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413 lines
15 KiB
C++
413 lines
15 KiB
C++
// CRTOpenGL.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 03/02/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "CRT.hpp"
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#include <stdlib.h>
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#include <math.h>
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#include "CRTOpenGL.hpp"
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#include "../../../SignalProcessing/FIRFilter.hpp"
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#include "Shaders/OutputShader.hpp"
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using namespace Outputs::CRT;
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namespace {
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static const GLenum composite_texture_unit = GL_TEXTURE0;
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static const GLenum separated_texture_unit = GL_TEXTURE1;
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static const GLenum filtered_texture_unit = GL_TEXTURE2;
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static const GLenum source_data_texture_unit = GL_TEXTURE3;
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static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE4;
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}
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OpenGLOutputBuilder::OpenGLOutputBuilder(size_t bytes_per_pixel) :
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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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composite_texture_(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit),
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separated_texture_(IntermediateBufferWidth, IntermediateBufferHeight, separated_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 the 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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}
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OpenGLOutputBuilder::~OpenGLOutputBuilder()
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{
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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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}
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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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// establish essentials
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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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prepare_source_vertex_array();
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prepare_output_shader();
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prepare_output_vertex_array();
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set_timing_uniforms();
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set_colour_space_uniforms();
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}
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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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{
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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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}
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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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{
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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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{
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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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new_framebuffer->bind_texture();
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}
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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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// 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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// upload new source pixels, if any
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glActiveTexture(source_data_texture_unit);
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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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// data having been grabbed, allow the machine to continue
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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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OpenGL::Shader *const shader;
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float clear_colour[3];
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};
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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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{&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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{&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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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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glDisable(GL_BLEND);
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while(active_pipeline->target)
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{
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// switch to the framebuffer and shader associated with this stage
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active_pipeline->shader->bind();
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active_pipeline->target->bind_framebuffer();
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// if this is the final stage before painting to the CRT, clear the framebuffer before drawing in order to blank out
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// those portions for which no input was provided
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if(!active_pipeline[1].target)
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{
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glClearColor(active_pipeline->clear_colour[0], active_pipeline->clear_colour[1], active_pipeline->clear_colour[2], 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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// draw
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glDrawArraysInstanced(GL_LINES, 0, 2, (GLsizei)array_submission.input_size / SourceVertexSize);
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active_pipeline++;
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}
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// prepare to transfer to 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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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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{
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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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// draw
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, (GLsizei)array_submission.output_size / OutputVertexSize);
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}
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// copy framebuffer to the intended place
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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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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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_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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reset_all_OpenGL_state();
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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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reset_all_OpenGL_state();
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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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reset_all_OpenGL_state();
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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_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_chrominance_filter_shader_program_ = OpenGL::IntermediateShader::make_chroma_filter_shader();
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composite_chrominance_filter_shader_program_->set_source_texture_unit(separated_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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{
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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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}
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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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{
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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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}
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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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}
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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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{
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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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}
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}
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#pragma mark - Public Configuration
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void OpenGLOutputBuilder::set_output_device(OutputDevice output_device)
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{
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if(output_device_ != output_device)
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{
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output_device_ = output_device;
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composite_src_output_y_ = 0;
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last_output_width_ = 0;
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last_output_height_ = 0;
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}
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}
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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)
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{
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output_mutex_.lock();
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input_frequency_ = input_frequency;
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cycles_per_line_ = cycles_per_line;
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height_of_display_ = height_of_display;
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horizontal_scan_period_ = horizontal_scan_period;
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vertical_scan_period_ = vertical_scan_period;
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vertical_period_divider_ = vertical_period_divider;
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set_timing_uniforms();
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output_mutex_.unlock();
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}
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#pragma mark - Internal Configuration
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void OpenGLOutputBuilder::set_colour_space_uniforms()
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{
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GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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GLfloat *fromRGB, *toRGB;
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switch(colour_space_)
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{
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case ColourSpace::YIQ:
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fromRGB = rgbToYIQ;
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toRGB = yiqToRGB;
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break;
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case ColourSpace::YUV:
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fromRGB = rgbToYUV;
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toRGB = yuvToRGB;
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break;
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}
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if(composite_input_shader_program_) composite_input_shader_program_->set_colour_conversion_matrices(fromRGB, toRGB);
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if(composite_separation_filter_program_) composite_separation_filter_program_->set_colour_conversion_matrices(fromRGB, toRGB);
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if(composite_chrominance_filter_shader_program_) composite_chrominance_filter_shader_program_->set_colour_conversion_matrices(fromRGB, toRGB);
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}
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void OpenGLOutputBuilder::set_timing_uniforms()
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{
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const float colour_subcarrier_frequency = (float)colour_cycle_numerator_ / (float)colour_cycle_denominator_;
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const float output_width = ((float)colour_cycle_numerator_ * 4.0f) / (float)(colour_cycle_denominator_ * IntermediateBufferWidth);
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const float sample_cycles_per_line = cycles_per_line_ / output_width;
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OpenGL::IntermediateShader *intermediate_shaders[] = {
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composite_input_shader_program_.get(),
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composite_separation_filter_program_.get(),
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composite_chrominance_filter_shader_program_.get()
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};
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bool extends = false;
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float phase_cycles_per_tick = 0.25f;
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for(int c = 0; c < 3; c++)
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{
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if(intermediate_shaders[c]) intermediate_shaders[c]->set_phase_cycles_per_sample(phase_cycles_per_tick, extends);
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extends = true;
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}
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if(composite_separation_filter_program_)
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{
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composite_separation_filter_program_->set_width_scalers(output_width, output_width);
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composite_separation_filter_program_->set_separation_frequency(sample_cycles_per_line, colour_subcarrier_frequency);
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}
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if(composite_chrominance_filter_shader_program_)
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{
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composite_chrominance_filter_shader_program_->set_width_scalers(output_width, output_width);
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}
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if(rgb_filter_shader_program_)
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{
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rgb_filter_shader_program_->set_width_scalers(output_width, output_width);
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rgb_filter_shader_program_->set_filter_coefficients(sample_cycles_per_line, (float)input_frequency_ * 0.5f);
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}
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if(output_shader_program_)
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{
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output_shader_program_->set_input_width_scaler(output_width);
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output_shader_program_->set_timing(height_of_display_, cycles_per_line_, horizontal_scan_period_, vertical_scan_period_, vertical_period_divider_);
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}
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if(composite_input_shader_program_)
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{
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composite_input_shader_program_->set_width_scalers(1.0f, output_width);
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}
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if(rgb_input_shader_program_)
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{
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rgb_input_shader_program_->set_width_scalers(1.0f, output_width);
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}
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}
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