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CLK/Outputs/OpenGL/ScanTarget.cpp

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//
// ScanTarget.cpp
// Clock Signal
//
// Created by Thomas Harte on 05/11/2018.
// Copyright © 2018 Thomas Harte. All rights reserved.
//
#include "ScanTarget.hpp"
#include "Primitives/Rectangle.hpp"
using namespace Outputs::Display::OpenGL;
namespace {
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/// The texture unit from which to source 1bpp input data.
constexpr GLenum SourceData1BppTextureUnit = GL_TEXTURE0;
/// The texture unit from which to source 2bpp input data.
constexpr GLenum SourceData2BppTextureUnit = GL_TEXTURE1;
/// The texture unit from which to source 4bpp input data.
constexpr GLenum SourceData4BppTextureUnit = GL_TEXTURE2;
/// The texture unit which contains raw line-by-line composite or RGB data.
constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE3;
/// The texture unit which contains line-by-line records of luminance and amplitude-modulated chrominance.
constexpr GLenum CompositeSeparatedTextureUnit = GL_TEXTURE4;
/// The texture unit which contains line-by-line records of luminance and demodulated chrominance.
constexpr GLenum DemodulatedCompositeTextureUnit = GL_TEXTURE5;
/// The texture unit which contains line-by-line RGB.
constexpr GLenum LineBufferTextureUnit = GL_TEXTURE6;
/// The texture unit that contains the current display.
constexpr GLenum AccumulationTextureUnit = GL_TEXTURE7;
#define TextureAddress(x, y) (((y) << 11) | (x))
#define TextureAddressGetY(v) uint16_t((v) >> 11)
#define TextureAddressGetX(v) uint16_t((v) & 0x7ff)
#define TextureSub(a, b) (((a) - (b)) & 0x3fffff)
const GLint internalFormatForDepth(std::size_t depth) {
switch(depth) {
default: return GL_FALSE;
case 1: return GL_R8UI;
case 2: return GL_RG8UI;
case 3: return GL_RGB8UI;
case 4: return GL_RGBA8UI;
}
}
const GLenum formatForDepth(std::size_t depth) {
switch(depth) {
default: return GL_FALSE;
case 1: return GL_RED_INTEGER;
case 2: return GL_RG_INTEGER;
case 3: return GL_RGB_INTEGER;
case 4: return GL_RGBA_INTEGER;
}
}
}
template <typename T> void ScanTarget::allocate_buffer(const T &array, GLuint &buffer_name, GLuint &vertex_array_name) {
const auto buffer_size = array.size() * sizeof(array[0]);
glGenBuffers(1, &buffer_name);
glBindBuffer(GL_ARRAY_BUFFER, buffer_name);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(buffer_size), NULL, GL_STREAM_DRAW);
glGenVertexArrays(1, &vertex_array_name);
glBindVertexArray(vertex_array_name);
glBindBuffer(GL_ARRAY_BUFFER, buffer_name);
}
ScanTarget::ScanTarget() :
unprocessed_line_texture_(LineBufferWidth, LineBufferHeight, UnprocessedLineBufferTextureUnit, GL_LINEAR) {
// Ensure proper initialisation of the two atomic pointer sets.
read_pointers_.store(write_pointers_);
submit_pointers_.store(write_pointers_);
// Allocate space for the scans and lines.
allocate_buffer(scan_buffer_, scan_buffer_name_, scan_vertex_array_);
allocate_buffer(line_buffer_, line_buffer_name_, line_vertex_array_);
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// TODO: if this is OpenGL 4.4 or newer, use glBufferStorage rather than glBufferData
// and specify GL_MAP_PERSISTENT_BIT. Then map the buffer now, and let the client
// write straight into it.
glGenTextures(1, &write_area_texture_name_);
output_shader_.reset(new Shader(
glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
"#version 150\n"
"out vec4 fragColour;"
"in vec2 textureCoordinate;"
"uniform sampler2D textureName;"
"void main(void) {"
"fragColour = texture(textureName, textureCoordinate);"
"}"
));
glBindVertexArray(line_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
enable_vertex_attributes(ShaderType::Line, *output_shader_);
is_drawing_.clear();
}
ScanTarget::~ScanTarget() {
while(is_drawing_.test_and_set()) {}
glDeleteBuffers(1, &scan_buffer_name_);
glDeleteTextures(1, &write_area_texture_name_);
glDeleteVertexArrays(1, &scan_vertex_array_);
}
void ScanTarget::set_modals(Modals modals) {
// TODO: consider resizing the write_area_texture_, and setting
// write_area_texture_line_length_ appropriately.
modals_ = modals;
const auto data_type_size = Outputs::Display::size_for_data_type(modals.input_data_type);
if(data_type_size != data_type_size_) {
// TODO: flush output.
data_type_size_ = data_type_size;
write_area_texture_.resize(2048*2048*data_type_size_);
write_pointers_.scan_buffer = 0;
write_pointers_.write_area = 0;
}
// Pick a processing width; this will be at least four times the
// colour subcarrier, and an integer multiple of the pixel clock and
// at most 2048.
const int colour_cycle_width = (modals.colour_cycle_numerator * 4 + modals.colour_cycle_denominator - 1) / modals.colour_cycle_denominator;
const int dot_clock = modals.cycles_per_line / modals.clocks_per_pixel_greatest_common_divisor;
const int overflow = colour_cycle_width % dot_clock;
processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
processing_width_ = std::min(processing_width_, 2048);
// Establish an input shader.
input_shader_ = input_shader(modals_.input_data_type, OutputType::RGB);
// input_shader_ = reset(new Shader(
// glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan),
// "#version 150\n"
//
// "out vec4 fragColour;"
// "in vec2 textureCoordinate;"
//
// "uniform usampler2D textureName;"
//
// "void main(void) {"
// "fragColour = vec4(vec3(texture(textureName, textureCoordinate).rgb), 1.0);"
// "}"
// ));
glBindVertexArray(scan_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
enable_vertex_attributes(ShaderType::Scan, *input_shader_);
set_uniforms(Outputs::Display::OpenGL::ScanTarget::ShaderType::Scan, *output_shader_);
set_uniforms(Outputs::Display::OpenGL::ScanTarget::ShaderType::Line, *input_shader_);
input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
}
void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
target.set_uniform("rowHeight", GLfloat(1.0f / modals_.expected_vertical_lines));
target.set_uniform("processingWidth", GLfloat(processing_width_) / 2048.0f);
}
Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
if(allocation_has_failed_) return nullptr;
const auto result = &scan_buffer_[write_pointers_.scan_buffer];
const auto read_pointers = read_pointers_.load();
// Advance the pointer.
const auto next_write_pointer = decltype(write_pointers_.scan_buffer)((write_pointers_.scan_buffer + 1) % scan_buffer_.size());
// Check whether that's too many.
if(next_write_pointer == read_pointers.scan_buffer) {
allocation_has_failed_ = true;
return nullptr;
}
write_pointers_.scan_buffer = next_write_pointer;
// Fill in extra OpenGL-specific details.
result->line = write_pointers_.line;
vended_scan_ = result;
return &result->scan;
}
void ScanTarget::end_scan() {
if(vended_scan_) {
vended_scan_->data_y = TextureAddressGetY(vended_write_area_pointer_);
vended_scan_->line = write_pointers_.line;
vended_scan_->scan.end_points[0].data_offset += TextureAddressGetX(vended_write_area_pointer_);
vended_scan_->scan.end_points[1].data_offset += TextureAddressGetX(vended_write_area_pointer_);
}
vended_scan_ = nullptr;
}
uint8_t *ScanTarget::begin_data(size_t required_length, size_t required_alignment) {
if(allocation_has_failed_) return nullptr;
// Determine where the proposed write area would start and end.
uint16_t output_y = TextureAddressGetY(write_pointers_.write_area);
uint16_t aligned_start_x = TextureAddressGetX(write_pointers_.write_area & 0xffff) + 1;
aligned_start_x += uint16_t((required_alignment - aligned_start_x%required_alignment)%required_alignment);
uint16_t end_x = aligned_start_x + uint16_t(1 + required_length);
if(end_x > WriteAreaWidth) {
output_y = (output_y + 1) % WriteAreaHeight;
aligned_start_x = uint16_t(required_alignment);
end_x = aligned_start_x + uint16_t(1 + required_length);
}
// Check whether that steps over the read pointer.
const auto end_address = TextureAddress(end_x, output_y);
const auto read_pointers = read_pointers_.load();
const auto end_distance = TextureSub(end_address, read_pointers.write_area);
const auto previous_distance = TextureSub(write_pointers_.write_area, read_pointers.write_area);
// If allocating this would somehow make the write pointer back away from the read pointer,
// there must not be enough space left.
if(end_distance < previous_distance) {
allocation_has_failed_ = true;
return nullptr;
}
// Everything checks out, return the pointer.
vended_write_area_pointer_ = write_pointers_.write_area = TextureAddress(aligned_start_x, output_y);
return &write_area_texture_[size_t(write_pointers_.write_area) * data_type_size_];
// Note state at exit:
// write_pointers_.write_area points to the first pixel the client is expected to draw to.
}
void ScanTarget::end_data(size_t actual_length) {
if(allocation_has_failed_) return;
// Bookend the start of the new data, to safeguard for precision errors in sampling.
memcpy(
&write_area_texture_[size_t(write_pointers_.write_area - 1) * data_type_size_],
&write_area_texture_[size_t(write_pointers_.write_area) * data_type_size_],
data_type_size_);
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// The write area was allocated in the knowledge that there's sufficient
// distance left on the current line, so there's no need to worry about carry.
write_pointers_.write_area += actual_length + 1;
// Also bookend the end.
memcpy(
&write_area_texture_[size_t(write_pointers_.write_area) * data_type_size_],
&write_area_texture_[size_t(write_pointers_.write_area - 1) * data_type_size_],
data_type_size_);
}
void ScanTarget::submit() {
if(allocation_has_failed_) {
// Reset all pointers to where they were.
write_pointers_ = submit_pointers_.load();
} else {
// Advance submit pointer.
submit_pointers_.store(write_pointers_);
}
allocation_has_failed_ = false;
}
void ScanTarget::announce(Event event, uint16_t x, uint16_t y) {
switch(event) {
default: break;
case ScanTarget::Event::BeginHorizontalRetrace:
if(active_line_) {
active_line_->end_points[1].x = x;
active_line_->end_points[1].y = y;
active_line_ = nullptr;
}
break;
case ScanTarget::Event::EndHorizontalRetrace: {
const auto read_pointers = read_pointers_.load();
// Attempt to allocate a new line; note allocation failure if necessary.
const auto next_line = uint16_t((write_pointers_.line + 1) % LineBufferHeight);
// Check whether that's too many.
if(next_line == read_pointers.line) {
allocation_has_failed_ = true;
} else {
write_pointers_.line = next_line;
active_line_ = &line_buffer_[size_t(write_pointers_.line)];
active_line_->end_points[0].x = x;
active_line_->end_points[0].y = y;
active_line_->line = write_pointers_.line;
}
} break;
}
// TODO: any lines that include any portion of vertical sync should be hidden.
// (maybe set a flag and zero out the line coordinates?)
}
template <typename T> void ScanTarget::patch_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer) {
if(submit_pointer != read_pointer) {
// Bind the buffer and map it into CPU space.
glBindBuffer(GL_ARRAY_BUFFER, target);
const auto buffer_size = array.size() * sizeof(array[0]);
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uint8_t *destination = static_cast<uint8_t *>(
glMapBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT)
);
assert(destination);
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// Populate it with the oldest scans first; the oldest are those from 1 beyond the submit pointer.
const size_t buffer_length = array.size() * sizeof(array[0]);
const size_t splice_point = (submit_pointer + 1) * sizeof(array[0]);
const size_t end_length = buffer_length - splice_point;
memcpy(&destination[0], &array[submit_pointer+1], end_length);
memcpy(&destination[end_length], &array[0], buffer_length - end_length);
// Flush and unmap the buffer.
glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size));
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glUnmapBuffer(GL_ARRAY_BUFFER);
}
}
void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
if(fence_ != nullptr) {
// if the GPU is still busy, don't wait; we'll catch it next time
if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, synchronous ? GL_TIMEOUT_IGNORED : 0) == GL_TIMEOUT_EXPIRED) {
return;
}
fence_ = nullptr;
}
if(is_drawing_.test_and_set()) return;
// Grab the current read and submit pointers.
const auto submit_pointers = submit_pointers_.load();
const auto read_pointers = read_pointers_.load();
// Submit scans and lines; TODO: for lines, rotate in.
patch_buffer(line_buffer_, line_buffer_name_, submit_pointers.line, read_pointers.line);
// Submit scans; only the new ones need to be communicated.
size_t new_scans = (submit_pointers.scan_buffer + scan_buffer_.size() - read_pointers.scan_buffer) % scan_buffer_.size();
if(new_scans) {
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
// Map only the required portion of the buffer.
const size_t new_scans_size = new_scans * sizeof(Scan);
uint8_t *const destination = static_cast<uint8_t *>(
glMapBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(new_scans_size), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT)
);
if(read_pointers.scan_buffer < submit_pointers.scan_buffer) {
memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], new_scans_size);
} else {
const size_t first_portion_length = (scan_buffer_.size() - read_pointers.scan_buffer) * sizeof(Scan);
memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], first_portion_length);
memcpy(&destination[first_portion_length], &scan_buffer_[0], new_scans_size - first_portion_length);
}
// Flush and unmap the buffer.
glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(new_scans_size));
glUnmapBuffer(GL_ARRAY_BUFFER);
}
// Submit texture.
if(submit_pointers.write_area != read_pointers.write_area) {
glActiveTexture(SourceData1BppTextureUnit);
glBindTexture(GL_TEXTURE_2D, write_area_texture_name_);
// Create storage for the texture if it doesn't yet exist; this was deferred until here
// because the pixel format wasn't initially known.
if(!texture_exists_) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(
GL_TEXTURE_2D,
0,
internalFormatForDepth(data_type_size_),
WriteAreaWidth,
WriteAreaHeight,
0,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
nullptr);
texture_exists_ = true;
}
const auto start_y = TextureAddressGetY(read_pointers.write_area);
const auto end_y = TextureAddressGetY(submit_pointers.write_area);
if(end_y >= start_y) {
// Submit the direct region from the submit pointer to the read pointer.
glTexSubImage2D( GL_TEXTURE_2D, 0,
0, start_y,
WriteAreaWidth,
1 + end_y - start_y,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
&write_area_texture_[size_t(TextureAddress(0, start_y)) * data_type_size_]);
} else {
// The circular buffer wrapped around; submit the data from the read pointer to the end of
// the buffer and from the start of the buffer to the submit pointer.
glTexSubImage2D( GL_TEXTURE_2D, 0,
0, 0,
WriteAreaWidth,
1 + end_y,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
&write_area_texture_[0]);
glTexSubImage2D( GL_TEXTURE_2D, 0,
0, start_y,
WriteAreaWidth,
WriteAreaHeight - start_y,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
&write_area_texture_[size_t(TextureAddress(0, start_y)) * data_type_size_]);
}
}
// Push new input to the unprocessed line buffer.
if(new_scans) {
unprocessed_line_texture_.bind_framebuffer();
// Clear newly-touched lines; that is everything from (read+1) to submit.
const uint16_t first_line_to_clear = (read_pointers.line+1)%line_buffer_.size();
const uint16_t final_line_to_clear = submit_pointers.line;
if(first_line_to_clear != final_line_to_clear) {
glEnable(GL_SCISSOR_TEST);
if(first_line_to_clear < final_line_to_clear) {
glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), final_line_to_clear - first_line_to_clear);
glClear(GL_COLOR_BUFFER_BIT);
} else {
glScissor(0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
glClear(GL_COLOR_BUFFER_BIT);
glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), 2048 - first_line_to_clear);
glClear(GL_COLOR_BUFFER_BIT);
}
glDisable(GL_SCISSOR_TEST);
}
// Apply new spans.
glBindVertexArray(scan_vertex_array_);
input_shader_->bind();
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
}
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// Clear the target framebuffer (TODO: don't assume 0).
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
glClear(GL_COLOR_BUFFER_BIT);
// Output all lines except the one currently being worked on.
glBindVertexArray(line_vertex_array_);
output_shader_->bind();
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(line_buffer_.size() - 1));
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// All data now having been spooled to the GPU, update the read pointers to
// the submit pointer location.
read_pointers_.store(submit_pointers);
// Grab a fence sync object to avoid busy waiting upon the next extry into this
// function, and reset the is_drawing_ flag.
fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
is_drawing_.clear();
}