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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-19 08:31:11 +00:00
CLK/Outputs/OpenGL/ScanTarget.cpp
2019-02-18 22:01:56 -05:00

634 lines
24 KiB
C++

//
// ScanTarget.cpp
// Clock Signal
//
// Created by Thomas Harte on 05/11/2018.
// Copyright © 2018 Thomas Harte. All rights reserved.
//
#include "ScanTarget.hpp"
#include "OpenGL.hpp"
#include "Primitives/Rectangle.hpp"
#include "../Log.hpp"
#include <cassert>
#include <cstring>
using namespace Outputs::Display::OpenGL;
namespace {
/// The texture unit from which to source input data.
constexpr GLenum SourceDataTextureUnit = GL_TEXTURE0;
/// The texture unit which contains raw line-by-line composite, S-Video or RGB data.
constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE1;
/// The texture unit that contains a pre-lowpass-filtered but fixed-resolution version of the chroma signal;
/// this is used when processing composite video only, and for chroma information only. Luminance is calculated
/// at the fidelity permitted by the output target, but my efforts to separate, demodulate and filter
/// chrominance during output without either massively sampling or else incurring significant high-frequency
/// noise that sampling reduces into a Moire, have proven to be unsuccessful for the time being.
constexpr GLenum QAMChromaTextureUnit = GL_TEXTURE2;
/// The texture unit that contains the current display.
constexpr GLenum AccumulationTextureUnit = GL_TEXTURE3;
#define TextureAddress(x, y) (((y) << 11) | (x))
#define TextureAddressGetY(v) uint16_t((v) >> 11)
#define TextureAddressGetX(v) uint16_t((v) & 0x7ff)
#define TextureSub(a, b) (((a) - (b)) & 0x3fffff)
const GLint internalFormatForDepth(std::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;
}
}
const GLenum formatForDepth(std::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;
}
}
}
template <typename T> void ScanTarget::allocate_buffer(const T &array, GLuint &buffer_name, GLuint &vertex_array_name) {
const auto buffer_size = array.size() * sizeof(array[0]);
test_gl(glGenBuffers, 1, &buffer_name);
test_gl(glBindBuffer, GL_ARRAY_BUFFER, buffer_name);
test_gl(glBufferData, GL_ARRAY_BUFFER, GLsizeiptr(buffer_size), NULL, GL_STREAM_DRAW);
test_gl(glGenVertexArrays, 1, &vertex_array_name);
test_gl(glBindVertexArray, vertex_array_name);
test_gl(glBindBuffer, GL_ARRAY_BUFFER, buffer_name);
}
ScanTarget::ScanTarget(GLuint target_framebuffer, float output_gamma) :
target_framebuffer_(target_framebuffer),
output_gamma_(output_gamma),
unprocessed_line_texture_(LineBufferWidth, LineBufferHeight, UnprocessedLineBufferTextureUnit, GL_NEAREST, false),
full_display_rectangle_(-1.0f, -1.0f, 2.0f, 2.0f) {
// Note the OpenGL version.
LOG("Constructing scan target with OpenGL " << glGetString(GL_VERSION) << "; shading language version " << glGetString(GL_SHADING_LANGUAGE_VERSION));
// Ensure proper initialisation of the two atomic pointer sets.
read_pointers_.store(write_pointers_);
submit_pointers_.store(write_pointers_);
// Allocate space for the scans and lines.
allocate_buffer(scan_buffer_, scan_buffer_name_, scan_vertex_array_);
allocate_buffer(line_buffer_, line_buffer_name_, line_vertex_array_);
// TODO: if this is OpenGL 4.4 or newer, use glBufferStorage rather than glBufferData
// and specify GL_MAP_PERSISTENT_BIT. Then map the buffer now, and let the client
// write straight into it.
test_gl(glGenTextures, 1, &write_area_texture_name_);
test_gl(glClearColor, 0.0f, 0.0f, 0.0f, 0.0f);
test_gl(glBlendFunc, GL_SRC_ALPHA, GL_CONSTANT_COLOR);
test_gl(glBlendColor, 0.4f, 0.4f, 0.4f, 1.0f);
is_drawing_.clear();
}
ScanTarget::~ScanTarget() {
while(is_drawing_.test_and_set());
glDeleteBuffers(1, &scan_buffer_name_);
glDeleteTextures(1, &write_area_texture_name_);
glDeleteVertexArrays(1, &scan_vertex_array_);
}
void ScanTarget::set_target_framebuffer(GLuint target_framebuffer) {
while(is_drawing_.test_and_set());
target_framebuffer_ = target_framebuffer;
is_drawing_.clear();
}
void ScanTarget::set_modals(Modals modals) {
// Don't change the modals while drawing is ongoing; a previous set might be
// in the process of being established.
while(is_drawing_.test_and_set());
modals_ = modals;
modals_are_dirty_ = true;
is_drawing_.clear();
}
Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
if(allocation_has_failed_) return nullptr;
const auto result = &scan_buffer_[write_pointers_.scan_buffer];
const auto read_pointers = read_pointers_.load();
// Advance the pointer.
const auto next_write_pointer = decltype(write_pointers_.scan_buffer)((write_pointers_.scan_buffer + 1) % scan_buffer_.size());
// Check whether that's too many.
if(next_write_pointer == read_pointers.scan_buffer) {
allocation_has_failed_ = true;
return nullptr;
}
write_pointers_.scan_buffer = next_write_pointer;
++provided_scans_;
// Fill in extra OpenGL-specific details.
result->line = write_pointers_.line;
vended_scan_ = result;
return &result->scan;
}
void ScanTarget::end_scan() {
if(vended_scan_) {
vended_scan_->data_y = TextureAddressGetY(vended_write_area_pointer_);
vended_scan_->line = write_pointers_.line;
vended_scan_->scan.end_points[0].data_offset += TextureAddressGetX(vended_write_area_pointer_);
vended_scan_->scan.end_points[1].data_offset += TextureAddressGetX(vended_write_area_pointer_);
}
vended_scan_ = nullptr;
}
uint8_t *ScanTarget::begin_data(size_t required_length, size_t required_alignment) {
if(allocation_has_failed_) return nullptr;
if(!write_area_texture_.size()) {
allocation_has_failed_ = true;
return nullptr;
}
// Determine where the proposed write area would start and end.
uint16_t output_y = TextureAddressGetY(write_pointers_.write_area);
uint16_t aligned_start_x = TextureAddressGetX(write_pointers_.write_area & 0xffff) + 1;
aligned_start_x += uint16_t((required_alignment - aligned_start_x%required_alignment)%required_alignment);
uint16_t end_x = aligned_start_x + uint16_t(1 + required_length);
if(end_x > WriteAreaWidth) {
output_y = (output_y + 1) % WriteAreaHeight;
aligned_start_x = uint16_t(required_alignment);
end_x = aligned_start_x + uint16_t(1 + required_length);
}
// Check whether that steps over the read pointer.
const auto end_address = TextureAddress(end_x, output_y);
const auto read_pointers = read_pointers_.load();
const auto end_distance = TextureSub(end_address, read_pointers.write_area);
const auto previous_distance = TextureSub(write_pointers_.write_area, read_pointers.write_area);
// If allocating this would somehow make the write pointer back away from the read pointer,
// there must not be enough space left.
if(end_distance < previous_distance) {
allocation_has_failed_ = true;
return nullptr;
}
// Everything checks out, return the pointer.
vended_write_area_pointer_ = write_pointers_.write_area = TextureAddress(aligned_start_x, output_y);
return &write_area_texture_[size_t(write_pointers_.write_area) * data_type_size_];
// Note state at exit:
// write_pointers_.write_area points to the first pixel the client is expected to draw to.
}
void ScanTarget::end_data(size_t actual_length) {
if(allocation_has_failed_) return;
// Bookend the start of the new data, to safeguard for precision errors in sampling.
memcpy(
&write_area_texture_[size_t(write_pointers_.write_area - 1) * data_type_size_],
&write_area_texture_[size_t(write_pointers_.write_area) * data_type_size_],
data_type_size_);
// The write area was allocated in the knowledge that there's sufficient
// distance left on the current line, so there's no need to worry about carry.
write_pointers_.write_area += actual_length + 1;
// Also bookend the end.
memcpy(
&write_area_texture_[size_t(write_pointers_.write_area - 1) * data_type_size_],
&write_area_texture_[size_t(write_pointers_.write_area - 2) * data_type_size_],
data_type_size_);
}
void ScanTarget::will_change_owner() {
allocation_has_failed_ = true;
vended_scan_ = nullptr;
}
void ScanTarget::submit() {
if(allocation_has_failed_) {
// Reset all pointers to where they were; this also means
// the stencil won't be properly populated.
write_pointers_ = submit_pointers_.load();
frame_is_complete_ = false;
} else {
// Advance submit pointer.
submit_pointers_.store(write_pointers_);
}
allocation_has_failed_ = false;
}
void ScanTarget::announce(Event event, bool is_visible, const Outputs::Display::ScanTarget::Scan::EndPoint &location, uint8_t composite_amplitude) {
if(event == ScanTarget::Event::EndVerticalRetrace) {
// The previous-frame-is-complete flag is subject to a two-slot queue because
// measurement for *this* frame needs to begin now, meaning that the previous
// result needs to be put somewhere. Setting frame_is_complete_ back to true
// only after it has been put somewhere also doesn't work, since if the first
// few lines of a frame are skipped for any reason, there'll be nowhere to
// put it.
is_first_in_frame_ = true;
previous_frame_was_complete_ = frame_is_complete_;
frame_is_complete_ = true;
}
if(output_is_visible_ == is_visible) return;
if(is_visible) {
// Commit the most recent line only if any scans fell on it.
// Otherwise there's no point outputting it, it'll contribute nothing.
if(provided_scans_) {
// Store metadata if concluding a previous line.
if(active_line_) {
line_metadata_buffer_[size_t(write_pointers_.line)].is_first_in_frame = is_first_in_frame_;
line_metadata_buffer_[size_t(write_pointers_.line)].previous_frame_was_complete = previous_frame_was_complete_;
is_first_in_frame_ = false;
}
const auto read_pointers = read_pointers_.load();
// Attempt to allocate a new line; note allocation failure if necessary.
const auto next_line = uint16_t((write_pointers_.line + 1) % LineBufferHeight);
if(next_line == read_pointers.line) {
allocation_has_failed_ = true;
active_line_ = nullptr;
} else {
write_pointers_.line = next_line;
active_line_ = &line_buffer_[size_t(write_pointers_.line)];
}
provided_scans_ = 0;
}
if(active_line_) {
active_line_->end_points[0].x = location.x;
active_line_->end_points[0].y = location.y;
active_line_->end_points[0].cycles_since_end_of_horizontal_retrace = location.cycles_since_end_of_horizontal_retrace;
active_line_->end_points[0].composite_angle = location.composite_angle;
active_line_->line = write_pointers_.line;
active_line_->composite_amplitude = composite_amplitude;
}
} else {
if(active_line_) {
active_line_->end_points[1].x = location.x;
active_line_->end_points[1].y = location.y;
active_line_->end_points[1].cycles_since_end_of_horizontal_retrace = location.cycles_since_end_of_horizontal_retrace;
active_line_->end_points[1].composite_angle = location.composite_angle;
}
}
output_is_visible_ = is_visible;
}
void ScanTarget::setup_pipeline() {
const auto data_type_size = Outputs::Display::size_for_data_type(modals_.input_data_type);
if(data_type_size != data_type_size_) {
// TODO: flush output.
data_type_size_ = data_type_size;
write_area_texture_.resize(2048*2048*data_type_size_);
write_pointers_.scan_buffer = 0;
write_pointers_.write_area = 0;
}
// Prepare to bind line shaders.
test_gl(glBindVertexArray, line_vertex_array_);
test_gl(glBindBuffer, GL_ARRAY_BUFFER, line_buffer_name_);
// Destroy or create a QAM buffer and shader, if appropriate.
const bool needs_qam_buffer = (modals_.display_type == DisplayType::CompositeColour || modals_.display_type == DisplayType::SVideo);
if(needs_qam_buffer) {
if(!qam_chroma_texture_) {
qam_chroma_texture_.reset(new TextureTarget(LineBufferWidth, LineBufferHeight, QAMChromaTextureUnit, GL_NEAREST, false));
}
qam_separation_shader_ = qam_separation_shader();
enable_vertex_attributes(ShaderType::QAMSeparation, *qam_separation_shader_);
set_uniforms(ShaderType::QAMSeparation, *qam_separation_shader_);
qam_separation_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
} else {
qam_chroma_texture_.reset();
qam_separation_shader_.reset();
}
// Establish an output shader.
output_shader_ = conversion_shader();
enable_vertex_attributes(ShaderType::Conversion, *output_shader_);
set_uniforms(ShaderType::Conversion, *output_shader_);
output_shader_->set_uniform("origin", modals_.visible_area.origin.x, modals_.visible_area.origin.y);
output_shader_->set_uniform("size", modals_.visible_area.size.width, modals_.visible_area.size.height);
output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
output_shader_->set_uniform("qamTextureName", GLint(QAMChromaTextureUnit - GL_TEXTURE0));
// Establish an input shader.
input_shader_ = composition_shader();
test_gl(glBindVertexArray, scan_vertex_array_);
test_gl(glBindBuffer, GL_ARRAY_BUFFER, scan_buffer_name_);
enable_vertex_attributes(ShaderType::Composition, *input_shader_);
set_uniforms(ShaderType::Composition, *input_shader_);
input_shader_->set_uniform("textureName", GLint(SourceDataTextureUnit - GL_TEXTURE0));
}
void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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, synchronous ? GL_TIMEOUT_IGNORED : 0) == GL_TIMEOUT_EXPIRED) {
return;
}
fence_ = nullptr;
}
// Spin until the is-drawing flag is reset; the wait sync above will deal
// with instances where waiting is inappropriate.
while(is_drawing_.test_and_set());
// Establish the pipeline if necessary.
if(modals_are_dirty_) {
setup_pipeline();
modals_are_dirty_ = false;
}
// Grab the current read and submit pointers.
const auto submit_pointers = submit_pointers_.load();
const auto read_pointers = read_pointers_.load();
// Submit scans; only the new ones need to be communicated.
size_t new_scans = (submit_pointers.scan_buffer + scan_buffer_.size() - read_pointers.scan_buffer) % scan_buffer_.size();
if(new_scans) {
test_gl(glBindBuffer, GL_ARRAY_BUFFER, scan_buffer_name_);
// Map only the required portion of the buffer.
const size_t new_scans_size = new_scans * sizeof(Scan);
uint8_t *const destination = static_cast<uint8_t *>(
glMapBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(new_scans_size), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT)
);
test_gl_error();
if(read_pointers.scan_buffer < submit_pointers.scan_buffer) {
memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], new_scans_size);
} else {
const size_t first_portion_length = (scan_buffer_.size() - read_pointers.scan_buffer) * sizeof(Scan);
memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], first_portion_length);
memcpy(&destination[first_portion_length], &scan_buffer_[0], new_scans_size - first_portion_length);
}
// Flush and unmap the buffer.
test_gl(glFlushMappedBufferRange, GL_ARRAY_BUFFER, 0, GLsizeiptr(new_scans_size));
test_gl(glUnmapBuffer, GL_ARRAY_BUFFER);
}
// Submit texture.
if(submit_pointers.write_area != read_pointers.write_area) {
test_gl(glActiveTexture, SourceDataTextureUnit);
test_gl(glBindTexture, GL_TEXTURE_2D, write_area_texture_name_);
// Create storage for the texture if it doesn't yet exist; this was deferred until here
// because the pixel format wasn't initially known.
if(!texture_exists_) {
test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
test_gl(glTexParameteri, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
test_gl(glTexImage2D,
GL_TEXTURE_2D,
0,
internalFormatForDepth(data_type_size_),
WriteAreaWidth,
WriteAreaHeight,
0,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
nullptr);
texture_exists_ = true;
}
const auto start_y = TextureAddressGetY(read_pointers.write_area);
const auto end_y = TextureAddressGetY(submit_pointers.write_area);
if(end_y >= start_y) {
// Submit the direct region from the submit pointer to the read pointer.
test_gl(glTexSubImage2D,
GL_TEXTURE_2D, 0,
0, start_y,
WriteAreaWidth,
1 + end_y - start_y,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
&write_area_texture_[size_t(TextureAddress(0, start_y)) * data_type_size_]);
} else {
// The circular buffer wrapped around; submit the data from the read pointer to the end of
// the buffer and from the start of the buffer to the submit pointer.
test_gl(glTexSubImage2D,
GL_TEXTURE_2D, 0,
0, 0,
WriteAreaWidth,
1 + end_y,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
&write_area_texture_[0]);
test_gl(glTexSubImage2D,
GL_TEXTURE_2D, 0,
0, start_y,
WriteAreaWidth,
WriteAreaHeight - start_y,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
&write_area_texture_[size_t(TextureAddress(0, start_y)) * data_type_size_]);
}
}
// Push new input to the unprocessed line buffer.
if(new_scans) {
unprocessed_line_texture_.bind_framebuffer();
// Clear newly-touched lines; that is everything from (read+1) to submit.
const uint16_t first_line_to_clear = (read_pointers.line+1)%line_buffer_.size();
const uint16_t final_line_to_clear = submit_pointers.line;
if(first_line_to_clear != final_line_to_clear) {
test_gl(glEnable, GL_SCISSOR_TEST);
if(first_line_to_clear < final_line_to_clear) {
test_gl(glScissor, 0, first_line_to_clear, unprocessed_line_texture_.get_width(), final_line_to_clear - first_line_to_clear);
test_gl(glClear, GL_COLOR_BUFFER_BIT);
} else {
test_gl(glScissor, 0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
test_gl(glClear, GL_COLOR_BUFFER_BIT);
test_gl(glScissor, 0, first_line_to_clear, unprocessed_line_texture_.get_width(), unprocessed_line_texture_.get_height() - first_line_to_clear);
test_gl(glClear, GL_COLOR_BUFFER_BIT);
}
test_gl(glDisable, GL_SCISSOR_TEST);
}
// Apply new spans. They definitely always go to the first buffer.
test_gl(glBindVertexArray, scan_vertex_array_);
input_shader_->bind();
test_gl(glDrawArraysInstanced, GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
}
// Ensure the accumulation buffer is properly sized.
const int proportional_width = (output_height * 4) / 3;
if(!accumulation_texture_ || ( /* !synchronous && */ (accumulation_texture_->get_width() != proportional_width || accumulation_texture_->get_height() != output_height))) {
std::unique_ptr<OpenGL::TextureTarget> new_framebuffer(
new TextureTarget(
GLsizei(proportional_width),
GLsizei(output_height),
AccumulationTextureUnit,
GL_NEAREST,
true));
if(accumulation_texture_) {
new_framebuffer->bind_framebuffer();
test_gl(glClear, GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
test_gl(glActiveTexture, AccumulationTextureUnit);
accumulation_texture_->bind_texture();
accumulation_texture_->draw(float(output_width) / float(output_height));
test_gl(glClear, GL_STENCIL_BUFFER_BIT);
new_framebuffer->bind_texture();
}
accumulation_texture_ = std::move(new_framebuffer);
// In the absence of a way to resize a stencil buffer, just mark
// what's currently present as invalid to avoid an improper clear
// for this frame.
stencil_is_valid_ = false;
}
// Figure out how many new lines are ready.
uint16_t new_lines = (submit_pointers.line + LineBufferHeight - read_pointers.line) % LineBufferHeight;
if(new_lines) {
// Prepare to output lines.
test_gl(glBindVertexArray, line_vertex_array_);
// Bind the accumulation framebuffer, unless there's going to be QAM work first.
if(!qam_separation_shader_ || line_metadata_buffer_[read_pointers.line].is_first_in_frame) {
accumulation_texture_->bind_framebuffer();
output_shader_->bind();
// Enable blending and stenciling.
test_gl(glEnable, GL_BLEND);
test_gl(glEnable, GL_STENCIL_TEST);
}
// Set the proper stencil function regardless.
test_gl(glStencilFunc, GL_EQUAL, 0, GLuint(~0));
test_gl(glStencilOp, GL_KEEP, GL_KEEP, GL_INCR);
// Prepare to upload data that will consitute lines.
test_gl(glBindBuffer, GL_ARRAY_BUFFER, line_buffer_name_);
// Divide spans by which frame they're in.
uint16_t start_line = read_pointers.line;
while(new_lines) {
uint16_t end_line = start_line+1;
// Find the limit of spans to draw in this cycle.
size_t lines = 1;
while(end_line != submit_pointers.line && !line_metadata_buffer_[end_line].is_first_in_frame) {
end_line = (end_line + 1) % LineBufferHeight;
++lines;
}
// If this is start-of-frame, clear any untouched pixels and flush the stencil buffer
if(line_metadata_buffer_[start_line].is_first_in_frame) {
if(stencil_is_valid_ && line_metadata_buffer_[start_line].previous_frame_was_complete) {
full_display_rectangle_.draw(0.0f, 0.0f, 0.0f);
}
stencil_is_valid_ = true;
test_gl(glClear, GL_STENCIL_BUFFER_BIT);
// Rebind the program for span output.
test_gl(glBindVertexArray, line_vertex_array_);
if(!qam_separation_shader_) {
output_shader_->bind();
}
}
// Upload.
const auto buffer_size = lines * sizeof(Line);
if(!end_line || end_line > start_line) {
test_gl(glBufferSubData, GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size), &line_buffer_[start_line]);
} else {
uint8_t *destination = static_cast<uint8_t *>(
glMapBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT)
);
assert(destination);
test_gl_error();
const size_t buffer_length = line_buffer_.size() * sizeof(Line);
const size_t start_position = start_line * sizeof(Line);
memcpy(&destination[0], &line_buffer_[start_line], buffer_length - start_position);
memcpy(&destination[buffer_length - start_position], &line_buffer_[0], end_line * sizeof(Line));
test_gl(glFlushMappedBufferRange, GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size));
test_gl(glUnmapBuffer, GL_ARRAY_BUFFER);
}
// Produce colour information, if required.
if(qam_separation_shader_) {
qam_separation_shader_->bind();
qam_chroma_texture_->bind_framebuffer();
test_gl(glClear, GL_COLOR_BUFFER_BIT); // TODO: this is here as a hint that the old framebuffer doesn't need reloading;
// test whether that's a valid optimisation on desktop OpenGL.
test_gl(glDisable, GL_BLEND);
test_gl(glDisable, GL_STENCIL_TEST);
test_gl(glDrawArraysInstanced, GL_TRIANGLE_STRIP, 0, 4, GLsizei(lines));
accumulation_texture_->bind_framebuffer();
output_shader_->bind();
test_gl(glEnable, GL_BLEND);
test_gl(glEnable, GL_STENCIL_TEST);
}
// Render to the output.
test_gl(glDrawArraysInstanced, GL_TRIANGLE_STRIP, 0, 4, GLsizei(lines));
start_line = end_line;
new_lines -= lines;
}
// Disable blending and the stencil test again.
test_gl(glDisable, GL_STENCIL_TEST);
test_gl(glDisable, GL_BLEND);
}
// Copy the accumulatiion texture to the target.
test_gl(glBindFramebuffer, GL_FRAMEBUFFER, target_framebuffer_);
test_gl(glViewport, 0, 0, (GLsizei)output_width, (GLsizei)output_height);
test_gl(glClear, GL_COLOR_BUFFER_BIT);
accumulation_texture_->bind_texture();
accumulation_texture_->draw(float(output_width) / float(output_height), 4.0f / 255.0f);
// All data now having been spooled to the GPU, update the read pointers to
// the submit pointer location.
read_pointers_.store(submit_pointers);
// Grab a fence sync object to avoid busy waiting upon the next extry into this
// function, and reset the is_drawing_ flag.
fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
is_drawing_.clear();
}