mirror of
https://github.com/TomHarte/CLK.git
synced 2024-11-19 08:31:11 +00:00
534 lines
19 KiB
C++
534 lines
19 KiB
C++
// CRTOpenGL.cpp
|
|
// Clock Signal
|
|
//
|
|
// Created by Thomas Harte on 03/02/2016.
|
|
// Copyright © 2016 Thomas Harte. All rights reserved.
|
|
//
|
|
|
|
#include "CRT.hpp"
|
|
#include <stdlib.h>
|
|
#include <math.h>
|
|
|
|
#include "CRTOpenGL.hpp"
|
|
#include "../../../SignalProcessing/FIRFilter.hpp"
|
|
#include "Shaders/OutputShader.hpp"
|
|
|
|
static const GLint internalFormatForDepth(size_t depth)
|
|
{
|
|
switch(depth)
|
|
{
|
|
default: return GL_FALSE;
|
|
case 1: return GL_R8UI;
|
|
case 2: return GL_RG8UI;
|
|
case 3: return GL_RGB8UI;
|
|
case 4: return GL_RGBA8UI;
|
|
}
|
|
}
|
|
|
|
static const GLenum formatForDepth(size_t depth)
|
|
{
|
|
switch(depth)
|
|
{
|
|
default: return GL_FALSE;
|
|
case 1: return GL_RED_INTEGER;
|
|
case 2: return GL_RG_INTEGER;
|
|
case 3: return GL_RGB_INTEGER;
|
|
case 4: return GL_RGBA_INTEGER;
|
|
}
|
|
}
|
|
|
|
struct Range {
|
|
GLsizei location, length;
|
|
};
|
|
|
|
static int getCircularRanges(GLsizei *start_pointer, GLsizei *end_pointer, GLsizei buffer_length, GLsizei granularity, GLsizei offset, Range *ranges)
|
|
{
|
|
GLsizei start = *start_pointer;
|
|
GLsizei end = *end_pointer;
|
|
|
|
*end_pointer %= buffer_length;
|
|
*start_pointer = *end_pointer;
|
|
|
|
start += offset;
|
|
end += offset;
|
|
start -= start%granularity;
|
|
end -= end%granularity;
|
|
|
|
GLsizei length = end - start;
|
|
if(!length) return 0;
|
|
if(length >= buffer_length)
|
|
{
|
|
ranges[0].location = 0;
|
|
ranges[0].length = buffer_length;
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
ranges[0].location = start % buffer_length;
|
|
if(ranges[0].location + length <= buffer_length)
|
|
{
|
|
ranges[0].length = length;
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
ranges[0].length = buffer_length - ranges[0].location;
|
|
ranges[1].location = 0;
|
|
ranges[1].length = length - ranges[0].length;
|
|
return 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
static GLsizei submitArrayData(GLuint buffer, uint8_t *source, GLsizei *length_pointer)
|
|
{
|
|
GLsizei length = *length_pointer;
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffer);
|
|
uint8_t *data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, length, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
|
|
memcpy(data, source, (size_t)length);
|
|
glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, length);
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
|
|
*length_pointer = 0;
|
|
|
|
return length;
|
|
}
|
|
|
|
using namespace Outputs::CRT;
|
|
|
|
namespace {
|
|
static const GLenum composite_texture_unit = GL_TEXTURE0;
|
|
static const GLenum separated_texture_unit = GL_TEXTURE1;
|
|
static const GLenum filtered_y_texture_unit = GL_TEXTURE2;
|
|
static const GLenum filtered_texture_unit = GL_TEXTURE3;
|
|
static const GLenum source_data_texture_unit = GL_TEXTURE4;
|
|
static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE5;
|
|
}
|
|
|
|
OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
|
|
_output_mutex(new std::mutex),
|
|
_draw_mutex(new std::mutex),
|
|
_visible_area(Rect(0, 0, 1, 1)),
|
|
_composite_src_output_y(0),
|
|
_cleared_composite_output_y(0),
|
|
_composite_shader(nullptr),
|
|
_rgb_shader(nullptr),
|
|
_output_buffer_data(new uint8_t[OutputVertexBufferDataSize]),
|
|
_source_buffer_data(new uint8_t[SourceVertexBufferDataSize]),
|
|
_output_buffer_data_pointer(0),
|
|
_source_buffer_data_pointer(0),
|
|
_last_output_width(0),
|
|
_last_output_height(0),
|
|
_fence(nullptr)
|
|
{
|
|
_buffer_builder.reset(new CRTInputBufferBuilder(buffer_depth));
|
|
|
|
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 surce texture
|
|
glGenTextures(1, &textureName);
|
|
glActiveTexture(source_data_texture_unit);
|
|
glBindTexture(GL_TEXTURE_2D, textureName);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(_buffer_builder->get_bytes_per_pixel()), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(_buffer_builder->get_bytes_per_pixel()), GL_UNSIGNED_BYTE, nullptr);
|
|
|
|
// create the output vertex array
|
|
glGenVertexArrays(1, &output_vertex_array);
|
|
|
|
// create a buffer for output vertex attributes
|
|
glGenBuffers(1, &output_array_buffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, OutputVertexBufferDataSize, NULL, GL_STREAM_DRAW);
|
|
|
|
// create the source vertex array
|
|
glGenVertexArrays(1, &source_vertex_array);
|
|
|
|
// create a buffer for source vertex attributes
|
|
glGenBuffers(1, &source_array_buffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
|
|
glBufferData(GL_ARRAY_BUFFER, SourceVertexBufferDataSize, NULL, GL_STREAM_DRAW);
|
|
}
|
|
|
|
OpenGLOutputBuilder::~OpenGLOutputBuilder()
|
|
{
|
|
glDeleteTextures(1, &textureName);
|
|
glDeleteBuffers(1, &output_array_buffer);
|
|
glDeleteBuffers(1, &source_array_buffer);
|
|
glDeleteVertexArrays(1, &output_vertex_array);
|
|
|
|
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();
|
|
|
|
// establish essentials
|
|
if(!output_shader_program)
|
|
{
|
|
prepare_composite_input_shaders();
|
|
prepare_rgb_input_shaders();
|
|
prepare_source_vertex_array();
|
|
|
|
prepare_output_shader();
|
|
prepare_output_vertex_array();
|
|
|
|
set_timing_uniforms();
|
|
set_colour_space_uniforms();
|
|
}
|
|
|
|
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)
|
|
{
|
|
_draw_mutex->unlock();
|
|
return;
|
|
}
|
|
|
|
glDeleteSync(_fence);
|
|
}
|
|
|
|
// make sure there's a target to draw to
|
|
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)
|
|
{
|
|
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);
|
|
|
|
new_framebuffer->bind_texture();
|
|
}
|
|
framebuffer = std::move(new_framebuffer);
|
|
}
|
|
|
|
// lock out the machine emulation until data is copied
|
|
_output_mutex->lock();
|
|
|
|
// release the mapping, giving up on trying to draw if data has been lost
|
|
GLsizei submitted_output_data = submitArrayData(output_array_buffer, _output_buffer_data.get(), &_output_buffer_data_pointer);
|
|
|
|
// bind and flush the source array buffer
|
|
GLsizei submitted_source_data = submitArrayData(source_array_buffer, _source_buffer_data.get(), &_source_buffer_data_pointer);
|
|
|
|
// determine how many lines are newly reclaimed; they'll need to be cleared
|
|
Range clearing_zones[2];
|
|
|
|
// the clearing zones for the composite output Y are calculated with a fixed offset of '1' which has the effect of clearing
|
|
// one ahead of the expected drawing area this frame; that's because the current _composite_src_output_y may or may not have been
|
|
// written to during the last update, so we want it to have been cleared during the last update.
|
|
int number_of_clearing_zones = getCircularRanges(&_cleared_composite_output_y, &_composite_src_output_y, IntermediateBufferHeight, 1, 1, clearing_zones);
|
|
uint16_t completed_texture_y = _buffer_builder->get_and_finalise_current_line();
|
|
|
|
// upload new source pixels
|
|
if(completed_texture_y)
|
|
{
|
|
glActiveTexture(source_data_texture_unit);
|
|
glTexSubImage2D( GL_TEXTURE_2D, 0,
|
|
0, 0,
|
|
InputBufferBuilderWidth, completed_texture_y,
|
|
formatForDepth(_buffer_builder->get_bytes_per_pixel()), GL_UNSIGNED_BYTE,
|
|
_buffer_builder->get_image_pointer());
|
|
}
|
|
|
|
// data having been grabbed, allow the machine to continue
|
|
_output_mutex->unlock();
|
|
|
|
struct RenderStage {
|
|
OpenGL::TextureTarget *const target;
|
|
OpenGL::Shader *const shader;
|
|
float clear_colour[3];
|
|
};
|
|
|
|
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}},
|
|
{nullptr}
|
|
};
|
|
|
|
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}},
|
|
{nullptr}
|
|
};
|
|
|
|
RenderStage *active_pipeline = (_output_device == Television || !rgb_input_shader_program) ? composite_render_stages : rgb_render_stages;
|
|
|
|
// for television, update intermediate buffers and then draw; for a monitor, just draw
|
|
if(submitted_source_data)
|
|
{
|
|
// all drawing will be from the source vertex array and without blending
|
|
glBindVertexArray(source_vertex_array);
|
|
glDisable(GL_BLEND);
|
|
|
|
while(active_pipeline->target)
|
|
{
|
|
// switch to the initial texture
|
|
active_pipeline->target->bind_framebuffer();
|
|
active_pipeline->shader->bind();
|
|
|
|
// clear as desired
|
|
if(number_of_clearing_zones)
|
|
{
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glClearColor(active_pipeline->clear_colour[0], active_pipeline->clear_colour[1], active_pipeline->clear_colour[2], 1.0);
|
|
for(int c = 0; c < number_of_clearing_zones; c++)
|
|
{
|
|
glScissor(0, clearing_zones[c].location, IntermediateBufferWidth, clearing_zones[c].length);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
// draw as desired
|
|
glDrawArraysInstanced(GL_LINES, 0, 2, submitted_source_data / SourceVertexSize);
|
|
|
|
active_pipeline++;
|
|
}
|
|
}
|
|
|
|
// transfer to framebuffer
|
|
framebuffer->bind_framebuffer();
|
|
|
|
if(submitted_output_data)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
|
|
// Ensure we're back on the output framebuffer, drawing from the output array buffer
|
|
glBindVertexArray(output_vertex_array);
|
|
|
|
// update uniforms (implicitly binding the shader)
|
|
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->bind();
|
|
|
|
// draw
|
|
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, submitted_output_data / OutputVertexSize);
|
|
}
|
|
|
|
// copy framebuffer to the intended place
|
|
glDisable(GL_BLEND);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
glActiveTexture(pixel_accumulation_texture_unit);
|
|
framebuffer->bind_texture();
|
|
framebuffer->draw((float)output_width / (float)output_height);
|
|
// glViewport(0, 0, (GLsizei)output_width / 4, (GLsizei)output_height / 4);
|
|
// compositeTexture->bind_texture();
|
|
// compositeTexture->draw((float)output_width / (float)output_height);
|
|
|
|
_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;
|
|
}
|
|
|
|
void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_resources)
|
|
{
|
|
_output_mutex->lock();
|
|
reset_all_OpenGL_state();
|
|
_output_mutex->unlock();
|
|
}
|
|
|
|
void OpenGLOutputBuilder::set_composite_sampling_function(const char *shader)
|
|
{
|
|
_output_mutex->lock();
|
|
_composite_shader = strdup(shader);
|
|
reset_all_OpenGL_state();
|
|
_output_mutex->unlock();
|
|
}
|
|
|
|
void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
|
|
{
|
|
_output_mutex->lock();
|
|
_rgb_shader = strdup(shader);
|
|
reset_all_OpenGL_state();
|
|
_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_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_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)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_source_vertex_array()
|
|
{
|
|
if(composite_input_shader_program)
|
|
{
|
|
glBindVertexArray(source_vertex_array);
|
|
glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
|
|
|
|
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);
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_output_vertex_array()
|
|
{
|
|
if(output_shader_program)
|
|
{
|
|
glBindVertexArray(output_vertex_array);
|
|
glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
|
|
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);
|
|
}
|
|
}
|
|
|
|
#pragma mark - Public Configuration
|
|
|
|
void OpenGLOutputBuilder::set_output_device(OutputDevice output_device)
|
|
{
|
|
if(_output_device != output_device)
|
|
{
|
|
_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;
|
|
|
|
set_timing_uniforms();
|
|
_output_mutex->unlock();
|
|
}
|
|
|
|
#pragma mark - Internal Configuration
|
|
|
|
void OpenGLOutputBuilder::set_colour_space_uniforms()
|
|
{
|
|
GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
|
|
GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
|
|
|
|
GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
|
|
GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
|
|
|
|
GLfloat *fromRGB, *toRGB;
|
|
|
|
switch(_colour_space)
|
|
{
|
|
case ColourSpace::YIQ:
|
|
fromRGB = rgbToYIQ;
|
|
toRGB = yiqToRGB;
|
|
break;
|
|
|
|
case ColourSpace::YUV:
|
|
fromRGB = rgbToYUV;
|
|
toRGB = yuvToRGB;
|
|
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);
|
|
}
|
|
|
|
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()
|
|
};
|
|
bool extends = false;
|
|
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);
|
|
|
|
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);
|
|
}
|