diff --git a/Machines/Atari2600/Atari2600.cpp b/Machines/Atari2600/Atari2600.cpp index 5615bcebb..835352a92 100644 --- a/Machines/Atari2600/Atari2600.cpp +++ b/Machines/Atari2600/Atari2600.cpp @@ -39,7 +39,7 @@ void Machine::setup_output(float aspect_ratio) "uint y = c & 14u;" "uint iPhase = (c >> 4);" - "float phaseOffset = 6.283185308 * float(iPhase + 13u) / 14.0;" + "float phaseOffset = 6.283185308 * float(iPhase - 1u) / 13.0;" "return (float(y) / 14.0) * (1.0 - amplitude) + step(1, iPhase) * amplitude * cos(phase + phaseOffset);" "}"); _crt->set_output_device(Outputs::CRT::Television); @@ -55,8 +55,10 @@ void Machine::switch_region() "uint y = c & 14u;" "uint iPhase = (c >> 4);" - "float phaseOffset = (0.5 + 2.0 * (float(iPhase&1u) - 0.5) * (float((iPhase >> 1) + (iPhase&1u)) / 14.0));" - "return (float(y) / 14.0) * (1.0 - amplitude) + step(4, (iPhase + 2u) & 15u) * amplitude * cos(phase + 6.283185308 * phaseOffset);" + "uint direction = iPhase & 1u;" + "float phaseOffset = float(7u - direction) + (float(direction) - 0.5) * 2.0 * float(iPhase >> 1);" + "phaseOffset *= 6.283185308 / 12.0;" + "return (float(y) / 14.0) * (1.0 - amplitude) + step(4, (iPhase + 2u) & 15u) * amplitude * cos(phase + phaseOffset);" "}"); _crt->set_new_timing(228, 312, Outputs::CRT::ColourSpace::YUV, 228, 1); } @@ -171,6 +173,9 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset) } // store colour +// static int lc; +// if(_vSyncEnabled) lc = 0; else lc += (offset == 159) ? 1 : 0; +// *pixel = (uint8_t)(((offset / 10) << 4) | (((lc >> 4)&7) << 1)); *pixel = outputColour; } diff --git a/Outputs/CRT/Internals/Shaders/IntermediateShader.cpp b/Outputs/CRT/Internals/Shaders/IntermediateShader.cpp index ea5aaba11..ed82601ea 100644 --- a/Outputs/CRT/Internals/Shaders/IntermediateShader.cpp +++ b/Outputs/CRT/Internals/Shaders/IntermediateShader.cpp @@ -89,15 +89,6 @@ std::unique_ptr IntermediateShader::make_shader(const char * std::unique_ptr shader = std::unique_ptr(new IntermediateShader(vertex_shader, fragment_shader, bindings)); free(vertex_shader); - shader->texIDUniform = shader->get_uniform_location("texID"); - shader->outputTextureSizeUniform = shader->get_uniform_location("outputTextureSize"); - shader->phaseCyclesPerTickUniform = shader->get_uniform_location("phaseCyclesPerTick"); - shader->extensionUniform = shader->get_uniform_location("extension"); - shader->weightsUniform = shader->get_uniform_location("weights"); - shader->rgbToLumaChromaUniform = shader->get_uniform_location("rgbToLumaChroma"); - shader->lumaChromaToRGBUniform = shader->get_uniform_location("lumaChromaToRGB"); - shader->offsetsUniform = shader->get_uniform_location("offsets"); - return shader; } @@ -395,28 +386,24 @@ std::unique_ptr IntermediateShader::make_rgb_filter_shader() void IntermediateShader::set_output_size(unsigned int output_width, unsigned int output_height) { - bind(); - glUniform2i(outputTextureSizeUniform, (GLint)output_width, (GLint)output_height); + set_uniform("outputTextureSize", (GLint)output_width, (GLint)output_height); } void IntermediateShader::set_source_texture_unit(GLenum unit) { - bind(); - glUniform1i(texIDUniform, (GLint)(unit - GL_TEXTURE0)); + set_uniform("texID", (GLint)(unit - GL_TEXTURE0)); } void IntermediateShader::set_filter_coefficients(float sampling_rate, float cutoff_frequency) { - bind(); - // The process below: the source texture will have bilinear filtering enabled; so by // sampling at non-integral offsets from the centre the shader can get a weighted sum // of two source pixels, then scale that once, to do two taps per sample. However // that works only if the two coefficients being joined have the same sign. So the // number of usable taps is between 11 and 21 depending on the values that come out. // Perform a linear search for the highest number of taps we can use with 11 samples. - float weights[12]; - float offsets[5]; + GLfloat weights[12]; + GLfloat offsets[5]; unsigned int taps = 21; while(1) { @@ -458,26 +445,23 @@ void IntermediateShader::set_filter_coefficients(float sampling_rate, float cuto taps -= 2; } - glUniform4fv(weightsUniform, 3, weights); - glUniform1fv(offsetsUniform, 5, offsets); + set_uniform("weights", 4, 3, weights); + set_uniform("offsets", 1, 5, offsets); } void IntermediateShader::set_separation_frequency(float sampling_rate, float colour_burst_frequency) { - // TODO: apply separately-formed filters for luminance and chrominance set_filter_coefficients(sampling_rate, colour_burst_frequency); } void IntermediateShader::set_phase_cycles_per_sample(float phase_cycles_per_sample, bool extend_runs_to_full_cycle) { - bind(); - glUniform1f(phaseCyclesPerTickUniform, phase_cycles_per_sample); - glUniform1f(extensionUniform, extend_runs_to_full_cycle ? ceilf(1.0f / phase_cycles_per_sample) : 0.0f); + set_uniform("phaseCyclesPerTick", (GLfloat)phase_cycles_per_sample); + set_uniform("extension", extend_runs_to_full_cycle ? ceilf(1.0f / phase_cycles_per_sample) : 0.0f); } void IntermediateShader::set_colour_conversion_matrices(float *fromRGB, float *toRGB) { - bind(); - glUniformMatrix3fv(lumaChromaToRGBUniform, 1, GL_FALSE, toRGB); - glUniformMatrix3fv(rgbToLumaChromaUniform, 1, GL_FALSE, fromRGB); + set_uniform_matrix("lumaChromaToRGB", 3, false, toRGB); + set_uniform_matrix("rgbToLumaChroma", 3, false, fromRGB); } diff --git a/Outputs/CRT/Internals/Shaders/IntermediateShader.hpp b/Outputs/CRT/Internals/Shaders/IntermediateShader.hpp index 821a5a717..a419da8be 100644 --- a/Outputs/CRT/Internals/Shaders/IntermediateShader.hpp +++ b/Outputs/CRT/Internals/Shaders/IntermediateShader.hpp @@ -55,48 +55,41 @@ public: static std::unique_ptr make_rgb_filter_shader(); /*! - Binds this shader and configures it for output to an area of `output_width` and `output_height` pixels. + Queues the configuration of this shader for output to an area of `output_width` and `output_height` pixels + to occur upon the next `bind`. */ void set_output_size(unsigned int output_width, unsigned int output_height); /*! - Binds this shader and sets the texture unit (as an enum, e.g. `GL_TEXTURE0`) to sample as source data. + Queues setting the texture unit (as an enum, e.g. `GL_TEXTURE0`) for source data to occur upon the next `bind`. */ void set_source_texture_unit(GLenum unit); /*! - Binds this shader and sets filtering coefficients for a lowpass filter based on the cutoff. + Queues setting filtering coefficients for a lowpass filter based on the cutoff frequency to occur upon the next `bind`. */ void set_filter_coefficients(float sampling_rate, float cutoff_frequency); /*! - Binds this shader and configures filtering to separate luminance and chrominance based on a colour - subcarrier of the given frequency. + Queues configuration of filtering to separate luminance and chrominance based on a colour + subcarrier of the given frequency to occur upon the next `bind`. */ void set_separation_frequency(float sampling_rate, float colour_burst_frequency); /*! - Binds this shader and sets the number of colour phase cycles per sample, indicating whether output - geometry should be extended so that a complete colour cycle is included at both the beginning and end. + Queues setting of the number of colour phase cycles per sample, indicating whether output + geometry should be extended so that a complete colour cycle is included at both the beginning and end, + to occur upon the next `bind`. */ void set_phase_cycles_per_sample(float phase_cycles_per_sample, bool extend_runs_to_full_cycle); /*! - Binds this shader and sets the matrices that convert between RGB and chrominance/luminance. + Queues setting the matrices that convert between RGB and chrominance/luminance to occur on the next `bind`. */ void set_colour_conversion_matrices(float *fromRGB, float *toRGB); private: static std::unique_ptr make_shader(const char *fragment_shader, bool use_usampler, bool input_is_inputPosition); - - GLint texIDUniform; - GLint outputTextureSizeUniform; - GLint weightsUniform; - GLint phaseCyclesPerTickUniform; - GLint extensionUniform; - GLint rgbToLumaChromaUniform; - GLint lumaChromaToRGBUniform; - GLint offsetsUniform; }; } diff --git a/Outputs/CRT/Internals/Shaders/OutputShader.cpp b/Outputs/CRT/Internals/Shaders/OutputShader.cpp index 3576fcb79..682e62304 100644 --- a/Outputs/CRT/Internals/Shaders/OutputShader.cpp +++ b/Outputs/CRT/Internals/Shaders/OutputShader.cpp @@ -86,45 +86,34 @@ std::unique_ptr OutputShader::make_shader(const char *fragment_met free(vertex_shader); free(fragment_shader); - result->boundsSizeUniform = result->get_uniform_location("boundsSize"); - result->boundsOriginUniform = result->get_uniform_location("boundsOrigin"); - result->texIDUniform = result->get_uniform_location("texID"); - result->scanNormalUniform = result->get_uniform_location("scanNormal"); - result->positionConversionUniform = result->get_uniform_location("positionConversion"); - return result; } void OutputShader::set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area) { - bind(); - GLfloat outputAspectRatioMultiplier = ((float)output_width / (float)output_height) / (4.0f / 3.0f); GLfloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * visible_area.size.width; visible_area.origin.x -= bonusWidth * 0.5f * visible_area.size.width; visible_area.size.width *= outputAspectRatioMultiplier; - glUniform2f(boundsOriginUniform, (GLfloat)visible_area.origin.x, (GLfloat)visible_area.origin.y); - glUniform2f(boundsSizeUniform, (GLfloat)visible_area.size.width, (GLfloat)visible_area.size.height); + set_uniform("boundsOrigin", (GLfloat)visible_area.origin.x, (GLfloat)visible_area.origin.y); + set_uniform("boundsSize", (GLfloat)visible_area.size.width, (GLfloat)visible_area.size.height); } void OutputShader::set_source_texture_unit(GLenum unit) { - bind(); - glUniform1i(texIDUniform, (GLint)(unit - GL_TEXTURE0)); + set_uniform("texID", (GLint)(unit - GL_TEXTURE0)); } void OutputShader::set_timing(unsigned int height_of_display, unsigned int cycles_per_line, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider) { - bind(); - - float scan_angle = atan2f(1.0f / (float)height_of_display, 1.0f); - float scan_normal[] = { -sinf(scan_angle), cosf(scan_angle)}; - float multiplier = (float)cycles_per_line / ((float)height_of_display * (float)horizontal_scan_period); + GLfloat scan_angle = atan2f(1.0f / (float)height_of_display, 1.0f); + GLfloat scan_normal[] = { -sinf(scan_angle), cosf(scan_angle)}; + GLfloat multiplier = (float)cycles_per_line / ((float)height_of_display * (float)horizontal_scan_period); scan_normal[0] *= multiplier; scan_normal[1] *= multiplier; - glUniform2f(scanNormalUniform, scan_normal[0], scan_normal[1]); - glUniform2f(positionConversionUniform, horizontal_scan_period, vertical_scan_period / (unsigned int)vertical_period_divider); + set_uniform("scanNormal", scan_normal[0], scan_normal[1]); + set_uniform("positionConversion", (GLfloat)horizontal_scan_period, (GLfloat)vertical_scan_period / (GLfloat)vertical_period_divider); } diff --git a/Outputs/CRT/Internals/Shaders/OutputShader.hpp b/Outputs/CRT/Internals/Shaders/OutputShader.hpp index 855069e2c..9b4b7db39 100644 --- a/Outputs/CRT/Internals/Shaders/OutputShader.hpp +++ b/Outputs/CRT/Internals/Shaders/OutputShader.hpp @@ -42,23 +42,22 @@ public: using Shader::Shader; /*! - Binds this shader and configures it for output to an area of `output_width` and `output_height` pixels, ensuring - the largest possible drawing size that allows everything within `visible_area` to be visible. + Queues configuration for output to an area of `output_width` and `output_height` pixels, ensuring + the largest possible drawing size that allows everything within `visible_area` to be visible, to + occur upon the next `bind`. */ void set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area); /*! - Binds this shader and sets the texture unit (as an enum, e.g. `GL_TEXTURE0`) to sample as source data. + Queues setting of the texture unit (as an enum, e.g. `GL_TEXTURE0`) for source data upon the next `bind`. */ void set_source_texture_unit(GLenum unit); /*! - Binds this shader and configures its understanding of how to map from the source vertex stream to screen coordinates. + Queues configuring this shader's understanding of how to map from the source vertex stream to screen coordinates, + to occur upon the next `bind`. */ void set_timing(unsigned int height_of_display, unsigned int cycles_per_line, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider); - - private: - GLint boundsOriginUniform, boundsSizeUniform, texIDUniform, scanNormalUniform, positionConversionUniform; }; } diff --git a/Outputs/CRT/Internals/Shaders/Shader.cpp b/Outputs/CRT/Internals/Shaders/Shader.cpp index 78dd2fe8e..f0e2fbb26 100644 --- a/Outputs/CRT/Internals/Shaders/Shader.cpp +++ b/Outputs/CRT/Internals/Shaders/Shader.cpp @@ -95,6 +95,7 @@ void Shader::bind() glUseProgram(_shader_program); bound_shader = this; } + flush_functions(); } void Shader::unbind() @@ -120,3 +121,188 @@ void Shader::enable_vertex_attribute_with_pointer(const char *name, GLint size, glVertexAttribPointer((GLuint)location, size, type, normalised, stride, pointer); glVertexAttribDivisor((GLuint)location, divisor); } + +// The various set_uniforms... +#define location() glGetUniformLocation(_shader_program, name.c_str()) +void Shader::set_uniform(const std::string &name, GLint value) +{ + enqueue_function([name, value, this] { + glUniform1i(location(), value); + }); +} + +void Shader::set_uniform(const std::string &name, GLuint value) +{ + enqueue_function([name, value, this] { + glUniform1ui(location(), value); + }); +} + +void Shader::set_uniform(const std::string &name, GLfloat value) +{ + enqueue_function([name, value, this] { + glUniform1f(location(), value); + }); +} + + +void Shader::set_uniform(const std::string &name, GLint value1, GLint value2) +{ + enqueue_function([name, value1, value2, this] { + glUniform2i(location(), value1, value2); + }); +} + +void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2) +{ + enqueue_function([name, value1, value2, this] { + glUniform2f(location(), value1, value2); + }); +} + +void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2) +{ + enqueue_function([name, value1, value2, this] { + glUniform2ui(location(), value1, value2); + }); +} + + +void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3) +{ + enqueue_function([name, value1, value2, value3, this] { + glUniform3i(location(), value1, value2, value3); + }); +} + +void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3) +{ + enqueue_function([name, value1, value2, value3, this] { + glUniform3f(location(), value1, value2, value3); + }); +} + +void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3) +{ + enqueue_function([name, value1, value2, value3, this] { + glUniform3ui(location(), value1, value2, value3); + }); +} + + +void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3, GLint value4) +{ + enqueue_function([name, value1, value2, value3, value4, this] { + glUniform4i(location(), value1, value2, value3, value4); + }); +} + +void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3, GLfloat value4) +{ + enqueue_function([name, value1, value2, value3, value4, this] { + glUniform4f(location(), value1, value2, value3, value4); + }); +} + +void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3, GLuint value4) +{ + enqueue_function([name, value1, value2, value3, value4, this] { + glUniform4ui(location(), value1, value2, value3, value4); + }); +} + + +void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLint *values) +{ + size_t number_of_values = (size_t)count * (size_t)size; + GLint *values_copy = new GLint[number_of_values]; + memcpy(values_copy, values, sizeof(*values) * (size_t)number_of_values); + + enqueue_function([name, size, count, values_copy, this] { + switch(size) + { + case 1: glUniform1iv(location(), count, values_copy); break; + case 2: glUniform2iv(location(), count, values_copy); break; + case 3: glUniform3iv(location(), count, values_copy); break; + case 4: glUniform4iv(location(), count, values_copy); break; + } + delete[] values_copy; + }); +} + +void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLfloat *values) +{ + size_t number_of_values = (size_t)count * (size_t)size; + GLfloat *values_copy = new GLfloat[number_of_values]; + memcpy(values_copy, values, sizeof(*values) * (size_t)number_of_values); + + enqueue_function([name, size, count, values_copy, this] { + switch(size) + { + case 1: glUniform1fv(location(), count, values_copy); break; + case 2: glUniform2fv(location(), count, values_copy); break; + case 3: glUniform3fv(location(), count, values_copy); break; + case 4: glUniform4fv(location(), count, values_copy); break; + } + delete[] values_copy; + }); +} + +void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLuint *values) +{ + size_t number_of_values = (size_t)count * (size_t)size; + GLuint *values_copy = new GLuint[number_of_values]; + memcpy(values_copy, values, sizeof(*values) * (size_t)number_of_values); + + enqueue_function([name, size, count, values_copy, this] { + switch(size) + { + case 1: glUniform1uiv(location(), count, values_copy); break; + case 2: glUniform2uiv(location(), count, values_copy); break; + case 3: glUniform3uiv(location(), count, values_copy); break; + case 4: glUniform4uiv(location(), count, values_copy); break; + } + delete[] values_copy; + }); +} + +void Shader::set_uniform_matrix(const std::string &name, GLint size, bool transpose, const GLfloat *values) +{ + set_uniform_matrix(name, size, 1, transpose, values); +} + +void Shader::set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values) +{ + size_t number_of_values = (size_t)count * (size_t)size * (size_t)size; + GLfloat *values_copy = new GLfloat[number_of_values]; + memcpy(values_copy, values, sizeof(*values) * number_of_values); + + enqueue_function([name, size, count, transpose, values_copy, this] { + GLboolean glTranspose = transpose ? GL_TRUE : GL_FALSE; + switch(size) + { + case 2: glUniformMatrix2fv(location(), count, glTranspose, values_copy); break; + case 3: glUniformMatrix3fv(location(), count, glTranspose, values_copy); break; + case 4: glUniformMatrix4fv(location(), count, glTranspose, values_copy); break; + } + delete[] values_copy; + }); +} + +void Shader::enqueue_function(std::function function) +{ + _function_mutex.lock(); + _enqueued_functions.push_back(function); + _function_mutex.unlock(); +} + +void Shader::flush_functions() +{ + _function_mutex.lock(); + for(std::function function : _enqueued_functions) + { + function(); + } + _enqueued_functions.clear(); + _function_mutex.unlock(); +} diff --git a/Outputs/CRT/Internals/Shaders/Shader.hpp b/Outputs/CRT/Internals/Shaders/Shader.hpp index 94d24cb2f..b28335032 100644 --- a/Outputs/CRT/Internals/Shaders/Shader.hpp +++ b/Outputs/CRT/Internals/Shaders/Shader.hpp @@ -10,6 +10,10 @@ #define Shader_hpp #include "OpenGL.hpp" +#include +#include +#include +#include namespace OpenGL { @@ -44,6 +48,8 @@ public: Performs an @c glUseProgram to make this the active shader unless: (i) it was the previous shader bound; and (ii) no calls have been received to unbind in the interim. + + Subsequently performs all work queued up for the next bind irrespective of whether a @c glUseProgram call occurred. */ void bind(); @@ -75,9 +81,40 @@ public: */ void enable_vertex_attribute_with_pointer(const char *name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor); + /*! + All @c set_uniforms queue up the requested uniform changes. Changes are applied automatically the next time the shader is bound. + */ + void set_uniform(const std::string &name, GLint value); + void set_uniform(const std::string &name, GLint value1, GLint value2); + void set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3); + void set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3, GLint value4); + void set_uniform(const std::string &name, GLint size, GLsizei count, const GLint *values); + + void set_uniform(const std::string &name, GLfloat value); + void set_uniform(const std::string &name, GLfloat value1, GLfloat value2); + void set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3); + void set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3, GLfloat value4); + void set_uniform(const std::string &name, GLint size, GLsizei count, const GLfloat *values); + + void set_uniform(const std::string &name, GLuint value); + void set_uniform(const std::string &name, GLuint value1, GLuint value2); + void set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3); + void set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3, GLuint value4); + void set_uniform(const std::string &name, GLint size, GLsizei count, const GLuint *values); + + void set_uniform_matrix(const std::string &name, GLint size, bool transpose, const GLfloat *values); + void set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values); + private: GLuint compile_shader(const char *source, GLenum type); GLuint _shader_program; + + void flush_functions(); + std::list> _enqueued_functions; + std::mutex _function_mutex; + +protected: + void enqueue_function(std::function function); }; }