mirror of
https://github.com/TomHarte/CLK.git
synced 2025-01-11 08:30:55 +00:00
Moved underscores, removed indirections where they're not necessary, converted those names that were still looking very Objective-C and moved the GL fence variable into the private area, where it should always have been.
This commit is contained in:
parent
bc03e12dc5
commit
7c85cb62e4
@ -25,49 +25,45 @@ namespace {
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}
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OpenGLOutputBuilder::OpenGLOutputBuilder(size_t bytes_per_pixel) :
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_output_mutex(new std::mutex),
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_draw_mutex(new std::mutex),
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_visible_area(Rect(0, 0, 1, 1)),
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_composite_src_output_y(0),
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_composite_shader(nullptr),
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_rgb_shader(nullptr),
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_last_output_width(0),
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_last_output_height(0),
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_fence(nullptr),
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visible_area_(Rect(0, 0, 1, 1)),
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composite_src_output_y_(0),
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composite_shader_(nullptr),
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rgb_shader_(nullptr),
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last_output_width_(0),
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last_output_height_(0),
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fence_(nullptr),
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texture_builder(bytes_per_pixel, source_data_texture_unit),
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array_builder(SourceVertexBufferDataSize, OutputVertexBufferDataSize)
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array_builder(SourceVertexBufferDataSize, OutputVertexBufferDataSize),
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composite_texture_(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit),
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separated_texture_(IntermediateBufferWidth, IntermediateBufferHeight, separated_texture_unit),
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filtered_y_texture_(IntermediateBufferWidth, IntermediateBufferHeight, filtered_y_texture_unit),
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filtered_texture_(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit)
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{
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glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR);
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glBlendColor(0.6f, 0.6f, 0.6f, 1.0f);
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// Create intermediate textures and bind to slots 0, 1 and 2
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compositeTexture.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit));
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separatedTexture.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, separated_texture_unit));
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filteredYTexture.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_y_texture_unit));
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filteredTexture.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit));
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// create the output vertex array
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glGenVertexArrays(1, &output_vertex_array);
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glGenVertexArrays(1, &output_vertex_array_);
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// create the source vertex array
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glGenVertexArrays(1, &source_vertex_array);
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glGenVertexArrays(1, &source_vertex_array_);
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}
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OpenGLOutputBuilder::~OpenGLOutputBuilder()
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{
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glDeleteVertexArrays(1, &output_vertex_array);
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glDeleteVertexArrays(1, &output_vertex_array_);
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free(_composite_shader);
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free(_rgb_shader);
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free(composite_shader_);
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free(rgb_shader_);
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}
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void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty)
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{
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// lock down any other draw_frames
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_draw_mutex->lock();
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draw_mutex_.lock();
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// establish essentials
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if(!output_shader_program)
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if(!output_shader_program_)
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{
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prepare_composite_input_shaders();
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prepare_rgb_input_shaders();
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@ -80,38 +76,38 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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set_colour_space_uniforms();
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}
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if(_fence != nullptr)
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if(fence_ != nullptr)
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{
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// if the GPU is still busy, don't wait; we'll catch it next time
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if(glClientWaitSync(_fence, GL_SYNC_FLUSH_COMMANDS_BIT, only_if_dirty ? 0 : GL_TIMEOUT_IGNORED) == GL_TIMEOUT_EXPIRED)
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if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, only_if_dirty ? 0 : GL_TIMEOUT_IGNORED) == GL_TIMEOUT_EXPIRED)
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{
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_draw_mutex->unlock();
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draw_mutex_.unlock();
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return;
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}
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glDeleteSync(_fence);
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glDeleteSync(fence_);
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}
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// make sure there's a target to draw to
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if(!framebuffer || framebuffer->get_height() != output_height || framebuffer->get_width() != output_width)
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if(!framebuffer_ || framebuffer_->get_height() != output_height || framebuffer_->get_width() != output_width)
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{
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std::unique_ptr<OpenGL::TextureTarget> new_framebuffer(new OpenGL::TextureTarget((GLsizei)output_width, (GLsizei)output_height, pixel_accumulation_texture_unit));
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if(framebuffer)
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if(framebuffer_)
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{
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new_framebuffer->bind_framebuffer();
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glClear(GL_COLOR_BUFFER_BIT);
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glActiveTexture(pixel_accumulation_texture_unit);
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framebuffer->bind_texture();
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framebuffer->draw((float)output_width / (float)output_height);
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framebuffer_->bind_texture();
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framebuffer_->draw((float)output_width / (float)output_height);
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new_framebuffer->bind_texture();
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}
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framebuffer = std::move(new_framebuffer);
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framebuffer_ = std::move(new_framebuffer);
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}
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// lock out the machine emulation until data is copied
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_output_mutex->lock();
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output_mutex_.lock();
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// release the mapping, giving up on trying to draw if data has been lost
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ArrayBuilder::Submission array_submission = array_builder.submit();
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@ -121,10 +117,10 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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texture_builder.submit();
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// buffer usage restart from 0 for the next time around
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_composite_src_output_y = 0;
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composite_src_output_y_ = 0;
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// data having been grabbed, allow the machine to continue
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_output_mutex->unlock();
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output_mutex_.unlock();
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struct RenderStage {
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OpenGL::TextureTarget *const target;
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@ -135,27 +131,27 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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// for composite video, go through four steps to get to something that can be painted to the output
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RenderStage composite_render_stages[] =
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{
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{compositeTexture.get(), composite_input_shader_program.get(), {0.0, 0.0, 0.0}},
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{separatedTexture.get(), composite_separation_filter_program.get(), {0.0, 0.5, 0.5}},
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{filteredYTexture.get(), composite_y_filter_shader_program.get(), {0.0, 0.5, 0.5}},
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{filteredTexture.get(), composite_chrominance_filter_shader_program.get(), {0.0, 0.0, 0.0}},
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{&composite_texture_, composite_input_shader_program_.get(), {0.0, 0.0, 0.0}},
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{&separated_texture_, composite_separation_filter_program_.get(), {0.0, 0.5, 0.5}},
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{&filtered_y_texture_, composite_y_filter_shader_program_.get(), {0.0, 0.5, 0.5}},
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{&filtered_texture_, composite_chrominance_filter_shader_program_.get(), {0.0, 0.0, 0.0}},
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{nullptr}
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};
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// for RGB video, there's only two steps
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RenderStage rgb_render_stages[] =
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{
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{compositeTexture.get(), rgb_input_shader_program.get(), {0.0, 0.0, 0.0}},
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{filteredTexture.get(), rgb_filter_shader_program.get(), {0.0, 0.0, 0.0}},
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{&composite_texture_, rgb_input_shader_program_.get(), {0.0, 0.0, 0.0}},
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{&filtered_texture_, rgb_filter_shader_program_.get(), {0.0, 0.0, 0.0}},
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{nullptr}
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};
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RenderStage *active_pipeline = (_output_device == Television || !rgb_input_shader_program) ? composite_render_stages : rgb_render_stages;
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RenderStage *active_pipeline = (output_device_ == Television || !rgb_input_shader_program_) ? composite_render_stages : rgb_render_stages;
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if(array_submission.input_size || array_submission.output_size)
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{
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// all drawing will be from the source vertex array and without blending
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glBindVertexArray(source_vertex_array);
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glBindVertexArray(source_vertex_array_);
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glDisable(GL_BLEND);
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while(active_pipeline->target)
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@ -179,20 +175,20 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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}
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// prepare to transfer to framebuffer
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framebuffer->bind_framebuffer();
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framebuffer_->bind_framebuffer();
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// draw from the output array buffer, with blending
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glBindVertexArray(output_vertex_array);
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glBindVertexArray(output_vertex_array_);
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glEnable(GL_BLEND);
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// update uniforms, then bind the target
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if(_last_output_width != output_width || _last_output_height != output_height)
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if(last_output_width_ != output_width || last_output_height_ != output_height)
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{
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output_shader_program->set_output_size(output_width, output_height, _visible_area);
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_last_output_width = output_width;
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_last_output_height = output_height;
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output_shader_program_->set_output_size(output_width, output_height, visible_area_);
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last_output_width_ = output_width;
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last_output_height_ = output_height;
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}
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output_shader_program->bind();
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output_shader_program_->bind();
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// draw
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, (GLsizei)array_submission.output_size / OutputVertexSize);
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@ -204,112 +200,112 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
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glActiveTexture(pixel_accumulation_texture_unit);
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framebuffer->bind_texture();
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framebuffer->draw((float)output_width / (float)output_height);
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framebuffer_->bind_texture();
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framebuffer_->draw((float)output_width / (float)output_height);
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_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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_draw_mutex->unlock();
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fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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draw_mutex_.unlock();
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}
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void OpenGLOutputBuilder::reset_all_OpenGL_state()
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{
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composite_input_shader_program = nullptr;
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composite_separation_filter_program = nullptr;
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composite_y_filter_shader_program = nullptr;
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composite_chrominance_filter_shader_program = nullptr;
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rgb_input_shader_program = nullptr;
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rgb_filter_shader_program = nullptr;
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output_shader_program = nullptr;
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framebuffer = nullptr;
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_last_output_width = _last_output_height = 0;
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composite_input_shader_program_ = nullptr;
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composite_separation_filter_program_ = nullptr;
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composite_y_filter_shader_program_ = nullptr;
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composite_chrominance_filter_shader_program_ = nullptr;
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rgb_input_shader_program_ = nullptr;
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rgb_filter_shader_program_ = nullptr;
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output_shader_program_ = nullptr;
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framebuffer_ = nullptr;
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last_output_width_ = last_output_height_ = 0;
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}
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void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_resources)
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{
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_output_mutex->lock();
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output_mutex_.lock();
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reset_all_OpenGL_state();
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_output_mutex->unlock();
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output_mutex_.unlock();
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}
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void OpenGLOutputBuilder::set_composite_sampling_function(const char *shader)
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{
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_output_mutex->lock();
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_composite_shader = strdup(shader);
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output_mutex_.lock();
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composite_shader_ = strdup(shader);
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reset_all_OpenGL_state();
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_output_mutex->unlock();
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output_mutex_.unlock();
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}
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void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
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{
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_output_mutex->lock();
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_rgb_shader = strdup(shader);
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output_mutex_.lock();
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rgb_shader_ = strdup(shader);
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reset_all_OpenGL_state();
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_output_mutex->unlock();
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output_mutex_.unlock();
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}
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#pragma mark - Program compilation
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void OpenGLOutputBuilder::prepare_composite_input_shaders()
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{
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composite_input_shader_program = OpenGL::IntermediateShader::make_source_conversion_shader(_composite_shader, _rgb_shader);
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composite_input_shader_program->set_source_texture_unit(source_data_texture_unit);
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composite_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_input_shader_program_ = OpenGL::IntermediateShader::make_source_conversion_shader(composite_shader_, rgb_shader_);
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composite_input_shader_program_->set_source_texture_unit(source_data_texture_unit);
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composite_input_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_separation_filter_program = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
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composite_separation_filter_program->set_source_texture_unit(composite_texture_unit);
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composite_separation_filter_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_separation_filter_program_ = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
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composite_separation_filter_program_->set_source_texture_unit(composite_texture_unit);
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composite_separation_filter_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_y_filter_shader_program = OpenGL::IntermediateShader::make_luma_filter_shader();
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composite_y_filter_shader_program->set_source_texture_unit(separated_texture_unit);
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composite_y_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_y_filter_shader_program_ = OpenGL::IntermediateShader::make_luma_filter_shader();
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composite_y_filter_shader_program_->set_source_texture_unit(separated_texture_unit);
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composite_y_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_chrominance_filter_shader_program = OpenGL::IntermediateShader::make_chroma_filter_shader();
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composite_chrominance_filter_shader_program->set_source_texture_unit(filtered_y_texture_unit);
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composite_chrominance_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_chrominance_filter_shader_program_ = OpenGL::IntermediateShader::make_chroma_filter_shader();
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composite_chrominance_filter_shader_program_->set_source_texture_unit(filtered_y_texture_unit);
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composite_chrominance_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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}
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void OpenGLOutputBuilder::prepare_rgb_input_shaders()
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{
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if(_rgb_shader)
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if(rgb_shader_)
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{
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rgb_input_shader_program = OpenGL::IntermediateShader::make_rgb_source_shader(_rgb_shader);
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rgb_input_shader_program->set_source_texture_unit(source_data_texture_unit);
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rgb_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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rgb_input_shader_program_ = OpenGL::IntermediateShader::make_rgb_source_shader(rgb_shader_);
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rgb_input_shader_program_->set_source_texture_unit(source_data_texture_unit);
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rgb_input_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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rgb_filter_shader_program = OpenGL::IntermediateShader::make_rgb_filter_shader();
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rgb_filter_shader_program->set_source_texture_unit(composite_texture_unit);
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rgb_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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rgb_filter_shader_program_ = OpenGL::IntermediateShader::make_rgb_filter_shader();
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rgb_filter_shader_program_->set_source_texture_unit(composite_texture_unit);
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rgb_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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}
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}
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void OpenGLOutputBuilder::prepare_source_vertex_array()
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{
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if(composite_input_shader_program)
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if(composite_input_shader_program_)
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{
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glBindVertexArray(source_vertex_array);
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glBindVertexArray(source_vertex_array_);
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array_builder.bind_input();
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composite_input_shader_program->enable_vertex_attribute_with_pointer("inputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfInputStart, 1);
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composite_input_shader_program->enable_vertex_attribute_with_pointer("outputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfOutputStart, 1);
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composite_input_shader_program->enable_vertex_attribute_with_pointer("ends", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfEnds, 1);
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composite_input_shader_program->enable_vertex_attribute_with_pointer("phaseTimeAndAmplitude", 3, GL_UNSIGNED_BYTE, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfPhaseTimeAndAmplitude, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer("inputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfInputStart, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer("outputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfOutputStart, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer("ends", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfEnds, 1);
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composite_input_shader_program_->enable_vertex_attribute_with_pointer("phaseTimeAndAmplitude", 3, GL_UNSIGNED_BYTE, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfPhaseTimeAndAmplitude, 1);
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}
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}
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void OpenGLOutputBuilder::prepare_output_shader()
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{
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output_shader_program = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
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output_shader_program->set_source_texture_unit(filtered_texture_unit);
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output_shader_program_ = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
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output_shader_program_->set_source_texture_unit(filtered_texture_unit);
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}
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void OpenGLOutputBuilder::prepare_output_vertex_array()
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{
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if(output_shader_program)
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if(output_shader_program_)
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{
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glBindVertexArray(output_vertex_array);
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glBindVertexArray(output_vertex_array_);
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array_builder.bind_output();
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output_shader_program->enable_vertex_attribute_with_pointer("horizontal", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfHorizontal, 1);
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output_shader_program->enable_vertex_attribute_with_pointer("vertical", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfVertical, 1);
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output_shader_program_->enable_vertex_attribute_with_pointer("horizontal", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfHorizontal, 1);
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output_shader_program_->enable_vertex_attribute_with_pointer("vertical", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfVertical, 1);
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}
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}
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@ -317,27 +313,27 @@ void OpenGLOutputBuilder::prepare_output_vertex_array()
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||||
|
||||
void OpenGLOutputBuilder::set_output_device(OutputDevice output_device)
|
||||
{
|
||||
if(_output_device != output_device)
|
||||
if(output_device_ != output_device)
|
||||
{
|
||||
_output_device = output_device;
|
||||
_composite_src_output_y = 0;
|
||||
_last_output_width = 0;
|
||||
_last_output_height = 0;
|
||||
output_device_ = output_device;
|
||||
composite_src_output_y_ = 0;
|
||||
last_output_width_ = 0;
|
||||
last_output_height_ = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLOutputBuilder::set_timing(unsigned int input_frequency, unsigned int cycles_per_line, unsigned int height_of_display, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider)
|
||||
{
|
||||
_output_mutex->lock();
|
||||
_input_frequency = input_frequency;
|
||||
_cycles_per_line = cycles_per_line;
|
||||
_height_of_display = height_of_display;
|
||||
_horizontal_scan_period = horizontal_scan_period;
|
||||
_vertical_scan_period = vertical_scan_period;
|
||||
_vertical_period_divider = vertical_period_divider;
|
||||
output_mutex_.lock();
|
||||
input_frequency_ = input_frequency;
|
||||
cycles_per_line_ = cycles_per_line;
|
||||
height_of_display_ = height_of_display;
|
||||
horizontal_scan_period_ = horizontal_scan_period;
|
||||
vertical_scan_period_ = vertical_scan_period;
|
||||
vertical_period_divider_ = vertical_period_divider;
|
||||
|
||||
set_timing_uniforms();
|
||||
_output_mutex->unlock();
|
||||
output_mutex_.unlock();
|
||||
}
|
||||
|
||||
#pragma mark - Internal Configuration
|
||||
@ -352,7 +348,7 @@ void OpenGLOutputBuilder::set_colour_space_uniforms()
|
||||
|
||||
GLfloat *fromRGB, *toRGB;
|
||||
|
||||
switch(_colour_space)
|
||||
switch(colour_space_)
|
||||
{
|
||||
case ColourSpace::YIQ:
|
||||
fromRGB = rgbToYIQ;
|
||||
@ -365,31 +361,31 @@ void OpenGLOutputBuilder::set_colour_space_uniforms()
|
||||
break;
|
||||
}
|
||||
|
||||
if(composite_input_shader_program) composite_input_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
|
||||
if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
|
||||
if(composite_input_shader_program_) composite_input_shader_program_->set_colour_conversion_matrices(fromRGB, toRGB);
|
||||
if(composite_chrominance_filter_shader_program_) composite_chrominance_filter_shader_program_->set_colour_conversion_matrices(fromRGB, toRGB);
|
||||
}
|
||||
|
||||
void OpenGLOutputBuilder::set_timing_uniforms()
|
||||
{
|
||||
OpenGL::IntermediateShader *intermediate_shaders[] = {
|
||||
composite_input_shader_program.get(),
|
||||
composite_separation_filter_program.get(),
|
||||
composite_y_filter_shader_program.get(),
|
||||
composite_chrominance_filter_shader_program.get()
|
||||
composite_input_shader_program_.get(),
|
||||
composite_separation_filter_program_.get(),
|
||||
composite_y_filter_shader_program_.get(),
|
||||
composite_chrominance_filter_shader_program_.get()
|
||||
};
|
||||
bool extends = false;
|
||||
float phaseCyclesPerTick = (float)_colour_cycle_numerator / (float)(_colour_cycle_denominator * _cycles_per_line);
|
||||
float phaseCyclesPerTick = (float)colour_cycle_numerator_ / (float)(colour_cycle_denominator_ * cycles_per_line_);
|
||||
for(int c = 0; c < 3; c++)
|
||||
{
|
||||
if(intermediate_shaders[c]) intermediate_shaders[c]->set_phase_cycles_per_sample(phaseCyclesPerTick, extends);
|
||||
extends = true;
|
||||
}
|
||||
|
||||
if(output_shader_program) output_shader_program->set_timing(_height_of_display, _cycles_per_line, _horizontal_scan_period, _vertical_scan_period, _vertical_period_divider);
|
||||
if(output_shader_program_) output_shader_program_->set_timing(height_of_display_, cycles_per_line_, horizontal_scan_period_, vertical_scan_period_, vertical_period_divider_);
|
||||
|
||||
float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
|
||||
if(composite_separation_filter_program) composite_separation_filter_program->set_separation_frequency(_cycles_per_line, colour_subcarrier_frequency);
|
||||
if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.66f);
|
||||
if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.5f);
|
||||
if(rgb_filter_shader_program) rgb_filter_shader_program->set_filter_coefficients(_cycles_per_line, (float)_input_frequency * 0.5f);
|
||||
float colour_subcarrier_frequency = (float)colour_cycle_numerator_ / (float)colour_cycle_denominator_;
|
||||
if(composite_separation_filter_program_) composite_separation_filter_program_->set_separation_frequency(cycles_per_line_, colour_subcarrier_frequency);
|
||||
if(composite_y_filter_shader_program_) composite_y_filter_shader_program_->set_filter_coefficients(cycles_per_line_, colour_subcarrier_frequency * 0.66f);
|
||||
if(composite_chrominance_filter_shader_program_) composite_chrominance_filter_shader_program_->set_filter_coefficients(cycles_per_line_, colour_subcarrier_frequency * 0.5f);
|
||||
if(rgb_filter_shader_program_) rgb_filter_shader_program_->set_filter_coefficients(cycles_per_line_, (float)input_frequency_ * 0.5f);
|
||||
}
|
||||
|
@ -30,25 +30,25 @@ namespace CRT {
|
||||
class OpenGLOutputBuilder {
|
||||
private:
|
||||
// colour information
|
||||
ColourSpace _colour_space;
|
||||
unsigned int _colour_cycle_numerator;
|
||||
unsigned int _colour_cycle_denominator;
|
||||
OutputDevice _output_device;
|
||||
ColourSpace colour_space_;
|
||||
unsigned int colour_cycle_numerator_;
|
||||
unsigned int colour_cycle_denominator_;
|
||||
OutputDevice output_device_;
|
||||
|
||||
// timing information to allow reasoning about input information
|
||||
unsigned int _input_frequency;
|
||||
unsigned int _cycles_per_line;
|
||||
unsigned int _height_of_display;
|
||||
unsigned int _horizontal_scan_period;
|
||||
unsigned int _vertical_scan_period;
|
||||
unsigned int _vertical_period_divider;
|
||||
unsigned int input_frequency_;
|
||||
unsigned int cycles_per_line_;
|
||||
unsigned int height_of_display_;
|
||||
unsigned int horizontal_scan_period_;
|
||||
unsigned int vertical_scan_period_;
|
||||
unsigned int vertical_period_divider_;
|
||||
|
||||
// The user-supplied visible area
|
||||
Rect _visible_area;
|
||||
Rect visible_area_;
|
||||
|
||||
// Other things the caller may have provided.
|
||||
char *_composite_shader;
|
||||
char *_rgb_shader;
|
||||
char *composite_shader_;
|
||||
char *rgb_shader_;
|
||||
|
||||
// Methods used by the OpenGL code
|
||||
void prepare_output_shader();
|
||||
@ -59,31 +59,27 @@ class OpenGLOutputBuilder {
|
||||
void prepare_source_vertex_array();
|
||||
|
||||
// the run and input data buffers
|
||||
std::unique_ptr<std::mutex> _output_mutex;
|
||||
std::unique_ptr<std::mutex> _draw_mutex;
|
||||
std::mutex output_mutex_;
|
||||
std::mutex draw_mutex_;
|
||||
|
||||
// transient buffers indicating composite data not yet decoded
|
||||
GLsizei _composite_src_output_y;
|
||||
GLsizei composite_src_output_y_;
|
||||
|
||||
std::unique_ptr<OpenGL::OutputShader> output_shader_program;
|
||||
std::unique_ptr<OpenGL::IntermediateShader> composite_input_shader_program, composite_separation_filter_program, composite_y_filter_shader_program, composite_chrominance_filter_shader_program;
|
||||
std::unique_ptr<OpenGL::IntermediateShader> rgb_input_shader_program, rgb_filter_shader_program;
|
||||
std::unique_ptr<OpenGL::OutputShader> output_shader_program_;
|
||||
std::unique_ptr<OpenGL::IntermediateShader> composite_input_shader_program_, composite_separation_filter_program_, composite_y_filter_shader_program_, composite_chrominance_filter_shader_program_;
|
||||
std::unique_ptr<OpenGL::IntermediateShader> rgb_input_shader_program_, rgb_filter_shader_program_;
|
||||
|
||||
std::unique_ptr<OpenGL::TextureTarget> compositeTexture; // receives raw composite levels
|
||||
std::unique_ptr<OpenGL::TextureTarget> separatedTexture; // receives unfiltered Y in the R channel plus unfiltered but demodulated chrominance in G and B
|
||||
std::unique_ptr<OpenGL::TextureTarget> filteredYTexture; // receives filtered Y in the R channel plus unfiltered chrominance in G and B
|
||||
std::unique_ptr<OpenGL::TextureTarget> filteredTexture; // receives filtered YIQ or YUV
|
||||
OpenGL::TextureTarget composite_texture_; // receives raw composite levels
|
||||
OpenGL::TextureTarget separated_texture_; // receives unfiltered Y in the R channel plus unfiltered but demodulated chrominance in G and B
|
||||
OpenGL::TextureTarget filtered_y_texture_; // receives filtered Y in the R channel plus unfiltered chrominance in G and B
|
||||
OpenGL::TextureTarget filtered_texture_; // receives filtered YIQ or YUV
|
||||
|
||||
std::unique_ptr<OpenGL::TextureTarget> framebuffer; // the current pixel output
|
||||
std::unique_ptr<OpenGL::TextureTarget> framebuffer_; // the current pixel output
|
||||
|
||||
GLuint output_vertex_array;
|
||||
GLuint source_vertex_array;
|
||||
GLuint output_vertex_array_;
|
||||
GLuint source_vertex_array_;
|
||||
|
||||
unsigned int _last_output_width, _last_output_height;
|
||||
|
||||
GLuint shadowMaskTextureName;
|
||||
|
||||
GLuint defaultFramebuffer;
|
||||
unsigned int last_output_width_, last_output_height_;
|
||||
|
||||
void set_timing_uniforms();
|
||||
void set_colour_space_uniforms();
|
||||
@ -91,6 +87,8 @@ class OpenGLOutputBuilder {
|
||||
void establish_OpenGL_state();
|
||||
void reset_all_OpenGL_state();
|
||||
|
||||
GLsync fence_;
|
||||
|
||||
public:
|
||||
TextureBuilder texture_builder;
|
||||
ArrayBuilder array_builder;
|
||||
@ -100,48 +98,48 @@ class OpenGLOutputBuilder {
|
||||
|
||||
inline void set_colour_format(ColourSpace colour_space, unsigned int colour_cycle_numerator, unsigned int colour_cycle_denominator)
|
||||
{
|
||||
_output_mutex->lock();
|
||||
_colour_space = colour_space;
|
||||
_colour_cycle_numerator = colour_cycle_numerator;
|
||||
_colour_cycle_denominator = colour_cycle_denominator;
|
||||
output_mutex_.lock();
|
||||
colour_space_ = colour_space;
|
||||
colour_cycle_numerator_ = colour_cycle_numerator;
|
||||
colour_cycle_denominator_ = colour_cycle_denominator;
|
||||
set_colour_space_uniforms();
|
||||
_output_mutex->unlock();
|
||||
output_mutex_.unlock();
|
||||
}
|
||||
|
||||
inline void set_visible_area(Rect visible_area)
|
||||
{
|
||||
_visible_area = visible_area;
|
||||
visible_area_ = visible_area;
|
||||
}
|
||||
|
||||
inline void lock_output()
|
||||
{
|
||||
_output_mutex->lock();
|
||||
output_mutex_.lock();
|
||||
}
|
||||
|
||||
inline void unlock_output()
|
||||
{
|
||||
_output_mutex->unlock();
|
||||
output_mutex_.unlock();
|
||||
}
|
||||
|
||||
inline OutputDevice get_output_device()
|
||||
{
|
||||
return _output_device;
|
||||
return output_device_;
|
||||
}
|
||||
|
||||
inline uint16_t get_composite_output_y()
|
||||
{
|
||||
return (uint16_t)_composite_src_output_y;
|
||||
return (uint16_t)composite_src_output_y_;
|
||||
}
|
||||
|
||||
inline bool composite_output_buffer_is_full()
|
||||
{
|
||||
return _composite_src_output_y == IntermediateBufferHeight;
|
||||
return composite_src_output_y_ == IntermediateBufferHeight;
|
||||
}
|
||||
|
||||
inline void increment_composite_output_y()
|
||||
{
|
||||
if(!composite_output_buffer_is_full())
|
||||
_composite_src_output_y++;
|
||||
composite_src_output_y_++;
|
||||
}
|
||||
|
||||
void draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty);
|
||||
@ -150,8 +148,6 @@ class OpenGLOutputBuilder {
|
||||
void set_rgb_sampling_function(const char *shader);
|
||||
void set_output_device(OutputDevice output_device);
|
||||
void set_timing(unsigned int input_frequency, unsigned int cycles_per_line, unsigned int height_of_display, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider);
|
||||
|
||||
GLsync _fence;
|
||||
};
|
||||
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user