositor', 'FinalFormatting' and
'Finalizer' for special purpose channels. Set this to 'General' if the
command doesn't apply to a specific view, but is a general requirement.

'whichTask' contains the name string of one of the supported
actions:

* 'UseGPGPUCompute' Enable use of GeneralPurposeGPU computing support.
This prepares use of Psychtoolbox functions which are meant to
interface with, or take advantage of, the general purpose computation
capabilities of modern graphics processing units and other massively
parallel compute acceleration hardware, e.g., DSP's, or multi-core
processors. Interfacing with such hardware is done via common standard
compute API's like NVidia's CUDA or the cross-platform OpenCL API.

Use of this function often requires specific modern GPU hardware and
the installation of additional driver software, e.g., NVidia's freely
available CUDA SDK and runtime, or the free and open-source GPUmat
toolbox. Read 'help PsychGPGPU' for further info.

This function just detects and selects supported GPU compute API's for
use with Psychtoolbox and initializes them and some Psychtoolbox
function to take advantage if appropriate. While you could use those
API's by themselves without calling this init function, Psychtoolbox
builtin processing functions would not be able to take advantage of the
API's or perform efficient and fast data exchange with them.

Usage: PsychImaging('AddTask', 'General', 'UseGPGPUCompute', apitype [, flags]);

'apitype' Allows selection of the compute API to use. The value 'Auto'
leaves the choice to Psychtoolbox. The value 'GPUmat' selects the
high-level, free and open-source GPUmat compute toolkit for Matlab.
Currently no other choices are supported, but this is expected to
change in the future.

'flags' An optional string of keyword flags to determine behaviour.
There aren't any flags defined yet.

* 'SideBySideCompressedStereo' Ask for stereo display in a horizontally
compressed side-by-side format. Left and Right eye images are drawn at
full framebuffer resolution by usercode. Screen('Flip', ...) draws them
horizontally compressed side-by-side to each other. They are scanned
out to the display device this way and then the display device itself
uncompresses them back to full resolution and displays them
stereoscopically, typically via built-in alternating frame-sequential
stereo with stereo goggles, but other methods are conceivable. This is
one popular stereo frame packing format for stereo on HDMI display
devices. Once you've set up a stereo display mode via PsychImaging, you
can tweak its specific parameters by calling the function
SetCompressedStereoSideBySideParameters().

Usage: PsychImaging('AddTask', 'General', 'SideBySideCompressedStereo');

* 'InterleavedColumnStereo' Ask for stereo display in interleaved mode.
The output image is composed from the lefteye and righteye stereo
buffers by interleaving their content: Even columns are filled with
content from the left buffer, odd columns are filled with content from
the right buffer, i.e., Col 0 = Left col 0, Col 1 = Right Col 0, Col 2
= Left col 1, Col 3 = Right col 1, ....

This mode is useful for driving some auto-stereoscopic displays. These
use either some vertical parallax barriers or vertical lenticular
lense sheets. These direct light from even columns to one eye, light
from odd columns to the other eye.

Usage: PsychImaging('AddTask', 'General', 'InterleavedColumnStereo', startright);

If 'startright' is zero, then even columns are taken from left buffer. If
'startright' is one, then even columns are taken from the right buffer.

You can use the RemapMouse() function to correct GetMouse() positions
for potential geometric distortions introduced by this function.

* 'InterleavedLineStereo' Ask for stereo display in interleaved mode.
The output image is composed from the lefteye and righteye stereo
buffers by interleaving their content: Even lines are filled with
content from the left buffer, odd lines are filled with content from
the right buffer, i.e., Row 0 = Left row 0, Row 1 = Right row 0, Row 2
= Left row 1, Row 3 = Right row 1, ....

This mode is useful for driving some types of stereo devices and
goggles, e.g., the iGlasses 3D Video goggles in interleaved stereo
mode.

Usage: PsychImaging('AddTask', 'General', 'InterleavedLineStereo', startright);

If 'startright' is zero, then even lines are taken from left buffer. If
'startright' is one, then even lines are taken from the right buffer.

You can use the RemapMouse() function to correct GetMouse() positions
for potential geometric distortions introduced by this function.%

* 'DualWindowStereo' Ask for stereo display in dual-window mode (stereomode 10)

Only use this function under MacOSX. If possible on your setup and OS,
rather use a single window, spanning both stereo display outputs, and use
stereomode 4 or 5 to display dual-display stereo. That is much more
efficient in terms of speed, computational load and memory consumption,
also potentially more robust with respect to visual stimulation timing.

Usage: PsychImaging('AddTask', 'General', 'DualWindowStereo', rightEyeScreen [, rightEyeWindowRect]);

The left-eye image will be displayed on the screen and at a location
specified as usual via PsychImaging('Openwindow', screenid, ..., rect);
The right eye image will be displayed on screen 'rightEyeScreen'. If
the optional 'rightEyeWindowRect' is specified, then the right eye image
is not displayed in a fullscreen window, but in a window with the bounding
rectangle 'rightEyeWindowRect'.

* 'UseVirtualFramebuffer' Ask for support of virtual framebuffer, even if
it isn't strictly needed, given the remaining set of requirements. Most
of the tasks require such a framebuffer - it gets enabled anyway. In a
few cases, e.g., to simplify your code (no need for special cases), it
may be useful to activate such a framebuffer even if it isn't strictly
needed. This option activates a minimal buffer with 8 bits per color
cmponent fixed point precision.

Usage: PsychImaging('AddTask', 'General', 'UseVirtualFramebuffer');

* 'UseSubpixelDrive' Ask to take advantage of the so-called "Subpixel Drive"
mode of certain monochromatic medical imaging displays like, e.g., the
"Eizo RadiForce GS-521". This monitor essentially has a RGB panel with
horizontal RGB subpixels, but with the color filters removed, so each
pixel is horizontally split up into 3 luminance subpixels and these can
be individually addressed by packing 3 horizontally adjacent 8 bit stimulus
luminance pixels into the "RGB" color channels of an output pixel. Use
of this task will create a virtual framebuffer three times the width of
the output framebuffer and then pack triplets of three horizontal luminance
pixels into one output pixel, to triple the effective horizontal resolution.

Usage: PsychImaging('AddTask', 'General', 'UseSubpixelDrive');

* 'UseRetinaResolution' Ask to prefer a framebuffer with the full native
resolution of attached HiDPI "Retina" displays on OSX, instead of a scaled
down lower resolution framebuffer with typically half the horizontal
and vertical resolution of the Retina display. This setting will be
ignored if the onscreen window is not displayed on a HiDPI "Retina"
display in a scaled display mode, or if the panel fitter is in use by
specifying the 'UsePanelFitter' task. By default, Screen() would use a
downscaled framebuffer on a Retina display under OSX and scale that low
resolution buffer up to full display panel resolution, just as Apples
OSX operating system does it by default. This in order to reduce
computational load, improve graphics performance, and avoid problems
with backward compatibility of old code. If you want to make full use
of the resolution of your HiDPI display, specify this task to tell
Screen() to use the full display panel resolution on OSX, even if this may
introduce some compatibility issues into your code and causes a decrease
in graphics performance due to the higher graphics rendering load.

If 'UseRetinaResolution' is used with a non-fullscreen window, ie.
the 'rect' parameter in PsychImaging('OpenWindow', ...) is provided
to specify the screen position and size of the window, note that
the size of the window rect returned by Screen('GlobalRect') and
Screen('Rect'), as well as of the returned rect of PsychImaging('OpenWindow')
will differ from the size of the 'rect' passed to 'OpenWindow'. 'rect's
passed into OpenWindow for positioning and sizing the window, as well
as the global position rect returned by Screen('GlobalRect') for the
current size and position of the onscreen window are expressed in global
desktop coordinates, in somewhat arbitrary units of virtual "points".
How such a point translates into display pixels depends on the operating
system, possibly the desktop GUI in use (on other systems than OSX), the
set of connected displays and their Retina or non-Retina resolutions.
The aim is that the coordinate system is somewhat consistent and meaningful
across all connected displays, for varying definitions of "consistent" and
"meaningful" on different operating systems, but the mapping of points to
physical screen pixels can be different on each connected display, at the
discretion of the operating system. You may get especially "interesting"
results if you try to move an onscreen window between screens, or let it
span multiple displays of different type and resolution.
The rect returned by PsychImaging('Openwindow') and Screen('Rect'), as
well as sizes returned by Screen('WindowSize') define the net useable
size of the window in display pixels. It is affected by all kind of
PsychImaging operations, e.g., selection of stereo modes, high bit depth
modes etc., but also by scaling on Retina displays in high res mode.
If 'UseRetinaResolution' is used on a Retina/HiDPI display, one typical
result will be that the size of the window in pixels reported by these
functions will be higher than the size in points, as one virtual point will
get represented by more than 1 pixel on a Retina display. Observing twice
the window size in pixels than in points is quite typical, but other
scaling factors are possible. The take home message for you is to specify
location and size of your stimuli based on the sizes and rects returned
by Screen('Rect'), PsychImaging('Openwindow') and Screen('Windowsize'), as
these are in units of display pixels, and *not* based on the virtual points
returned by Screen('GlobalRect'). The 2nd take home message is that you
should mostly use fullscreen windows for visual stimulation to avoid such
and other pitfalls.

Usage: PsychImaging('AddTask', 'General', 'UseRetinaResolution');

* 'UseDisplayRotation' Ask to use builtin panel fitter exclusively for
rotating the framebuffer. This is useful if you want to turn your
display device from landscape (= normal upright) orientation into
portrait orientation (= rotated by 90 degrees clockwise or
counterclockwise). In such a case you will want to rotate the
framebuffer by 90 degrees as well, but you should *not* use the "rotate
monitor" function of your operating system for this purpose, as this
will very likely interfere with visual stimulus presentation timing and
timestamping! Use this task instead. It will perform rotation in a
similar way, but without severe interference to timing. However, there
is one limitation to this method: Multisample anti-aliasing currently
does not work if you use our framebuffer rotation.

Usage: PsychImaging('AddTask', 'General', 'UseDisplayRotation', angle);

'angle' is the desired rotation angle. The only values which will give
well defined and useful results are multiples of 90 degrees, useful
values are essentially 0, +90, -90 and 180 degrees for no rotation,
clockwise rotation, counterclockwise rotation and upside down rotation.

This function is mutually exclusive with 'UsePanelFitter', but if you
need to use both, you can omit 'UseDisplayRotation' and pass the
'angle' parameter to 'UsePanelFitter' instead, which also accepts an
'angle' parameter with the same meaning.

This function is not very mature yet: If you want to use the
panelfitter for anything beyond simple framebuffer rotation by 90
degree increments, you will likely hit bugs or limitations which will
require significant tinkering by you.

* 'UsePanelFitter' Ask to use builtin panel fitter. This allows you to
define a virtual size for your onscreen window. The window will behave
as if it had that virtual size wrt. all size queries and drawing
operations. However, at Screen('Flip') time, the visual content of the
window will be resized by a fast scaling operation to the real size of
the windows framebuffer, ie., its real onscreen size. Scaling uses
bilinear interpolation or better for high quality results. After
rescaling to the real size, post-processing and display of your
stimulus image will proceed at full resolution. This function is useful
if you want to display a stimulus designed for a specific display
resolution on a display device of different higher or lower resolution.
Given that size and shape of the virtual framebuffer and real display
window may not match, the function provides you with multiple possible
choices on how to rescale your stimulus image, e.g., to maximize
display area, or to preserve the aspect ratio of the original image,
trading off displayed area etc.

Usage: PsychImaging('AddTask', 'General', 'UsePanelFitter', size, strategy [, srcRect, dstRect][, angle]);

'size' is a [width, height] vector defining the width x height of the
virtual window in pixels.

'strategy' a text string selecting the scaling method. Following settings are possible:

'Full' - Scale to full window size. Aspect ratio is not preserved,
unless the virtual window and the real onscreen windows 'rect'
already have the same aspect ratio, in which case this will be
a simple scaling operation.

'Aspect' - Scale to maximum size possible while preserving aspect
ratio. This will center the stimulus and add black
horizontal or vertical borders as neccessary.

'AspectWidth' - Scale aspect ratio preserving to cover full display
width. Cut off top and bottom content if neccessary.

'AspectHeight' - Scale aspect ratio preserving to cover full display
height. Cut off left and right content if neccessary.

'Centered' - Center stimulus without any scaling, add black borders
around stimulus or cut away border regions to get a
one-to-one mapping.

'Custom' - This works like the 'srcRect' and 'dstRect' parameters of
Screen('DrawTexture'): Cut out a 'srcRect' region from the
virtual framebuffer and display it in the 'dstRect' region.
'srcRect' and 'dstRect' are given in typical [left, top, right, bottom]
format.

'angle' is an optional rotation angle. If provided and non-zero, the
panelfitter will also rotate the output framebuffer by the given
rotation angle. Note: This doesn't work very well yet with most
framebuffer sizes and scaling strategies. What does work is if the
specified 'size' is identical to the onscreen windows size, or is its
transposed size (ie., if window is width x height pixels, then height x
width pixels will work as 'size' parameter) and the rotation angle is a
multiple of 90 degrees. This is mostly useful for display rotation from
landscape orientation into portrait orientation. Your mileage with
other configurations or rotation angles will vary.

Example: Suppose your real window covers a 1920 x 1080 display.

PsychImaging('AddTask', 'General', 'UsePanelFitter', [800 600], 'Aspect');
-> This would give you a virtual window of 800 x 600 pixels to draw
into and would rescale the 800 x 600 stimulus image to 1440 x 1080
pixels and display it centered on the 1920 x 1080 pixels display.
Aspect ratio would be correct and the image would cover the full height
1080 pixels of the display, but only 1440 out of 1920 pixels of its
width, thereby leaving black borders on the left and right side of your
stimulus.

PsychImaging('AddTask', 'General', 'UsePanelFitter', [800 600], 'AspectHeight');
-> Would do the same as above.

PsychImaging('AddTask', 'General', 'UsePanelFitter', [800 600], 'AspectWidth');
-> Would create a final image of 1920 pixels width, as you asked to
cover the full display width, aspect ratio would be correct, but the
top and bottom 75 pixels of your original stimulus would get cut away,
because they wouldn't fit after scaling without distorting the image.

* 'UseFastOffscreenWindows' Ask for support of fast Offscreen windows.
These use a more efficient storage, backed by OpenGL framebuffer
objects (FBO's). Drawing into them isn't faster, but *switching*
between drawing into onscreen- and offscreen windows, or switching
between drawing into different offscreen windows is faster. They also
support a couple of other advanced features and performance
improvements in conjunction with the imaging pipeline.
If you only specify this task, then you'll get the benefit of fast
windows, without the cost of other features of the pipeline you might
not need.

Usage: PsychImaging('AddTask', 'General', 'UseFastOffscreenWindows');

* 'EnableCLUTMapping' Enable support for old-fashioned clut animation /
clut mapping. The drawn framebuffer image is transformed by applying a
color lookup table (clut). This is not done via the hardware gamma
tables as in the good ol' days, but by application of the clut via
image processing. Hardware gamma tables don't provide well defined
timing on modern hardware, therefore they aren't suitable anymore.

You can update the clut to be applied at the next Screen('Flip');
via the command Screen('LoadNormalizedGammatable', windowPtr, clut, 2);

'clut' needs to be a clutSize-by-3 matrix, with 'clutSize' slots and
one column for each of the red, green and blue color channels.

Setup command:

By default, a clut of 256 slots with (R,G,B) values is used, but you
can provide the optional 'clutSize' parameter to use clut's with more
slots. The maximum number depends on your GPU, but 2048 are typically
supported even on very low-end cards.

If you set 'highprecision' to 1, the clut will resolve values at more
than 8 bit per color channel on modern hardware. This usually only
makes sense if you also use a more than 8 bpc framebuffer with more
than 256 slots as clutSize.

Usage: PsychImaging('AddTask', whichView, 'EnableCLUTMapping' [, clutSize=256][, highprecision=0]);
Example: PsychImaging('AddTask', 'AllViews', 'EnableCLUTMapping');

* 'FloatingPoint16Bit' Ask for a 16 bit floating point precision
framebuffer. This allows more than 8 bit precision for complex drawing,
compositing and image processing operations. It also allows
alpha-blending with signed color values and intermediate results that
are outside the displayable range, e.g., negative. Precision is about 3
digits behind the decimal point or 1024 discriminable displayable
levels. If you need higher precision, choose 'FloatingPoint32Bit'.

Usage: PsychImaging('AddTask', 'General', 'FloatingPoint16Bit');

* 'FixedPoint16Bit' Ask for a 16 bit integer precision framebuffer.
On graphics hardware that supports this, a 16 bit signed integer
framebuffer will be created. Such a framebuffer can store intermediate
color values in the normalized range [-1.0 ; +1.0] with a precision of
15 bits per component. Only positive values between 0.0 and 1.0 are
displayable in the end though. If the graphics hardware does not support this,
a 16 bit unsigned integer framebuffer is tried instead. Such a framebuffer
allows for 16 bits of precision per color component. However, many graphics
cards do not support alpha-blending on such a framebuffer, and
intermediate out-of-range values (smaller than zero or bigger than one) aren't
supported either. Such values will be clamped to the representable [0.0 ; 1.0]
range instead. Additionally this mode is only supported on some graphics
hardware. It is a special purpose intermediate solution - more accurate
than 16 bit floating point, but less capable and less accurate than 32
bit floating point. If you need higher precision, choose 'FloatingPoint32Bit'.

The main sad reason this switch exists is because some graphics hardware or
graphics drivers do not support floating point precision textures and
framebuffers due to some ridiculous patent restrictions, but they do
support a 16 bit signed or unsigned integer precision format. The switch
is basically a workaround for the broken patent systems of many countries.

Usage: PsychImaging('AddTask', 'General', 'FixedPoint16Bit');

* 'FloatingPoint32Bit' Ask for a 32 bit floating point precision
framebuffer. This allows more than 8 bit precision for complex drawing,
compositing and image processing operations. It also allows
alpha-blending with signed color values and intermediate results that
are outside the displayable range, e.g., negative. Precision is about
6.5 digits behind the dezimal point or 8 million discriminable displayable
levels. Be aware that only the most recent hardware [(NVidia]((NVidia) Geforce
8000 series, ATI Radeon HD 2000 series) is able to perform
alpha-blending at full speed in this mode. Enabling alpha-blending on
older hardware may cause a significant decrease in drawing performance,
or alpha blending may not work at all at this precision! If you'd like
to have both, the highest precision and support for alpha-blending,
specify 'FloatingPoint32BitIfPossible' instead. PTB will then try to
use 32 bit precision if this is possible in combination with alpha
blending. Otherwise, it will choose 16 bit precision for drawing &
blending, but 32 bit precision at least for the post-processing.

Usage: PsychImaging('AddTask', 'General', 'FloatingPoint32Bit');

* 'FloatingPoint32BitIfPossible' Ask PTB to choose the highest precision
that is possible on your hardware without sacrificing functionality like,
e.g., alpha-blending. PTB will choose the best compromise possible for
your hardware setup.

Usage: PsychImaging('AddTask', 'General', 'FloatingPoint32BitIfPossible');

* 'NormalizedHighresColorRange' Ask PTB to use a normalized range of
color and luminance intensity levels in the interval [0; 1], ie. values
between zero and one for minimum and maximum intensity. Also ask for
unclamped colors -- intermediate results are allowed to take on
arbitrary values, e.g., also negative values. All Screen() 2D drawing
commands should operate at maximum color/luminance precision.

Usage: PsychImaging('AddTask', 'General', 'NormalizedHighresColorRange' [, applyAlsoToMakeTexture]);

The command PsychImaging('AddTask', 'General', 'NormalizedHighresColorRange', 1);
is automatically executed if you used PsychDefaultSetup(featureLevel)
with a featureLevel of >= 2 at the top of your experiment script,
*except* that clamping is *not* disabled by default in this case! To
disable clamping you'd still need to add this task explicitely, as
unclamping may have unintended side effects on old graphics hardware.

The optional flag 'applyAlsoToMakeTexture' defaults to zero. If set to 1,
then a unit color range of expected input values in the [0; 1] range is
also applied to standard 8-Bit precision textures in Screen('MakeTexture')
if the provided Matlab imageMatrix is of double precision type instead of
uint8 type. This allows to specify standard textures in the same consistent
value range 0-1 as other drawing colors, for cleaner code. Such textures
will still be limited to 0-1 range and only resolved into 256 intensity
levels, unless you also set the optional 'floatprecision' flag in Screen('MakeTexture')
to a value of 1 or 2. We still apply this limitation, as high precision textures consume
more memory and other resources and are incompatible with very old graphics
hardware.

This is just a convenience shortcut for Screen('ColorRange', win, 1, 0, applyAlsoToMakeTexture);
with the added benefit of allowing to specify the background clear
color in normalized 0-1 range as well. This command is implied by use
of any of the high precision display device drivers (for attenuators,
Bits+ box etc.). It is only needed if you want to create the same
visual results on a 8 bit standard framebuffer without needing to
change your code, or if you want to set the 'applyAlsoToMakeTexture' flag to a
setting of non-zero, so unit colorrange also applies to Screen('MakeTexture').

* 'StereoCrosstalkReduction' If a stereoMode is active or requested,
apply a shader first in the processing chain that for each eye aims to
reduce crosstalk from the other eye.

Usage:

[PsychImaging](PsychImaging)('AddTask', 'LeftView', 'StereoCrosstalkReduction', method, crossTalkGain);  
[PsychImaging](PsychImaging)('AddTask', 'RightView', 'StereoCrosstalkReduction', method, crossTalkGain);  

The 'method' parameter selects the method to use for crosstalk
reduction.

Currently only a method named 'SubtractOther' is implemented, which works as follows:

To reduce crosstalk, the contrast in the image of each eye, i.e., the
difference in color from the background level provided as background
clear color of the window is subtracted from the image of the other eye,
after scaling the contrast by 'crossTalkGain'. 'crossTalkGain' can be a
scalar, or a separate gain for each RGB channel. The background color
can be a scalar in the range 0-1, or a 3-element array to set the
backgroundlevel for each RGB channel separately. The background
color level should not be zero, as contrast then can't be inverted
around the background level. In general, the background level
should be high enough to allow unclamped inversion of the highest
contrast features of your stimulus at your 'crossTalkGain', or
artifacts will occur.

* 'DisplayColorCorrection' Select a method for color correction to apply to
stimuli before output conversion and display. You have to specify a
color correction method 'methodname' to apply as parameter, see "help
PsychColorCorrection" for an overview of supported color correction
methods and their adjustable parameters. The imaging pipeline will be
set up to support the chosen color correction method. After you've
opened the onscreen window, you can use the different subcommands of
PsychColorCorrection() to change parameters of the color correction
algorithm at runtime.

Usage: PsychImaging('AddTask', whichView, 'DisplayColorCorrection', methodname);

Example: PsychImaging('AddTask', 'FinalFormatting', 'DisplayColorCorrection', 'SimpleGamma');
This would apply a simple power-law gamma correction to all view
channels of a stereo setup, or the single view of a monoscopic setup.
Later on you could use the methods of PsychColorCorrection() to
actually set the wanted gamma correction factors.

Please note that we use the channel 'FinalFormatting' instead of
'AllViews' as we'd usually do. Both specs will work, but a selection
of 'FinalFormatting' will lead to faster processing in many cases, so
this is preferred here if you want to apply the same setting to all
view channels - or to a single monoscopic display. Should you find
that things don't work as expected, you might try 'AllViews' instead
of 'FinalFormatting' - There are subtle differences in how they
process your instructions, which may matter in some corner cases.

* 'EnablePseudoGrayOutput' Enable the high-performance driver for the
rendering of up to 1786 different levels of gray on a standard - but
well calibrated - color monitor and 8 bit graphics card. This is done
by applying an algorithn known as "Pseudo-Gray" or "Bit stealing".
Selecting this mode implies use of 32 bit floating point
framebuffers, unless you specify use of a 16 bit floating point
framebuffer via 'FloatingPoint16Bit' explicitely. The expected range
of input luminance values is between 0 and 1. See "help CreatePseudoGrayLUT"
for further explanation.

Usage: PsychImaging('AddTask', 'General', 'EnablePseudoGrayOutput');

* 'EnableGenericHighPrecisionLuminanceOutput'
Setup Psychtoolbox for conversion of high precision luminance images
into a format suitable for special high precision luminance display
devices. This is a generic support routine that uses LUT based
conversion.

Usage: PsychImaging('AddTask', 'General', 'EnableGenericHighPrecisionLuminanceOutput', lut);

* 'EnableVideoSwitcherSimpleLuminanceOutput'
Setup Psychtoolbox for conversion of high precision luminance images
into a format suitable for driving the "VideoSwitcher" high precision
luminance display device which was developed by Xiangrui Li et al.

This implements the simple converter, which only needs the
Blue-To-Red-Ratio of the device as input parameter and performs
conversion via a closed-form formula without any need for lookup
tables. This is supposed to be fast.

See "help VideoSwitcher" for more info about the device and its
options.

Usage: PsychImaging('AddTask', 'General', 'EnableVideoSwitcherSimpleLuminanceOutput' [, btrr] [, trigger]);

  • The optional 'btrr' parameter is the Blue-To-Red-Ratio to use. If the
    parameter is left out, the btrr value will be read from a global
    configuration file.

  • The optional 'trigger' parameter can be zero for "No trigger", or 1
    for "Use trigger as configured". By default, trigger is off (==0).
    Enabled, one can use the VideoSwitcher('SetTrigger', ...); function to
    configure when and how a trigger signal should be emitted. Trigger
    signals are simply specific pixel patterns in the green output channel.
    That channel is recognized by the VideoSwitcher as a trigger signal
    control channel.

* 'EnableVideoSwitcherCalibratedLuminanceOutput'
Setup Psychtoolbox for conversion of high precision luminance images
into a format suitable for driving the "VideoSwitcher" high precision
luminance display device which was developed by Xiangrui Li et al.

This implements the simple converter, which only needs the
Blue-To-Red-Ratio of the device as input parameter and performs
conversion via a closed-form formula without any need for lookup
tables. This is supposed to be fast.

See "help VideoSwitcher" for more info about the device and its
options.

Usage: PsychImaging('AddTask', 'General', 'EnableVideoSwitcherCalibratedLuminanceOutput' [, btrr] [, lut] [, trigger]);

  • The optional 'btrr' parameter is the Blue-To-Red-Ratio to use. If the
    parameter is left out, the btrr value will be read from a global
    configuration file.

  • The optional 'lut' paramter is a 257 elements vector of luminance
    values, which maps blue channel drive indices to luminance values. This
    lut needs to be acquired via a calibration procedure by use of a
    photometer. If 'lut' is left out, the table will be read from a global
    configuration file.

  • The optional 'trigger' parameter can be zero for "No trigger", or 1
    for "Use trigger as configured". By default, trigger is off (==0).
    Enabled, one can use the VideoSwitcher('SetTrigger', ...); function to
    configure when and how a trigger signal should be emitted. Trigger
    signals are simply specific pixel patterns in the green output channel.
    That channel is recognized by the VideoSwitcher as a trigger signal
    control channel.

* 'EnableNative10BitFramebuffer' Enable support for output of stimuli
with 10 bit precision per color channel (10 bpc / 30 bpp / "Deep color")
on graphics hardware that supports native 10 bpc framebuffers.

Many graphics cards of the professional class AMD/ATI Fire series
(2008 models and later) and all current models of the professional class
NVidia Quadro series (2008 models and later), as well as all current models
of the consumer class NVidia GeForce series under Linux, do support 10 bpc
framebuffers under some circumstances. 10 bpc display on classic CRT monitors
which are connected via analog VGA outputs is supported. Support for digital
display devices like LCD/OLED panels or video projectors depends on the specific
type of display output connector used, the specific panels, and their video
settings. Consult manufacturer documentation for details. In general, 10 bpc
output may be supported on some graphics cards and displays via DisplayPort
or HDMI video outputs, but to our knowledge not via DVI-D outputs.

If such a combination of graphics card and display is present on your system
on Linux or Microsoft Windows, then Psychtoolbox will request native support
from the standard graphics drivers, ie., it won't need to use our own
homegrown, experimental box of tricks to enable this. You do need to enable/
unlock 10 bpc mode somewhere in the display driver settings though. On Linux you
can do this for supported cards and drivers via XOrgConfCreator + XOrgConfSelector,
on Windows the method is vendor specific.

Apple OSX, since version 10.11.2 "El Capitan", does support native 10 bpc video
output on some small subset of Apple hardware, as of May 2017 these are the MacPro
2013 "with some suitable displays" (Apple quotation), and the 27 inch iMac models
late 2014 and late 2015 with Retina 5k displays. We've confirmed this to be working
on the iMac 5k Retina 27 inch late 2014 model via photometer measurements. On OSX,
the OS will actually provide a 16 bit half-float framebuffer for our onscreen windows.
This buffer provides ~11 bpc effective linear precision in the displayable color
intensity range 0.0-1.0. The OS outputs this 11 bpc framebuffer as a native 10 bpc
video signal on suitable displays and uses some Apple proprietary software spatial
dithering algorithm to add 1 extra bit of simulated precision, so a photometer would
measure up to 11 bpc perceived/measured precision. On some other Mac models, which are
not in Apples list of 10 bit capable Macs, Apple uses a proprietary spatial dithering
algorithm implemented in software to fake a precision of 11 bpc on standard 8 bpc
framebuffers and displays, at least convincing enough for a photometer. The downside
of this proprietary dithering scheme is that visual stimulus onset timing precision
and timestamping precision is impaired, so Macs in "10 bit" framebuffer mode are not
suitable if trustworthy frame accurate visual timing is needed. Nothing we could do
about this. To summarize: EnableNative10BitFramebuffer mode on OSX will actually give
you a simulated 11 bpc framebuffer on some Mac hardware, plus severe visual timing
problems.

Psychtoolbox experimental 10 bpc framebuffer support:

Additionally we support ATI/AMD Radeon hardware of the X1000, HD2000 - HD8000,
series and later models (everything since at least the year 2006) under Linux
via our own low-level setup mechanisms. These graphics cards support a native
ARGB2101010 framebuffer, ie., a system framebuffer with 2 bits for the alpha
channel, and 10 bits per color channel.

As this is supported by the hardware, but not always by the standard AMD
graphics drivers, we follow a hybrid approach: We use special low-level
hardware access to reconfigure the hardware for 10 bpc framebuffer support.
Then we use a special imaging pipeline formatting plugin to convert 16 bpc or
32 bpc stimuli into the special data format required by this framebuffer
configuration.

On Linux you must have run PsychLinuxConfiguration at least once on your
system at some point. You'll need to have one of the supported AMD Radeon
gfx-cards (see above) for this to work. If you use Linux with the free and
open-source AMD graphics drivers, 10 bpc framebuffer support should work
reliably, so use of the open-source drivers on Linux is recommended for
reliable results.

Getting a 10 bpc framebuffer working is only the first half of what you need for
high color precision output. Your graphics card must also be able to transmit the
video signal at high precision to the display device and the display must be able
to faithfully reproduce the high precision image. 10 bpc output has been verified
to work for analog VGA connected CRT monitors and displays on both AMD and NVidia
graphics cards which do support 10 bpc framebuffers, so with a analog VGA CRT you
should be safe. Note that this only applies to native VGA output via VGA connectors
or passive DVI-I to VGA adapters connected to a DVI-I connector. Active DisplayPort
to VGA adapters or active HDMI to VGA adapters may be limited to maximum 8 bpc output.
The status of 10 bpc output to digital display devices differs a lot across devices
and OS'es. Output of 10 bpc framebuffers to standard 8 bpc digital laptop panels or

DVI/HDMI/DisplayPort panels via digital dithering is known to work, but that is not
the real thing, only a simulation of 10 bpc via dithering to 8 bpc. This may or may
not be good enough for your specific visual stimulation paradigm. On a DVI-D connected
standard digital display, this dithered output is the best you will ever get.

DisplayPort: Recent NVidia and AMD graphics cards can output to some suitable DisplayPort
displays with 10 bpc or higher precision on Linux, and maybe also on MS-Windows, but you
have to verify this carefully for your specific display.

HDMI: Recent Intel graphics cards can output up to 12 bpc precision to HDMI deep color
capable displays on Linux, and maybe also on MS-Windows. However, > 8 bpc framebuffers
are not yet supported, so this can only be used for gamma correction. All AMD graphics
cards of model Radeon HD-5000 or later (and equivalent Fire-Series models) can output to
HDMI deep color capable displays with 10 bpc real precision at least if you use a Linux
kernel of version 3.16 or later with the open-source AMD graphics drivers. Execute
PsychLinuxConfiguration to enable this >= 10 bpc deep color output mode, then reboot your
machine once to enable it.

The status with the proprietary AMD drivers on Linux or on MS-Windows is unknown.

Usage: PsychImaging('AddTask', 'General', 'EnableNative10BitFramebuffer' [, disableDithering=0]);

This function will setup a 32 bpc floating point resolution framebuffer by
default for Psychtoolbox drawing and stimulus processing. Output will happen
into a 10 bpc framebuffer. The function will also disable the graphics cards
gamma tables, so you'll need to use PsychImaging(...'DisplayColorCorrection'...)
for gamma and color correction if you need this.

The function will *not* disable dithering on digital displays by default,
but leave that decision to the operating system and graphics drivers of
your machine. A well working OS would disable dithering on a 10 bpc or
higher color depth display, if the display reports its capability to the
OS via its EDID info. It would enable dithering on < 10 bpc displays, so
you'd get a "pseudo 10 bpc" display where 10 bpc color depths is simulated
on a 6 bpc or 8 bpc display via the dithering.

You can disable dithering manually on some graphics cards by providing the
optional 'disableDithering' flag as 1. Currently mostly AMD cards allow this
control. NVidia or Intel cards require manual setup to force dithering off.

* 'EnableNative11BitFramebuffer' Enable support for output of stimuli with (almost)
11 bit precision per color channel (11 bpc / 32 bpp / "Deep color") on graphics
hardware that supports native 11 bpc framebuffers. This will request an ~ 11 bpc
framebuffer from the operating system. If it can't get such a framebuffer on Linux
with AMD graphics hardware, it will use our own homegrown setup code to provide
such a framebuffer anyway on Radeon X1000, HD-2000 and later graphics cards and
equivalent Fire-Series graphics cards. On OSX 10.11.2 it will request and get a
~11 bpc framebuffer on some Mac models. See the explanations above for 10 bpc on
OSX.

Read all the explanations in the section above for 'EnableNative10BitFramebuffer'
for capabilities, limitations and possible caveats on different systems.

Please note that on Linux this "11 Bit framebuffer" is not quite 11 bpc precision,
but only about ~ 10.6666 bpc precision. Specifically, the framebuffer can only
store at most 32 bits of color information per pixel, so it will store 11 bit
precision for the red channel (2048 distinct red intensity levels), 11 bit
(2048 levels) for the green channel, but only 10 bit (1024 levels) for the blue
channel, for a total number of 11 + 11 + 10 bits = 32 bits of color information
per pixel, or 4 billion different possible colors. A true 11 bpc framebuffer would
need 33 bits per pixel, and current graphics hardware can't handle that.

How many bits of precision of these ~ 11 bpc actually reach your display device?

  • Analog VGA only provides for maximum 10 bpc output precision on all shipping
    NVidia and AMD graphics cards at best. Intel graphics cards only allow for 8 bpc.

  • DisplayPort or HDMI might allow for transfer of 11 bpc precision, in general they
    support up to 12 bpc. However additional hardware restrictions for your graphics
    card may limit precision to as low as 10 bpc. To our knowledge, only AMD graphics
    cards support ~ 11 bpc framebuffers at all. Radeon HD-7000 and earlier can only
    truly process up to 10 bpc, so 'EnableNative11BitFramebuffer' may not gain you any
    precision over 'EnableNative10BitFramebuffer' in practice on these cards. AMD cards
    of the "Sea Islands" family or later, mostly models from the year >= 2014, should be
    able to process and output up to 12 bpc over HDMI or DisplayPort, so they'd be able
    to output true ~11 bpc images. However, this hasn't been verified by us so far due to
    lack of suitable hardware - we don't know if it really works.

So obviously: Measure very carefully on your setup what kind of precision you really
get and make sure not to be fooled by dithering if you need precise low-level control
of spatial stimulus properties, or per-pixel high precision, instead of just averaged
over larger clusters of pixels.

Usage: PsychImaging('AddTask', 'General', 'EnableNative11BitFramebuffer' [, disableDithering=0]);

* 'EnableNative16BitFramebuffer' Enable up to 16 bpc, 64 bpp framebuffer on some setups.
This asks to enable a framebuffer with a color depth of up to 16 bpc for up to 65535 levels
of intensity per red, green and blue channel or 48 bits = different 2^48 colors. Currently,
as of June 2017, this mode of operation is only supported on Linux when using the open-source
FOSS radeon graphics drivers on modern AMD graphics cards, and only after some special config-
uration of your X-Server and display setup has been performed by you. This is essentially a
low-level hack that works under those specific conditions, but uses a relatively large amount
of graphics memory and compute resources to implement. If you can do with less than 12 bpc, you
are better off with the other high bit depth modes, as they are easier to set up and more efficient
and faster in operation. On suitable setups, this will establish a 16 bpc framebuffer which packs
3 * 16 bpc = 48 bit color info into 64 bpp pixels and the gpu's display engine will scan out that
framebuffer at 16 bpc. However, effective output precision is further limited to < 16 bpc by your
display, video connection and specific model of graphics card. As of June 2017, the maximum effective
output precision is limited to at most 12 bpc (4096 levels of red, green and blue) by the graphics
card, and this precision may only be attainable on AMD graphics cards of the so called "Sea Islands"
(cik) family when used with the radeon-kms display driver. Any older or more recent cards, e.g.,
"Southern Islands" or "Volcanic Islands" will not work with this hack. The specific requirement is
an AMD gpu with a "DCE-8 or later" display engine that uses the old/classic ati/radeon-ddx and
radeon-kms display driver, not the new amdgpu-ddx / amdgpu-kms driver. Cards older than "Sea Islands"
don't have a DCE-8+ engine, and cards newer than "Sea Islands" don't work with the classic radeon
driver anymore, so effectively only "Sea Islands" (cik) DCE-8.x gpu's may work with this hack.
Please note that actual 12 bpc output precision even in the best case scenario has not been verified
by us so far, due to lack of suitable 12 bpc display hardware, so this mode is highly experimental and
may not work at all.

High bit depth output would only work over HDMI or DisplayPort, and may be further restricted by
your specific display device, so measure your results carefully! See the sections about 11 bpc and
10 bpc native framebuffers above for further details.

Required manual one time setup:

  1. You must create a custom made xorg.conf file for your graphics card and X-Server to setup
    the display screen for use of a linear, non-tiled framebuffer at a color depth of 24 bit.
    Setup for this is easily achieved via XOrgConfCreator on supported gpu's and drivers:

    a) Use XOrgConfCreator to create a custom xorg.conf file for this purpose. If it asks for
    "Special setup options" answer 'y'es. When it asks for use of a linear, non-tiled framebuffer,
    answer 'y'es. This will create a proper config file. Use XOrgConfSelector to select that file.

    b) Logout and login again, so the display server picks up the changed configuration.

    If you need a more customized xorg.conf file for special settings or for more complex display and
    gpu setups, use our template file as a reference. The important bit is to add the "ColorTiling..."
    lines to the "Device" section for your AMD graphics card.

  2. Only three distinct display setups are allowed: Either a single display connected, or if multiple
    displays are conected, all displays must mirror (aka clone) each other showing the same image,
    or a dual display setup with both displays running at the same video resolution, one display
    showing the left half of your onscreen window, the other showing the right half of your onscreen
    window, ie., a typical setup for dual-display side-by-side stereo presentation. Pretty much any other
    display setup will display undefined results, e.g., corrupted images or random pixel trash.
    Also note that not all desktop GUI environments work: GNOME-3 desktop "Gnome shell" is known to work
    at least as tested on Ubuntu Linux 16.04 LTS. Ubuntu Unity may work. KDE-5 usually does not work,
    other desktop GUI's are not tested.

Usage: PsychImaging('AddTask', 'General', 'EnableNative16BitFramebuffer' [, disableDithering=0][, bpc]);

* 'EnableBrightSideHDROutput' Enable the high-performance driver for
BrightSide Technologies High dynamic range display device for 16 bit
per color channel output precision. See "help BrightSideHDR" for
detailed explanation. Please note that you'll need to install the 3rd
party driver libraries for that display as described in the help file.
PTB doesn't come bundled with that libraries for copyright reasons.

Usage: PsychImaging('AddTask', 'General', 'EnableBrightSideHDROutput');

* 'UseDataPixx' Tell Psychtoolbox that additional functionality for
displaying the onscreen window on a VPixx Technologies DataPixx device
should be enabled.

This command is implied by enabling a DataPixx video mode by one of the
commands for the DataPixx in the following sections.

'UseDataPixx' mostly prepares use of a variety of subfunctions in the
DataPixxToolbox ("help DataPixxToolbox") and in the PsychDataPixx()
high-level driver ("help PsychDataPixx").

* 'EnableDataPixxL48Output' Setup Psychtoolbox for L48 mode of the VPixx
Technologies DataPixx device. This loads the graphics hardwares gamma
table with an identity mapping so it can't interfere with DPixx video
processing. It also sets up automatic generation of control signals to
support the features of DPixx that are available via the functions in
PsychDataPixx(). You will be able to upload new CLUT's into the DPixx
by use of the Screen('LoadNormalizedGammaTable', window, clut, 2);
command. CLUT updates will be synchronized with Screen('Flip') commands.
Please note that while L48 CLUT mode works even with very old
graphics hardware, this is a pretty cumbersome way of driving the
DPixx. On recent hardware, you will want to use M16 or C48 mode
(see below). That allows to draw arbitrarily complex stimuli with as
many colors as you want and PTB will take care of conversion into the
M16 or C48 format for DataPixx.

Usage: PsychImaging('AddTask', 'General', 'EnableDataPixxL48Output');

* 'EnableDataPixxM16Output' Enable the high-performance driver for M16
mode of the VPixx Technologies DataPixx device. This is the fastest and
most elegant way of driving the DPixx box with 16 bit luminance output
precision. See "help DataPixx" for more information. Selecting this
mode implies use of 32 bit floating point framebuffers, unless you
specify use of a 16 bit floating point framebuffer via
'FloatingPoint16Bit' explicitely. If you do that, you will not be able
to use the full 16 bit output precision, but only approximately 10 bits.

Usage: PsychImaging('AddTask', 'General', 'EnableDataPixxM16Output');

If you want to make use of the color overlay plane in M16 mode, then
call the function like this:

Usage: PsychImaging('AddTask', 'General', 'EnableDataPixxM16OutputWithOverlay');
See the explanation of color overlays in the section
'EnableBits++Mono++OutputWithOverlay' - behaviour of color overlays is
identical for the CRS Bits++ and the VPixx DataPixx.

* 'EnableDataPixxC48Output' Enable the high-performance driver for the
C48 mode of VPixx technologies DataPixx box. This is the fastest and
most elegant way of driving the DataPixx box with 16 bit per color
channel output precision. See "help DataPixx" for more information.
Selecting this mode implies use of 32 bit floating point framebuffers,
unless you specify use of a 16 bit floating point framebuffer via
'FloatingPoint16Bit' explicitely. If you do that, you will not be able
to use the full 16 bit output precision, but only approximately 10 bits.

Usage: PsychImaging('AddTask', 'General', 'EnableDataPixxC48Output', mode);

See the section below about 'EnableBits++Color++Output' for the meaning
of the mandatory "mode" parameter.

You can use the RemapMouse() function to correct GetMouse() positions
for potential geometric distortions introduced by this function for
"mode" zero.

* 'UseBits#' Tell Psychtoolbox that additional functionality for
displaying the onscreen window on a Cambridge Research Systems Bits#
device should be enabled.

This command is implied by enabling a Bits+ or Bits# video mode by one
of the commands for the Bits+/Bits# in the following sections, if the
driver can auto-detect a connected Bits# device. If it cannot auto-detect
a connected Bits# device and this command is omitted, Psychtoolbox will
instead assume that an older Bits+ is in use and only allow functionality
common to Bits# and Bits+, without automatic video mode switching.

If you provide this command, you can optionally specify the name of the
serial port to which your Bits# is connected, instead of leaving it to
the system to find this out (either via configuration file or via a
guess-o-matic).

Usage: PsychImaging('AddTask', 'General', 'UseBits#' [, BitsSharpSerialPort]);

'BitsSharpSerialPort' is optional and can be set to the name of a serial
port for your specific operating system and computer, to which the Bits#
is connected. If omitted, Psychtoolbox will look for the name in the first
line of text of a text file stored under the filesystem path and filename
[PsychtoolboxConfigDir 'BitsSharpConfig.txt']. If that file is empty, the
serial port is auto-detected (Good luck!).

'UseBits#' mostly prepares use of a variety of new Bits# subfunctions
in the BitsPlusPlus() high-level driver ("help BitsPlusPlus").

* 'EnableBits++Bits++Output' Setup Psychtoolbox for Bits++ mode of the
Cambridge Research Systems Bits++ box. This loads the graphics
hardwares gamma table with an identity mapping so it can't interfere
with Bits++ T-Lock system. It also sets up automatic generation of
Bits++ T-Lock codes: You will be able to upload new CLUT's into the
Bits++ by use of the Screen('LoadNormalizedGammaTable', window, clut, 2);
command. CLUT updates will be synchronized with Screen('Flip')
commands, because PTB will generate and draw the proper T-Lock code
into the top line of your onscreen window. Please note that while
Bits++ CLUT mode works even with very old graphics hardware, this is a
pretty cumbersome way of driving the Bits++. On recent hardware, you
will want to use Mono++ or Color++ mode (see below). That allows to
draw arbitrarily complex stimuli with as many colors as you want and
PTB will take care of conversion into the Color++ or Mono++ format for
Bits++.

Usage: PsychImaging('AddTask', 'General', 'EnableBits++Bits++Output');

* 'EnableBits++Mono++Output' Enable the high-performance driver for the
Mono++ mode of Cambridge Research Systems Bits++ box. This is the
fastest and most elegant way of driving the Bits++ box with 14 bit
luminance output precision. See "help BitsPlusPlus" for more
information. Selecting this mode implies use of 32 bit floating point
framebuffers, unless you specify use of a 16 bit floating point
framebuffer via 'FloatingPoint16Bit' explicitely. If you do that, you
will not be able to use the full 14 bit output precision of Bits++, but
only approximately 10 bits.

Usage: PsychImaging('AddTask', 'General', 'EnableBits++Mono++Output');

If you want to make use of the color overlay plane in Mono++ mode, then
call the function like this:

Usage: PsychImaging('AddTask', 'General', 'EnableBits++Mono++OutputWithOverlay');

Then you can query the window handle of the overlay window via:

overlayWin = PsychImaging('GetOverlayWindow', window);

'overlayWin' is the handle to the overlay window associated with the
overlay of onscreen window 'window'. The overlay window is a standard
offscreen window, so you can do anything with it that you would want to
do with offscreen windows. The only difference is that the window is a
pure index window: It only has one "color channel", which can be written
with color values between 0 and 255. Values 1 to 255 get mapped to the
corresponding color indices of the Bits++ overlay plane: A zero value is
transparent -- Content of the onscreen window is visible. Positive
non-zero color values map to the 255 indices available in overlay mode,
these get mapped by the Bits++ CLUT to colors. You can define the
mapping of indices to CLUT colors via the
Screen('LoadNormalizedGammaTable', window, clut, 2); command.

Updates of the overlay image are synchronized to Screen('Flip')
updates. If you draw into the overlay window, the changed overlay image
will become visible at Screen('Flip') time -- in sync with the changed
onscreen window content. The overlay plane is not automatically cleared
to background (or transparent) color after a flip, but its content
persists across flips. You need to clear it out manually via a
Screen('FillRect') command.

* 'EnableBits++Color++Output' Enable the high-performance driver for the
Color++ mode of Cambridge Research Systems Bits++ box. This is the
fastest and most elegant way of driving the Bits++ box with 14 bit
per color channel output precision. See "help BitsPlusPlus" for more
information. Selecting this mode implies use of 32 bit floating point
framebuffers, unless you specify use of a 16 bit floating point
framebuffer via 'FloatingPoint16Bit' explicitely. If you do that, you
will not be able to use the full 14 bit output precision of Bits++, but
only approximately 10 bits.

Usage: PsychImaging('AddTask', 'General', 'EnableBits++Color++Output', mode);

"mode" is a mandatory numeric parameter which must be 0, 1 or 2. In
Color++ mode, the effective horizontal display resolution is only half
the normal horizontal resolution. To cope with this, multiple different
methods are implemented to squeeze your stimulus image horizontally by
a factor of two. The following options exist:

0 = This is the "classic" mode which was used in all Psychtoolbox
versions prior to 22nd September 2010. If you want to keep old code
working as is, select 0. In this mode, your script will only see a
framebuffer that is half the true horizontal resolution of your
connected display screen. Each drawn pixel will be stretched to cover
two pixels on the output display device horizontally. While this
preserves the content of your stimulus image exactly, it means that the
aspect ratio of all displayed text and stimuli will be 2:1. Text will
be twice as wide as its height. Circles or squares will turn into
horizontal ellipses or rectangles etc. You'll need to do extra work in
your code if you want to preserve aspect ratio properly.

You can use the RemapMouse() function to correct GetMouse() positions
for potential geometric distortions introduced by this function for
"mode" zero.

Example: A fine vertical grid with alternating vertical white and black
lines would display as expected, but each white or black stripe would be
two pixels wide on the display instead of one pixel wide.

1 = Subsample: Your framebuffer will appear at the same resolution as
your display device. Aspect ratio of drawn stimuli/text etc. will be
correct and as expected. However, every 2nd column of pixels in your
stimulus (ie., all odd-numbered x-coordinates 1,3,5,7,...) will be
completely ignored, only even columns are used!

Example: A fine vertical grid with alternating vertical white and black
lines would display as a purely white image, as only the white pixels
in the even columns would be used, whereas the black pixels in the odd
columns would be ignored.

2 = Average: Your framebuffer will appear at the same resolution as
your display device. Aspect ratio of drawn stimuli/text etc. will be
correct and as expected. However, each pair of adjacent even/odd pixel
columns will be averaged before output. Stimulus pixels 0 and 1 will
contribute the mean color for display pixel 0. Pixels 2 and 3 will be
averaged into display pixel 1 and so on. Visually this gives the most
pleasing and smooth results, but if adjacent even/odd pixels don't have
the same color value, you'll obviously get an output color that is
neither the color of the even pixel nor the odd pixel, but the average
of both.

Example: A fine vertical grid with alternating vertical white and black
lines would display as a 50% gray image, as the alternating white and
black columns would be averaged into the average of white and black,
which is 50% gray.

* 'EnableDualPipeHDROutput' Enable EXPERIMENTAL high-performance driver
for HDR display devices which are composites of two separate displays.

EXPERIMENTAL proof-of-concept code with no real function yet!

This is meant for high-precision luminance or color output. It implies
use of 32 bpc floating point framebuffers unless otherwise specified by
other calls to PsychImaging().

The pair of specially encoded output images that are derived from
content of the onscreen window shall be output to both, the display
associated with the screen given to PsychImaging('OpenWindow',...); and
on the screen with the index 'pipe1Screen', using appropriate encoding
to drive the HDR device or similar composite device.

Usage: PsychImaging('AddTask', 'General', 'EnableDualPipeHDROutput', pipe1Screen [, pipe1Rectangle]);

Optionally you can pass a 'pipe1Rectangle' if the window with the
pipe1 image shall not fill the whole 'pipe1Screen', but only a
subregion 'pipe1Rectangle'.

* 'AddOffsetToImage' Add a constant color- or intensity offset to the
drawn image, prior to all following image processing and post
processing operations:
Outimage(x,y) = Inimage(x,y) + Offset. If the framebuffer is in a color
display mode, the same offset will be added to all three color
channels.

Usage: PsychImaging('AddTask', whichView, 'AddOffsetToImage', Offset);
Example: PsychImaging('AddTask', 'AllViews', 'AddOffsetToImage', 0.5);

* 'MirrorDisplayTo2ndOutputHead' Mirror the content of the onscreen
window to given 2nd screen, ie., to a 2nd output connector (head)
of a dualhead graphics card. This should give the same result as if one
switches the graphics card into "Mirror mode" or "Clone mode" via the
display settings panel of your operating system. Use of the "Mirror
Mode" or "Clone Mode" of your operating system and graphics card is
preferable to use of this command, if that works for you. The OS
builtin facilities are usually faster, more efficient and thereby
more reliable wrt. timing and synchronization!

This function only works for monoscopic displays, ie., it can not be
used simultaneously with any stereo display mode. The reason is that it
internally uses stereomode 10 with a few modifications to get its job
done, so obviously neither mode 10 nor any other mode can be used
without interference.

Only use this function for mirroring onto the 2nd head of a dual-head
graphics card under MacOS/X, or if you need to mirror onto a 2nd head
on MS-Windows and can't use "desktop spanning" mode on Windows to
achieve dual display output. If possible on your setup and OS, rather use
'MirrorDisplayToSingleSplitWindow' (see below). That mode should work
well on dual-head graphics cards on MS-Windows or GNU/Linux, as well as
in conjunction with a hardware display splitter attached to a single
head on any operating system. It has the advantage of consuming less
memory and compute ressources, so it is potentially faster or provides
a more reliable overall timing.

Usage: PsychImaging('AddTask', 'General', 'MirrorDisplayTo2ndOutputHead', mirrorScreen [, mirrorRectangle]);

The content of the onscreen window shall be shown not only on the
display associated with the screen given to PsychImaging('OpenWindow',
...); but also (as a copy) on the screen with the index 'mirrorScreen'.

Optionally you can pass a 'mirrorRectangle' if the window with the
mirror image shall not fill the whole 'mirrorScreen', but only a
subregion 'mirrorRectangle'.

* 'MirrorDisplayToSingleSplitWindow' Mirror the content of the onscreen
window to the right half of the desktop (if desktop spanning on a
dual-display setup is enabled) or the right-half of the virtual screen
if a display splitter (e.g., Matrox Dualhead2Go (TM)) is attached to a
single head of a graphics card. This should give the same result as if one
switches the graphics card into "Mirror mode" or "Clone mode" via the
display settings panel of your operating system. Use of the "Mirror
Mode" or "Clone Mode" of your operating system and graphics card is
preferable to use of this command, if that works for you. The OS
builtin facilities are usually faster, more efficient and thereby
more reliable wrt. timing and synchronization!

Usage: PsychImaging('AddTask', 'General', 'MirrorDisplayToSingleSplitWindow');

Optionally, you can add the command...
PsychImaging('AddTask', 'General', 'DontUsePipelineIfPossible');
... if you don't intend to use the imaging pipeline for anything else
than display mirroring. This will allow further optimizations.

* 'RestrictProcessing' Restrict stimulus processing to a specific subarea
of the screen. If your visual stimulus only covers a subarea of the
display screen you can restrict PTB's output processing to that
subarea. This may save some computation time to allow for higher
display redraw rates.

Usage: PsychImaging('AddTask', whichChannel, 'RestrictProcessing', ROI);

ROI is a rectangle defining the area to process ROI = [left top right bottom];
E.g., ROI = [400 400 800 800] would only create output pixels in the
screen area with top-left corner (400,400) and bottom-right corner
(800, 800).

* 'FlipHorizontal' and 'FlipVertical' flip your output images
horizontally (left- and right interchanged) or vertically (upside down).

Usage: PsychImaging('AddTask', whichChannel, 'FlipHorizontal');
Usage: PsychImaging('AddTask', whichChannel, 'FlipVertical');

You can use the RemapMouse() function to correct GetMouse() positions
for potential geometric distortions introduced by this function.

* 'GeometryCorrection' Apply some geometric warping operation during
rendering of the final stimulus image to correct for geometric
distortion of your physical display device. You need to measure the
geometric distortion of your display with a suitable calibration
procedure, then compute an inverse warp transformation to undo this
distortion, then provide that transformation to this function.

Usage: PsychImaging('AddTask', whichChannel, 'GeometryCorrection', calibfilename [, debugoutput] [, arg1], [arg2], ...);

'calibfilename' is the filename of a calibration file which specified
the type of undistortion to apply. Calibration files can be created by
interactive calibration procedures. See 'help CreateDisplayWarp' for a
list of calibration methods. One of the supported procedures is, e.g.,
"DisplayUndistortionBezier", read "help DisplayUndistortionBezier". The
recommended method for most cases is 'DisplayUndistortionBVL', read
"help DisplayUndistortionBVL" for help.

The optional flag 'debugoutput' if set to non-zero value will trigger
some debug output about the calibration with some calibration methods.

The optional 'arg1', 'arg2', ..., are optional parameters whose
meaning depends on the calibration method in use.

Use of geometry correction will break the 1:1 correspondence between
framebuffer pixel locations (x,y) and the mouse cursor position, ie. a
mouse cursor positioned at display position (x,y) will be no longer
pointing to framebuffer pixel (x,y). If you want to know which
pixel in your original stimulus image corresponds to a specific
physical display pixel (or mouse cursor position), use the function
RemapMouse() to perform the neccessary coordinate transformation.

* 'UseVRHMD' Display this onscreen window on a "Virtual Reality" head mounted
display (HMD), e.g., the Oculus Rift DK1 or Rift DK2. This enables display of
stereoscopic visual stimuli on supported virtual reality headsets.
You need to have the neccessary vendor supplied VR runtimes installed for
this to work.

Simple usage:

The most simple way to setup a HMD for use is to add a call to
hmd = PsychVRHMD('AutoSetupHMD') instead of a call to
PsychImaging('AddTask', 'General', UseVRHMD', ...). The 'AutoSetupHMD'
call would detect the first supported HMD device on your computer, connect to
it, then set it up with reasonable default operating parameters. Then it would
call this PsychImaging task to perform all required setup steps.

Advanced usage:

1. Open a connection to a HMD and get a handle for the device:  
   For example, if you wanted to use a Oculus Rift DK1 or DK2, you could  
   do:  

   hmd = [PsychOculusVR](PsychOculusVR)('Open' ...);  

2. Perform basic configuration of the HMD via the HMD specific driver.  

3. Add a [PsychImaging](PsychImaging) task for the HMD and pass in its device handle 'hmd':  
   [PsychImaging](PsychImaging)('AddTask', 'General', 'UseVRHMD', hmd);  

This sequence will perform the necessary setup of panel fitter, stereo display
mode and image post-processing for geometry correction, color aberration
correction and vignette correction for a fullscreen window on the HMD.

* More actions will be supported in the future. If you can think of an
action of common interest not yet supported by this framework, please
file a feature request on our Wiki (Mainpage -> Feature Requests).

After adding all wanted task specifications and other requirements,
call...

[windowPtr, windowRect] = PsychImaging('OpenWindow', screenid, [backgroundcolor], ....);

  • Finishes the setup phase for imaging pipeline, creates a suitable onscreen
    window and performs all remaining configuration steps. After this
    command, your onscreen window will be ready for drawing and display of
    stimuli. All specified imaging operations will get automatically applied
    to your stimulus before stimulus onset.

After the window has been opened you can call the following commands any
time at runtime:

PsychImaging('RestrictProcessingToROI', window, whichChannel, ROI);

  • Restrict the processing area of viewChannel 'whichChannel' of onscreen
    window 'window' to the rectangular subarea defined by 'ROI'. See the
    explanation above for subtask 'RestrictProcessing'. This does exactly the
    same but allows a dynamic change of the restricted area at any point
    during your experiment script.

PsychImaging('UnrestrictProcessing', window, whichChannel);

  • Remove a restriction of the processing area of viewChannel
    'whichChannel' of onscreen window 'window' to a previously defined
    subarea. Can be called anytime during your scripts execution.

[overlaywin, overlaywinRect] = PsychImaging('GetOverlayWindow', win);

  • Will return the handle to the 'overlaywin'dow associated with the
    given 'win'dow, if any. Will abort with an error message if the 'win'dow
    doesn't have an associated overylay window.
    Currently, only the CRS Bits+ box in Mono++ mode and the VPixx DataPixx
    box in M16 mode does support overlays. Other output drivers don't support
    such a feature. See "help BitsPlusPlus" for subfunction
    'GetOverlayWindow' for more explanations of the purpose and properties of
    overlay windows. The explanations apply to the DPixx device as well if it
    is opened in videomode 'M16WithOverlay'.

The following commands are only for specialists:

[imagingMode, needStereomode] = PsychImaging('FinalizeConfiguration');

  • Finish the configuration phase for this window. This will compute an
    optimal configuration for all stages of the pipeline, but won't apply it
    yet. You'll have to call Screen('OpenWindow', windowPtr, ......,
    imagingMode, ...); with the returned 'imagingMode' + any other options
    you'd like to have for your window. After that, you'll have to call
    PsychImaging('PostConfiguration') to really apply and setup all your
    configuration settings. If you don't have unusual needs, you can simplify
    these steps by simply calling PsychImaging('OpenWindow', ....);
    with the same parameters that you'd pass to Screen('OpenWindow', ....);
    PsychImaging will perform all necessary steps to upon return, you'll have
    your window properly configured.

PsychImaging('PostConfiguration', windowPtr [, clearcolor]);

  • To be called after opening the onscreen window 'windowPtr'.
    Performs all the setup work to be done after the window was created.
Path   Retrieve current version from GitHub | View changelog
Psychtoolbox/PsychGLImageProcessing/PsychImaging.m
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