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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:
Thomas Harte 2016-11-21 12:14:52 +08:00
parent bc03e12dc5
commit 7c85cb62e4
2 changed files with 166 additions and 174 deletions

View File

@ -25,49 +25,45 @@ namespace {
}
OpenGLOutputBuilder::OpenGLOutputBuilder(size_t bytes_per_pixel) :
_output_mutex(new std::mutex),
_draw_mutex(new std::mutex),
_visible_area(Rect(0, 0, 1, 1)),
_composite_src_output_y(0),
_composite_shader(nullptr),
_rgb_shader(nullptr),
_last_output_width(0),
_last_output_height(0),
_fence(nullptr),
visible_area_(Rect(0, 0, 1, 1)),
composite_src_output_y_(0),
composite_shader_(nullptr),
rgb_shader_(nullptr),
last_output_width_(0),
last_output_height_(0),
fence_(nullptr),
texture_builder(bytes_per_pixel, source_data_texture_unit),
array_builder(SourceVertexBufferDataSize, OutputVertexBufferDataSize)
array_builder(SourceVertexBufferDataSize, OutputVertexBufferDataSize),
composite_texture_(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit),
separated_texture_(IntermediateBufferWidth, IntermediateBufferHeight, separated_texture_unit),
filtered_y_texture_(IntermediateBufferWidth, IntermediateBufferHeight, filtered_y_texture_unit),
filtered_texture_(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit)
{
glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR);
glBlendColor(0.6f, 0.6f, 0.6f, 1.0f);
// Create intermediate textures and bind to slots 0, 1 and 2
compositeTexture.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit));
separatedTexture.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, separated_texture_unit));
filteredYTexture.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_y_texture_unit));
filteredTexture.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit));
// create the output vertex array
glGenVertexArrays(1, &output_vertex_array);
glGenVertexArrays(1, &output_vertex_array_);
// create the source vertex array
glGenVertexArrays(1, &source_vertex_array);
glGenVertexArrays(1, &source_vertex_array_);
}
OpenGLOutputBuilder::~OpenGLOutputBuilder()
{
glDeleteVertexArrays(1, &output_vertex_array);
glDeleteVertexArrays(1, &output_vertex_array_);
free(_composite_shader);
free(_rgb_shader);
free(composite_shader_);
free(rgb_shader_);
}
void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty)
{
// lock down any other draw_frames
_draw_mutex->lock();
draw_mutex_.lock();
// establish essentials
if(!output_shader_program)
if(!output_shader_program_)
{
prepare_composite_input_shaders();
prepare_rgb_input_shaders();
@ -80,38 +76,38 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
set_colour_space_uniforms();
}
if(_fence != nullptr)
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, only_if_dirty ? 0 : GL_TIMEOUT_IGNORED) == GL_TIMEOUT_EXPIRED)
if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, only_if_dirty ? 0 : GL_TIMEOUT_IGNORED) == GL_TIMEOUT_EXPIRED)
{
_draw_mutex->unlock();
draw_mutex_.unlock();
return;
}
glDeleteSync(_fence);
glDeleteSync(fence_);
}
// make sure there's a target to draw to
if(!framebuffer || framebuffer->get_height() != output_height || framebuffer->get_width() != output_width)
if(!framebuffer_ || framebuffer_->get_height() != output_height || framebuffer_->get_width() != output_width)
{
std::unique_ptr<OpenGL::TextureTarget> new_framebuffer(new OpenGL::TextureTarget((GLsizei)output_width, (GLsizei)output_height, pixel_accumulation_texture_unit));
if(framebuffer)
if(framebuffer_)
{
new_framebuffer->bind_framebuffer();
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(pixel_accumulation_texture_unit);
framebuffer->bind_texture();
framebuffer->draw((float)output_width / (float)output_height);
framebuffer_->bind_texture();
framebuffer_->draw((float)output_width / (float)output_height);
new_framebuffer->bind_texture();
}
framebuffer = std::move(new_framebuffer);
framebuffer_ = std::move(new_framebuffer);
}
// lock out the machine emulation until data is copied
_output_mutex->lock();
output_mutex_.lock();
// release the mapping, giving up on trying to draw if data has been lost
ArrayBuilder::Submission array_submission = array_builder.submit();
@ -121,10 +117,10 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
texture_builder.submit();
// buffer usage restart from 0 for the next time around
_composite_src_output_y = 0;
composite_src_output_y_ = 0;
// data having been grabbed, allow the machine to continue
_output_mutex->unlock();
output_mutex_.unlock();
struct RenderStage {
OpenGL::TextureTarget *const target;
@ -135,27 +131,27 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
// for composite video, go through four steps to get to something that can be painted to the output
RenderStage composite_render_stages[] =
{
{compositeTexture.get(), composite_input_shader_program.get(), {0.0, 0.0, 0.0}},
{separatedTexture.get(), composite_separation_filter_program.get(), {0.0, 0.5, 0.5}},
{filteredYTexture.get(), composite_y_filter_shader_program.get(), {0.0, 0.5, 0.5}},
{filteredTexture.get(), composite_chrominance_filter_shader_program.get(), {0.0, 0.0, 0.0}},
{&composite_texture_, composite_input_shader_program_.get(), {0.0, 0.0, 0.0}},
{&separated_texture_, composite_separation_filter_program_.get(), {0.0, 0.5, 0.5}},
{&filtered_y_texture_, composite_y_filter_shader_program_.get(), {0.0, 0.5, 0.5}},
{&filtered_texture_, composite_chrominance_filter_shader_program_.get(), {0.0, 0.0, 0.0}},
{nullptr}
};
// for RGB video, there's only two steps
RenderStage rgb_render_stages[] =
{
{compositeTexture.get(), rgb_input_shader_program.get(), {0.0, 0.0, 0.0}},
{filteredTexture.get(), rgb_filter_shader_program.get(), {0.0, 0.0, 0.0}},
{&composite_texture_, rgb_input_shader_program_.get(), {0.0, 0.0, 0.0}},
{&filtered_texture_, rgb_filter_shader_program_.get(), {0.0, 0.0, 0.0}},
{nullptr}
};
RenderStage *active_pipeline = (_output_device == Television || !rgb_input_shader_program) ? composite_render_stages : rgb_render_stages;
RenderStage *active_pipeline = (output_device_ == Television || !rgb_input_shader_program_) ? composite_render_stages : rgb_render_stages;
if(array_submission.input_size || array_submission.output_size)
{
// all drawing will be from the source vertex array and without blending
glBindVertexArray(source_vertex_array);
glBindVertexArray(source_vertex_array_);
glDisable(GL_BLEND);
while(active_pipeline->target)
@ -179,20 +175,20 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
}
// prepare to transfer to framebuffer
framebuffer->bind_framebuffer();
framebuffer_->bind_framebuffer();
// draw from the output array buffer, with blending
glBindVertexArray(output_vertex_array);
glBindVertexArray(output_vertex_array_);
glEnable(GL_BLEND);
// update uniforms, then bind the target
if(_last_output_width != output_width || _last_output_height != output_height)
if(last_output_width_ != output_width || last_output_height_ != output_height)
{
output_shader_program->set_output_size(output_width, output_height, _visible_area);
_last_output_width = output_width;
_last_output_height = output_height;
output_shader_program_->set_output_size(output_width, output_height, visible_area_);
last_output_width_ = output_width;
last_output_height_ = output_height;
}
output_shader_program->bind();
output_shader_program_->bind();
// draw
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, (GLsizei)array_submission.output_size / OutputVertexSize);
@ -204,112 +200,112 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
glActiveTexture(pixel_accumulation_texture_unit);
framebuffer->bind_texture();
framebuffer->draw((float)output_width / (float)output_height);
framebuffer_->bind_texture();
framebuffer_->draw((float)output_width / (float)output_height);
_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
_draw_mutex->unlock();
fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
draw_mutex_.unlock();
}
void OpenGLOutputBuilder::reset_all_OpenGL_state()
{
composite_input_shader_program = nullptr;
composite_separation_filter_program = nullptr;
composite_y_filter_shader_program = nullptr;
composite_chrominance_filter_shader_program = nullptr;
rgb_input_shader_program = nullptr;
rgb_filter_shader_program = nullptr;
output_shader_program = nullptr;
framebuffer = nullptr;
_last_output_width = _last_output_height = 0;
composite_input_shader_program_ = nullptr;
composite_separation_filter_program_ = nullptr;
composite_y_filter_shader_program_ = nullptr;
composite_chrominance_filter_shader_program_ = nullptr;
rgb_input_shader_program_ = nullptr;
rgb_filter_shader_program_ = nullptr;
output_shader_program_ = nullptr;
framebuffer_ = nullptr;
last_output_width_ = last_output_height_ = 0;
}
void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_resources)
{
_output_mutex->lock();
output_mutex_.lock();
reset_all_OpenGL_state();
_output_mutex->unlock();
output_mutex_.unlock();
}
void OpenGLOutputBuilder::set_composite_sampling_function(const char *shader)
{
_output_mutex->lock();
_composite_shader = strdup(shader);
output_mutex_.lock();
composite_shader_ = strdup(shader);
reset_all_OpenGL_state();
_output_mutex->unlock();
output_mutex_.unlock();
}
void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
{
_output_mutex->lock();
_rgb_shader = strdup(shader);
output_mutex_.lock();
rgb_shader_ = strdup(shader);
reset_all_OpenGL_state();
_output_mutex->unlock();
output_mutex_.unlock();
}
#pragma mark - Program compilation
void OpenGLOutputBuilder::prepare_composite_input_shaders()
{
composite_input_shader_program = OpenGL::IntermediateShader::make_source_conversion_shader(_composite_shader, _rgb_shader);
composite_input_shader_program->set_source_texture_unit(source_data_texture_unit);
composite_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_input_shader_program_ = OpenGL::IntermediateShader::make_source_conversion_shader(composite_shader_, rgb_shader_);
composite_input_shader_program_->set_source_texture_unit(source_data_texture_unit);
composite_input_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_separation_filter_program = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
composite_separation_filter_program->set_source_texture_unit(composite_texture_unit);
composite_separation_filter_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_separation_filter_program_ = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
composite_separation_filter_program_->set_source_texture_unit(composite_texture_unit);
composite_separation_filter_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_y_filter_shader_program = OpenGL::IntermediateShader::make_luma_filter_shader();
composite_y_filter_shader_program->set_source_texture_unit(separated_texture_unit);
composite_y_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_y_filter_shader_program_ = OpenGL::IntermediateShader::make_luma_filter_shader();
composite_y_filter_shader_program_->set_source_texture_unit(separated_texture_unit);
composite_y_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_chrominance_filter_shader_program = OpenGL::IntermediateShader::make_chroma_filter_shader();
composite_chrominance_filter_shader_program->set_source_texture_unit(filtered_y_texture_unit);
composite_chrominance_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_chrominance_filter_shader_program_ = OpenGL::IntermediateShader::make_chroma_filter_shader();
composite_chrominance_filter_shader_program_->set_source_texture_unit(filtered_y_texture_unit);
composite_chrominance_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
}
void OpenGLOutputBuilder::prepare_rgb_input_shaders()
{
if(_rgb_shader)
if(rgb_shader_)
{
rgb_input_shader_program = OpenGL::IntermediateShader::make_rgb_source_shader(_rgb_shader);
rgb_input_shader_program->set_source_texture_unit(source_data_texture_unit);
rgb_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
rgb_input_shader_program_ = OpenGL::IntermediateShader::make_rgb_source_shader(rgb_shader_);
rgb_input_shader_program_->set_source_texture_unit(source_data_texture_unit);
rgb_input_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
rgb_filter_shader_program = OpenGL::IntermediateShader::make_rgb_filter_shader();
rgb_filter_shader_program->set_source_texture_unit(composite_texture_unit);
rgb_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
rgb_filter_shader_program_ = OpenGL::IntermediateShader::make_rgb_filter_shader();
rgb_filter_shader_program_->set_source_texture_unit(composite_texture_unit);
rgb_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
}
}
void OpenGLOutputBuilder::prepare_source_vertex_array()
{
if(composite_input_shader_program)
if(composite_input_shader_program_)
{
glBindVertexArray(source_vertex_array);
glBindVertexArray(source_vertex_array_);
array_builder.bind_input();
composite_input_shader_program->enable_vertex_attribute_with_pointer("inputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfInputStart, 1);
composite_input_shader_program->enable_vertex_attribute_with_pointer("outputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfOutputStart, 1);
composite_input_shader_program->enable_vertex_attribute_with_pointer("ends", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfEnds, 1);
composite_input_shader_program->enable_vertex_attribute_with_pointer("phaseTimeAndAmplitude", 3, GL_UNSIGNED_BYTE, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfPhaseTimeAndAmplitude, 1);
composite_input_shader_program_->enable_vertex_attribute_with_pointer("inputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfInputStart, 1);
composite_input_shader_program_->enable_vertex_attribute_with_pointer("outputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfOutputStart, 1);
composite_input_shader_program_->enable_vertex_attribute_with_pointer("ends", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfEnds, 1);
composite_input_shader_program_->enable_vertex_attribute_with_pointer("phaseTimeAndAmplitude", 3, GL_UNSIGNED_BYTE, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfPhaseTimeAndAmplitude, 1);
}
}
void OpenGLOutputBuilder::prepare_output_shader()
{
output_shader_program = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
output_shader_program->set_source_texture_unit(filtered_texture_unit);
output_shader_program_ = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
output_shader_program_->set_source_texture_unit(filtered_texture_unit);
}
void OpenGLOutputBuilder::prepare_output_vertex_array()
{
if(output_shader_program)
if(output_shader_program_)
{
glBindVertexArray(output_vertex_array);
glBindVertexArray(output_vertex_array_);
array_builder.bind_output();
output_shader_program->enable_vertex_attribute_with_pointer("horizontal", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfHorizontal, 1);
output_shader_program->enable_vertex_attribute_with_pointer("vertical", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfVertical, 1);
output_shader_program_->enable_vertex_attribute_with_pointer("horizontal", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfHorizontal, 1);
output_shader_program_->enable_vertex_attribute_with_pointer("vertical", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfVertical, 1);
}
}
@ -317,27 +313,27 @@ void OpenGLOutputBuilder::prepare_output_vertex_array()
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);
}

View File

@ -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;
};
}