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mirror of https://github.com/TomHarte/CLK.git synced 2024-07-05 10:28:58 +00:00

Substitutes std::osringstream for C-esque asprintf.

This commit is contained in:
Thomas Harte 2017-11-15 21:25:01 -05:00
parent fc080c773f
commit d0f096a20b
2 changed files with 47 additions and 76 deletions

View File

@ -8,10 +8,8 @@
#include "IntermediateShader.hpp" #include "IntermediateShader.hpp"
#include <cstdio>
#include <cstdlib>
#include <cstring> #include <cstring>
#include <cmath> #include <sstream>
#include "../../../../SignalProcessing/FIRFilter.hpp" #include "../../../../SignalProcessing/FIRFilter.hpp"
@ -28,11 +26,8 @@ namespace {
} }
std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::string &fragment_shader, bool use_usampler, bool input_is_inputPosition) { std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::string &fragment_shader, bool use_usampler, bool input_is_inputPosition) {
const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D"; std::ostringstream vertex_shader;
const char *input_variable = input_is_inputPosition ? "inputPosition" : "outputPosition"; vertex_shader <<
char *vertex_shader;
int length = asprintf(&vertex_shader,
"#version 150\n" "#version 150\n"
"in vec2 inputStart;" "in vec2 inputStart;"
@ -42,7 +37,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
"uniform ivec2 outputTextureSize;" "uniform ivec2 outputTextureSize;"
"uniform float extension;" "uniform float extension;"
"uniform %s texID;" "uniform " << (use_usampler ? "usampler2D" : "sampler2D") << " texID;"
"uniform float offsets[5];" "uniform float offsets[5];"
"uniform vec2 widthScalers;" "uniform vec2 widthScalers;"
"uniform float inputVerticalOffset;" "uniform float inputVerticalOffset;"
@ -73,7 +68,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
"vec2 extensionVector = vec2(extension, 0.0) * 2.0 * (extent - 0.5);" "vec2 extensionVector = vec2(extension, 0.0) * 2.0 * (extent - 0.5);"
// extended[Input/Output]Position are [input/output]Position with the necessary applied extension // extended[Input/Output]Position are [input/output]Position with the necessary applied extension
"vec2 extendedInputPosition = %s + extensionVector;" "vec2 extendedInputPosition = " << (input_is_inputPosition ? "inputPosition" : "outputPosition") << " + extensionVector;"
"vec2 extendedOutputPosition = outputPosition + extensionVector;" "vec2 extendedOutputPosition = outputPosition + extensionVector;"
// keep iInputPositionVarying in whole source pixels, scale mappedInputPosition to the ordinary normalised range // keep iInputPositionVarying in whole source pixels, scale mappedInputPosition to the ordinary normalised range
@ -105,39 +100,16 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const std::s
// determine output position by scaling the output position according to the texture size // determine output position by scaling the output position according to the texture size
"vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0);" "vec2 eyePosition = 2.0*(extendedOutputPosition / outputTextureSize) - vec2(1.0);"
"gl_Position = vec4(eyePosition, 0.0, 1.0);" "gl_Position = vec4(eyePosition, 0.0, 1.0);"
"}", sampler_type, input_variable); "}";
if(length <= 0) return nullptr; std::unique_ptr<IntermediateShader> shader(new IntermediateShader(vertex_shader.str(), fragment_shader, bindings));
std::unique_ptr<IntermediateShader> shader(new IntermediateShader(vertex_shader, fragment_shader, bindings));
std::free(vertex_shader);
return shader; return shader;
} }
std::unique_ptr<IntermediateShader> IntermediateShader::make_source_conversion_shader(const std::string &composite_shader, const std::string &rgb_shader) { std::unique_ptr<IntermediateShader> IntermediateShader::make_source_conversion_shader(const std::string &composite_shader, const std::string &rgb_shader) {
char *derived_composite_sample = nullptr; std::ostringstream fragment_shader;
const char *composite_sample = composite_shader.c_str(); fragment_shader <<
if(!composite_shader.size()) {
int length = asprintf(&derived_composite_sample,
"%s\n"
"uniform mat3 rgbToLumaChroma;"
"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
"{"
"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
"vec3 lumaChromaColour = rgbToLumaChroma * rgbColour;"
"vec2 quadrature = vec2(cos(phase), -sin(phase)) * amplitude;"
"return dot(lumaChromaColour, vec3(1.0 - amplitude, quadrature));"
"}",
rgb_shader.c_str());
if(length <= 0) {
derived_composite_sample = nullptr;
}
composite_sample = derived_composite_sample;
}
char *fragment_shader;
int length = asprintf(&fragment_shader,
"#version 150\n" "#version 150\n"
"in vec2 inputPositionsVarying[11];" "in vec2 inputPositionsVarying[11];"
@ -146,28 +118,39 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_source_conversion_s
"out vec4 fragColour;" "out vec4 fragColour;"
"uniform usampler2D texID;" "uniform usampler2D texID;";
"\n%s\n" if(!composite_shader.size()) {
std::ostringstream derived_composite_sample;
derived_composite_sample <<
rgb_shader <<
"uniform mat3 rgbToLumaChroma;"
"float composite_sample(usampler2D texID, vec2 coordinate, vec2 iCoordinate, float phase, float amplitude)"
"{"
"vec3 rgbColour = clamp(rgb_sample(texID, coordinate, iCoordinate), vec3(0.0), vec3(1.0));"
"vec3 lumaChromaColour = rgbToLumaChroma * rgbColour;"
"vec2 quadrature = vec2(cos(phase), -sin(phase)) * amplitude;"
"return dot(lumaChromaColour, vec3(1.0 - amplitude, quadrature));"
"}";
fragment_shader << derived_composite_sample.str();
} else {
fragment_shader << composite_shader;
}
fragment_shader <<
"void main(void)" "void main(void)"
"{" "{"
"fragColour = vec4(composite_sample(texID, inputPositionsVarying[5], iInputPositionVarying, phaseAndAmplitudeVarying.x, phaseAndAmplitudeVarying.y));" "fragColour = vec4(composite_sample(texID, inputPositionsVarying[5], iInputPositionVarying, phaseAndAmplitudeVarying.x, phaseAndAmplitudeVarying.y));"
"}" "}";
, composite_sample);
std::free(derived_composite_sample);
if(!length) return nullptr; std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader.str(), true, true);
std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader, true, true);
std::free(fragment_shader);
return shader; return shader;
} }
std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_source_shader(const std::string &rgb_shader) { std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_source_shader(const std::string &rgb_shader) {
char *fragment_shader; std::ostringstream fragment_shader;
int length = asprintf(&fragment_shader, fragment_shader <<
"#version 150\n" "#version 150\n"
"in vec2 inputPositionsVarying[11];" "in vec2 inputPositionsVarying[11];"
@ -178,18 +161,14 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_source_shader(c
"uniform usampler2D texID;" "uniform usampler2D texID;"
"\n%s\n" << rgb_shader <<
"void main(void)" "void main(void)"
"{" "{"
"fragColour = rgb_sample(texID, inputPositionsVarying[5], iInputPositionVarying);" "fragColour = rgb_sample(texID, inputPositionsVarying[5], iInputPositionVarying);"
"}" "}";
, rgb_shader.c_str());
if(length <= 0) return nullptr; std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader.str(), true, true);
std::unique_ptr<IntermediateShader> shader = make_shader(fragment_shader, true, true);
std::free(fragment_shader);
return shader; return shader;
} }

View File

@ -8,8 +8,7 @@
#include "OutputShader.hpp" #include "OutputShader.hpp"
#include <cstdlib> #include <sstream>
#include <cmath>
using namespace OpenGL; using namespace OpenGL;
@ -22,10 +21,10 @@ namespace {
} }
std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_methods, const char *colour_expression, bool use_usampler) { std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_methods, const char *colour_expression, bool use_usampler) {
const char *sampler_type = use_usampler ? "usampler2D" : "sampler2D"; const std::string sampler_type = use_usampler ? "usampler2D" : "sampler2D";
char *vertex_shader; std::ostringstream vertex_shader;
int vertex_length = asprintf(&vertex_shader, vertex_shader <<
"#version 150\n" "#version 150\n"
"in vec2 horizontal;" "in vec2 horizontal;"
@ -35,7 +34,7 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
"uniform vec2 boundsSize;" "uniform vec2 boundsSize;"
"uniform vec2 positionConversion;" "uniform vec2 positionConversion;"
"uniform vec2 scanNormal;" "uniform vec2 scanNormal;"
"uniform %s texID;" "uniform " << sampler_type << " texID;"
"uniform float inputScaler;" "uniform float inputScaler;"
"uniform int textureHeightDivisor;" "uniform int textureHeightDivisor;"
@ -61,10 +60,10 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
"vec2 floatingPosition = (vPosition / positionConversion) + lateral * scanNormal;" "vec2 floatingPosition = (vPosition / positionConversion) + lateral * scanNormal;"
"vec2 mappedPosition = (floatingPosition - boundsOrigin) / boundsSize;" "vec2 mappedPosition = (floatingPosition - boundsOrigin) / boundsSize;"
"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);" "gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);"
"}", sampler_type); "}";
char *fragment_shader; std::ostringstream fragment_shader;
int fragment_length = asprintf(&fragment_shader, fragment_shader <<
"#version 150\n" "#version 150\n"
"in float lateralVarying;" "in float lateralVarying;"
@ -73,24 +72,17 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
"out vec4 fragColour;" "out vec4 fragColour;"
"uniform %s texID;" "uniform " << sampler_type << " texID;"
"uniform float gamma;" "uniform float gamma;"
"\n%s\n" << fragment_methods <<
"void main(void)" "void main(void)"
"{" "{"
"fragColour = vec4(pow(%s, vec3(gamma)), 0.5);"//*cos(lateralVarying) "fragColour = vec4(pow(" << colour_expression << ", vec3(gamma)), 0.5);"//*cos(lateralVarying)
"}", "}";
sampler_type, fragment_methods, colour_expression);
if(vertex_length <= 0 || fragment_length <= 0) return nullptr; return std::unique_ptr<OutputShader>(new OutputShader(vertex_shader.str(), fragment_shader.str(), bindings));
std::unique_ptr<OutputShader> result(new OutputShader(vertex_shader, fragment_shader, bindings));
std::free(vertex_shader);
std::free(fragment_shader);
return result;
} }
void OutputShader::set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area) { void OutputShader::set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area) {