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744 lines
28 KiB
C++
744 lines
28 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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static const GLint internalFormatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_R8UI;
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case 2: return GL_RG8UI;
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case 3: return GL_RGB8UI;
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case 4: return GL_RGBA8UI;
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}
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}
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static const GLenum formatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_RED_INTEGER;
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case 2: return GL_RG_INTEGER;
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case 3: return GL_RGB_INTEGER;
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case 4: return GL_RGBA_INTEGER;
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}
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}
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using namespace Outputs::CRT;
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namespace {
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static const GLenum first_supplied_buffer_texture_unit = 3;
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}
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OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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_run_write_pointer(0),
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_output_mutex(new std::mutex),
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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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_output_buffer_data(nullptr),
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_source_buffer_data(nullptr),
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_input_texture_data(nullptr),
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_output_buffer_data_pointer(0),
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_source_buffer_data_pointer(0)
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{
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_run_builders = new CRTRunBuilder *[NumberOfFields];
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for(int builder = 0; builder < NumberOfFields; builder++)
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{
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_run_builders[builder] = new CRTRunBuilder();
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}
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_buffer_builder = std::unique_ptr<CRTInputBufferBuilder>(new CRTInputBufferBuilder(buffer_depth));
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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// Create intermediate textures and bind to slots 0, 1 and 2
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glActiveTexture(GL_TEXTURE0);
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compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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compositeTexture->bind_texture();
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glActiveTexture(GL_TEXTURE1);
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filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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filteredYTexture->bind_texture();
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glActiveTexture(GL_TEXTURE2);
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filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight));
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filteredTexture->bind_texture();
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// create the surce texture
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glGenTextures(1, &textureName);
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glActiveTexture(GL_TEXTURE0 + first_supplied_buffer_texture_unit);
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glBindTexture(GL_TEXTURE_2D, textureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(_buffer_builder->bytes_per_pixel), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE, nullptr);
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// create a pixel unpack buffer
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glGenBuffers(1, &_input_texture_array);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _input_texture_array);
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_input_texture_array_size = (GLsizeiptr)(InputBufferBuilderWidth * InputBufferBuilderHeight * _buffer_builder->bytes_per_pixel);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, _input_texture_array_size, NULL, GL_STREAM_DRAW);
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// map the buffer for clients
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_input_texture_data = (uint8_t *)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _input_texture_array_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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// create the output vertex array
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glGenVertexArrays(1, &output_vertex_array);
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// create a buffer for output vertex attributes
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glGenBuffers(1, &output_array_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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glBufferData(GL_ARRAY_BUFFER, OutputVertexBufferDataSize, NULL, GL_STREAM_DRAW);
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// map that buffer too, for any CRT activity that may occur before the first draw
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_output_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, OutputVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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// create the source vertex array
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glGenVertexArrays(1, &source_vertex_array);
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// create a buffer for source vertex attributes
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glGenBuffers(1, &source_array_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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glBufferData(GL_ARRAY_BUFFER, SourceVertexBufferDataSize, NULL, GL_STREAM_DRAW);
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// map that buffer too, for any CRT activity that may occur before the first draw
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_source_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, SourceVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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}
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OpenGLOutputBuilder::~OpenGLOutputBuilder()
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{
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for(int builder = 0; builder < NumberOfFields; builder++)
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{
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delete _run_builders[builder];
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}
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delete[] _run_builders;
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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glDeleteTextures(1, &textureName);
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glDeleteBuffers(1, &_input_texture_array);
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glDeleteBuffers(1, &output_array_buffer);
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glDeleteBuffers(1, &source_array_buffer);
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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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// establish essentials
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if(!composite_input_shader_program && !rgb_shader_program)
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{
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prepare_composite_input_shader();
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prepare_source_vertex_array();
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// prepare_composite_output_shader();
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prepare_rgb_output_shader();
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prepare_output_vertex_array();
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// This should return either an actual framebuffer number, if this is a target with a framebuffer intended for output,
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// or 0 if no framebuffer is bound, in which case 0 is also what we want to supply to bind the implied framebuffer. So
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// it works either way.
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&defaultFramebuffer);
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// TODO: is this sustainable, cross-platform? If so, why store it at all?
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defaultFramebuffer = 0;
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}
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// lock down any further work on the current frame
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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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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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if(glUnmapBuffer(GL_ARRAY_BUFFER) == GL_FALSE)
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{
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for(int c = 0; c < NumberOfFields; c++)
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_run_builders[c]->reset();
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}
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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// upload more source pixel data if any; we'll always resubmit the last line submitted last
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// time as it may have had extra data appended to it
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if(_buffer_builder->_next_write_y_position < _buffer_builder->last_uploaded_line)
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{
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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InputBufferBuilderWidth, (GLint)(InputBufferBuilderHeight - _buffer_builder->last_uploaded_line),
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formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
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(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
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_buffer_builder->last_uploaded_line = 0;
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}
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if(_buffer_builder->_next_write_y_position > _buffer_builder->last_uploaded_line)
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{
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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InputBufferBuilderWidth, (GLint)(1 + _buffer_builder->_next_write_y_position - _buffer_builder->last_uploaded_line),
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formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
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(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
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_buffer_builder->last_uploaded_line = _buffer_builder->_next_write_y_position;
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}
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// for television, update intermediate buffers and then draw; for a monitor, just draw
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if(_output_device == Television)
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{
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composite_input_shader_program->bind();
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// compositeTexture->bind_framebuffer();
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
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glBindVertexArray(source_vertex_array);
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glDisable(GL_BLEND);
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// decide how much to draw
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if(_drawn_source_buffer_data_pointer != _source_buffer_data_pointer)
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{
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size_t new_data_size = _drawn_source_buffer_data_pointer - _source_buffer_data_pointer;
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size_t new_data_start = _drawn_source_buffer_data_pointer;
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_source_buffer_data_pointer %= SourceVertexBufferDataSize;
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_drawn_source_buffer_data_pointer = _source_buffer_data_pointer;
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if(new_data_size >= SourceVertexBufferDataSize)
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{
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new_data_size = SourceVertexBufferDataSize;
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new_data_start = 0;
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}
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size_t first_data_length = std::max(SourceVertexBufferDataSize - new_data_start, new_data_size);
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glDrawArrays(GL_LINES, (GLint)(new_data_start / SourceVertexSize), (GLsizei)(first_data_length / SourceVertexSize));
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if(new_data_size > first_data_length)
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{
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glDrawArrays(GL_LINES, 0, (GLsizei)((new_data_size - first_data_length) / SourceVertexSize));
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}
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}
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// transfer to screen
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// perform_output_stage(output_width, output_height, rgb_shader_program.get());
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}
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else
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perform_output_stage(output_width, output_height, rgb_shader_program.get());
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// drawing commands having been issued, reclaim the array buffer pointer
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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_output_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, OutputVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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_source_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, SourceVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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_input_texture_data = (uint8_t *)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _input_texture_array_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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_output_mutex->unlock();
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}
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void OpenGLOutputBuilder::perform_output_stage(unsigned int output_width, unsigned int output_height, OpenGL::Shader *const shader)
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{
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if(shader)
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{
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shader->bind();
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// update uniforms
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push_size_uniforms(output_width, output_height);
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glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
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// Ensure we're back on the output framebuffer, drawing from the output array buffer
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
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glBindVertexArray(output_vertex_array);
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// clear the buffer
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_BLEND);
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// draw all sitting frames
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unsigned int run = (unsigned int)_run_write_pointer;
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GLint total_age = 0;
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float timestampBases[4];
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size_t start = 0, count = 0;
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for(int c = 0; c < NumberOfFields; c++)
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{
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total_age += _run_builders[run]->duration;
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timestampBases[run] = (float)total_age;
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count += _run_builders[run]->amount_of_data;
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start = _run_builders[run]->start;
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run = (run - 1 + NumberOfFields) % NumberOfFields;
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}
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if(count > 0)
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{
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// draw
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glUniform4fv(timestampBaseUniform, 1, timestampBases);
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GLsizei primitive_count = (GLsizei)(count / OutputVertexSize);
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GLsizei max_count = (GLsizei)((OutputVertexBufferDataSize - start) / OutputVertexSize);
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if(primitive_count < max_count)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, (GLint)(start / OutputVertexSize), primitive_count);
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}
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else
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{
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glDrawArrays(GL_TRIANGLE_STRIP, (GLint)(start / OutputVertexSize), max_count);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, primitive_count - max_count);
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}
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}
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}
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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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}
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void OpenGLOutputBuilder::push_size_uniforms(unsigned int output_width, unsigned int output_height)
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{
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if(windowSizeUniform >= 0)
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{
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glUniform2f(windowSizeUniform, output_width, output_height);
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}
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GLfloat outputAspectRatioMultiplier = ((float)output_width / (float)output_height) / (4.0f / 3.0f);
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Rect _aspect_ratio_corrected_bounds = _visible_area;
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GLfloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * _visible_area.size.width;
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_aspect_ratio_corrected_bounds.origin.x -= bonusWidth * 0.5f * _aspect_ratio_corrected_bounds.size.width;
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_aspect_ratio_corrected_bounds.size.width *= outputAspectRatioMultiplier;
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if(boundsOriginUniform >= 0)
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glUniform2f(boundsOriginUniform, (GLfloat)_aspect_ratio_corrected_bounds.origin.x, (GLfloat)_aspect_ratio_corrected_bounds.origin.y);
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if(boundsSizeUniform >= 0)
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glUniform2f(boundsSizeUniform, (GLfloat)_aspect_ratio_corrected_bounds.size.width, (GLfloat)_aspect_ratio_corrected_bounds.size.height);
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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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_composite_shader = strdup(shader);
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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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_rgb_shader = strdup(shader);
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}
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#pragma mark - Input vertex shader (i.e. from source data to intermediate line layout)
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char *OpenGLOutputBuilder::get_input_vertex_shader()
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{
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return strdup(
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"#version 150\n"
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"in vec2 inputPosition;"
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"in vec2 outputPosition;"
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"in vec3 phaseAmplitudeAndAlpha;"
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"in float phaseTime;"
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"uniform float phaseCyclesPerTick;"
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"uniform usampler2D texID;"
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"uniform ivec2 outputTextureSize;"
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"out vec2 inputPositionVarying;"
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"out float phaseVarying;"
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"out float alphaVarying;"
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"void main(void)"
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"{"
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"ivec2 textureSize = textureSize(texID, 0);"
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"inputPositionVarying = vec2(inputPosition.x / textureSize.x, (inputPosition.y + 0.5) / textureSize.y);"
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"phaseVarying = (phaseCyclesPerTick * phaseTime + phaseAmplitudeAndAlpha.x) * 2.0 * 3.141592654;"
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"alphaVarying = phaseAmplitudeAndAlpha.z;"
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"vec2 eyePosition = 2.0*(outputPosition / outputTextureSize) - vec2(1.0);"
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"gl_Position = vec4(eyePosition, 0.0, 1.0);"
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"}");
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}
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char *OpenGLOutputBuilder::get_input_fragment_shader()
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{
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const char *composite_shader = _composite_shader;
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if(!composite_shader)
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{
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composite_shader = _rgb_shader;
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// TODO: synthesise an RGB -> (selected colour space) shader
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}
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return get_compound_shader(
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"#version 150\n"
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"in vec2 inputPositionVarying;"
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"in float phaseVarying;"
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"in float alphaVarying;"
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"out vec4 fragColour;"
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"uniform usampler2D texID;"
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"\n%s\n"
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"void main(void)"
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"{"
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"fragColour = vec4(rgb_sample(texID, inputPositionVarying, inputPositionVarying) * alphaVarying, 1.0);" // composite
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"}"
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, composite_shader);
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}
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#pragma mark - Intermediate vertex shaders (i.e. from intermediate line layout to intermediate line layout)
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#pragma mark - Output vertex shader
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char *OpenGLOutputBuilder::get_output_vertex_shader()
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{
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// the main job of the vertex shader is just to map from an input area of [0,1]x[0,1], with the origin in the
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// top left to OpenGL's [-1,1]x[-1,1] with the origin in the lower left, and to convert input data coordinates
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// from integral to floating point.
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return strdup(
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"#version 150\n"
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"in vec2 position;"
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"in vec2 srcCoordinates;"
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"in vec2 lateralAndTimestampBaseOffset;"
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"in float timestamp;"
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"uniform vec2 boundsOrigin;"
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"uniform vec2 boundsSize;"
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"out float lateralVarying;"
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// "out vec2 shadowMaskCoordinates;"
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"out float alpha;"
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"uniform vec4 timestampBase;"
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"uniform float ticksPerFrame;"
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"uniform vec2 positionConversion;"
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"uniform vec2 scanNormal;"
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"uniform usampler2D texID;"
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// "uniform sampler2D shadowMaskTexID;"
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// "const float shadowMaskMultiple = 600;"
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"out vec2 srcCoordinatesVarying;"
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"out vec2 iSrcCoordinatesVarying;"
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"void main(void)"
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"{"
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"lateralVarying = lateralAndTimestampBaseOffset.x + 1.0707963267949;"
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// "shadowMaskCoordinates = position * vec2(shadowMaskMultiple, shadowMaskMultiple * 0.85057471264368);"
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"ivec2 textureSize = textureSize(texID, 0);"
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"iSrcCoordinatesVarying = srcCoordinates;"
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"srcCoordinatesVarying = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);"
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"float age = (timestampBase[int(lateralAndTimestampBaseOffset.y)] - timestamp) / ticksPerFrame;"
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"alpha = exp(-age) + 0.2;"
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"vec2 floatingPosition = (position / positionConversion) + lateralAndTimestampBaseOffset.x * scanNormal;"
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"vec2 mappedPosition = (floatingPosition - boundsOrigin) / boundsSize;"
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);"
|
|
"}");
|
|
}
|
|
|
|
#pragma mark - Output fragment shaders; RGB and from composite
|
|
|
|
char *OpenGLOutputBuilder::get_rgb_output_fragment_shader()
|
|
{
|
|
return get_output_fragment_shader(_rgb_shader);
|
|
}
|
|
|
|
char *OpenGLOutputBuilder::get_composite_output_fragment_shader()
|
|
{
|
|
return strdup(
|
|
"#version 150\n"
|
|
|
|
"in float lateralVarying;"
|
|
"in float alpha;"
|
|
"in vec2 srcCoordinatesVarying;"
|
|
|
|
"out vec4 fragColour;"
|
|
|
|
"uniform sampler2D texID;"
|
|
|
|
"void main(void)"
|
|
"{"
|
|
"fragColour = vec4(texture(texID, srcCoordinatesVarying).rgb, clamp(alpha, 0.0, 1.0)*sin(lateralVarying));" //
|
|
"}"
|
|
);
|
|
}
|
|
|
|
char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_function)
|
|
{
|
|
return get_compound_shader(
|
|
"#version 150\n"
|
|
|
|
"in float lateralVarying;"
|
|
"in float alpha;"
|
|
// "in vec2 shadowMaskCoordinates;"
|
|
"in vec2 srcCoordinatesVarying;"
|
|
"in vec2 iSrcCoordinatesVarying;"
|
|
|
|
"out vec4 fragColour;"
|
|
|
|
"uniform usampler2D texID;"
|
|
// "uniform sampler2D shadowMaskTexID;"
|
|
|
|
"\n%s\n"
|
|
|
|
"void main(void)"
|
|
"{"
|
|
"fragColour = vec4(rgb_sample(texID, srcCoordinatesVarying, iSrcCoordinatesVarying), clamp(alpha, 0.0, 1.0)*sin(lateralVarying));" //
|
|
"}"
|
|
, sampling_function);
|
|
}
|
|
|
|
#pragma mark - Shader utilities
|
|
|
|
char *OpenGLOutputBuilder::get_compound_shader(const char *base, const char *insert)
|
|
{
|
|
if(!base || !insert) return nullptr;
|
|
size_t totalLength = strlen(base) + strlen(insert) + 1;
|
|
char *text = (char *)malloc(totalLength);
|
|
snprintf(text, totalLength, base, insert);
|
|
return text;
|
|
}
|
|
|
|
#pragma mark - Program compilation
|
|
|
|
void OpenGLOutputBuilder::prepare_composite_input_shader()
|
|
{
|
|
char *vertex_shader = get_input_vertex_shader();
|
|
char *fragment_shader = get_input_fragment_shader();
|
|
if(vertex_shader && fragment_shader)
|
|
{
|
|
composite_input_shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader));
|
|
|
|
GLint texIDUniform = composite_input_shader_program->get_uniform_location("texID");
|
|
GLint phaseCyclesPerTickUniform = composite_input_shader_program->get_uniform_location("phaseCyclesPerTick");
|
|
GLint outputTextureSizeUniform = composite_input_shader_program->get_uniform_location("outputTextureSize");
|
|
|
|
composite_input_shader_program->bind();
|
|
glUniform1i(texIDUniform, first_supplied_buffer_texture_unit);
|
|
glUniform1f(phaseCyclesPerTickUniform, (float)_colour_cycle_numerator / (float)(_colour_cycle_denominator * _cycles_per_line));
|
|
glUniform2i(outputTextureSizeUniform, IntermediateBufferWidth, IntermediateBufferHeight);
|
|
}
|
|
free(vertex_shader);
|
|
free(fragment_shader);
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_source_vertex_array()
|
|
{
|
|
if(composite_input_shader_program)
|
|
{
|
|
GLint inputPositionAttribute = composite_input_shader_program->get_attrib_location("inputPosition");
|
|
GLint outputPositionAttribute = composite_input_shader_program->get_attrib_location("outputPosition");
|
|
GLint phaseAmplitudeAndAlphaAttribute = composite_input_shader_program->get_attrib_location("phaseAmplitudeAndAlpha");
|
|
GLint phaseTimeAttribute = composite_input_shader_program->get_attrib_location("phaseTime");
|
|
|
|
glBindVertexArray(source_vertex_array);
|
|
|
|
glEnableVertexAttribArray((GLuint)inputPositionAttribute);
|
|
glEnableVertexAttribArray((GLuint)outputPositionAttribute);
|
|
glEnableVertexAttribArray((GLuint)phaseAmplitudeAndAlphaAttribute);
|
|
glEnableVertexAttribArray((GLuint)phaseTimeAttribute);
|
|
|
|
const GLsizei vertexStride = SourceVertexSize;
|
|
glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
|
|
glVertexAttribPointer((GLuint)inputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfInputPosition);
|
|
glVertexAttribPointer((GLuint)outputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfOutputPosition);
|
|
glVertexAttribPointer((GLuint)phaseAmplitudeAndAlphaAttribute, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexStride, (void *)SourceVertexOffsetOfPhaseAmplitudeAndAlpha);
|
|
glVertexAttribPointer((GLuint)phaseTimeAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfPhaseTime);
|
|
}
|
|
}
|
|
|
|
|
|
/*void OpenGLOutputBuilder::prepare_output_shader(char *fragment_shader)
|
|
{
|
|
char *vertex_shader = get_output_vertex_shader();
|
|
if(vertex_shader && fragment_shader)
|
|
{
|
|
_openGL_state->rgb_shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader));
|
|
|
|
_openGL_state->rgb_shader_program->bind();
|
|
|
|
_openGL_state->windowSizeUniform = _openGL_state->rgb_shader_program->get_uniform_location("windowSize");
|
|
_openGL_state->boundsSizeUniform = _openGL_state->rgb_shader_program->get_uniform_location("boundsSize");
|
|
_openGL_state->boundsOriginUniform = _openGL_state->rgb_shader_program->get_uniform_location("boundsOrigin");
|
|
_openGL_state->timestampBaseUniform = _openGL_state->rgb_shader_program->get_uniform_location("timestampBase");
|
|
|
|
GLint texIDUniform = _openGL_state->rgb_shader_program->get_uniform_location("texID");
|
|
GLint shadowMaskTexIDUniform = _openGL_state->rgb_shader_program->get_uniform_location("shadowMaskTexID");
|
|
GLint textureSizeUniform = _openGL_state->rgb_shader_program->get_uniform_location("textureSize");
|
|
GLint ticksPerFrameUniform = _openGL_state->rgb_shader_program->get_uniform_location("ticksPerFrame");
|
|
GLint scanNormalUniform = _openGL_state->rgb_shader_program->get_uniform_location("scanNormal");
|
|
GLint positionConversionUniform = _openGL_state->rgb_shader_program->get_uniform_location("positionConversion");
|
|
|
|
glUniform1i(texIDUniform, first_supplied_buffer_texture_unit);
|
|
glUniform1i(shadowMaskTexIDUniform, 1);
|
|
glUniform2f(textureSizeUniform, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight);
|
|
glUniform1f(ticksPerFrameUniform, (GLfloat)(_cycles_per_line * _height_of_display));
|
|
glUniform2f(positionConversionUniform, _horizontal_flywheel->get_scan_period(), _vertical_flywheel->get_scan_period() / (unsigned int)_vertical_flywheel_output_divider);
|
|
|
|
float scan_angle = atan2f(1.0f / (float)_height_of_display, 1.0f);
|
|
float scan_normal[] = { -sinf(scan_angle), cosf(scan_angle)};
|
|
float multiplier = (float)_horizontal_flywheel->get_standard_period() / ((float)_height_of_display * (float)_horizontal_flywheel->get_scan_period());
|
|
scan_normal[0] *= multiplier;
|
|
scan_normal[1] *= multiplier;
|
|
glUniform2f(scanNormalUniform, scan_normal[0], scan_normal[1]);
|
|
}
|
|
|
|
free(vertex_shader);
|
|
free(fragment_shader);
|
|
}*/
|
|
|
|
std::unique_ptr<OpenGL::Shader> OpenGLOutputBuilder::prepare_output_shader(char *fragment_shader)
|
|
{
|
|
char *vertex_shader = get_output_vertex_shader();
|
|
std::unique_ptr<OpenGL::Shader> shader_program;
|
|
|
|
if(vertex_shader && fragment_shader)
|
|
{
|
|
shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader));
|
|
shader_program->bind();
|
|
|
|
windowSizeUniform = shader_program->get_uniform_location("windowSize");
|
|
boundsSizeUniform = shader_program->get_uniform_location("boundsSize");
|
|
boundsOriginUniform = shader_program->get_uniform_location("boundsOrigin");
|
|
timestampBaseUniform = shader_program->get_uniform_location("timestampBase");
|
|
|
|
GLint texIDUniform = shader_program->get_uniform_location("texID");
|
|
GLint ticksPerFrameUniform = shader_program->get_uniform_location("ticksPerFrame");
|
|
GLint scanNormalUniform = shader_program->get_uniform_location("scanNormal");
|
|
GLint positionConversionUniform = shader_program->get_uniform_location("positionConversion");
|
|
|
|
glUniform1i(texIDUniform, first_supplied_buffer_texture_unit);
|
|
glUniform1f(ticksPerFrameUniform, (GLfloat)(_cycles_per_line * _height_of_display));
|
|
glUniform2f(positionConversionUniform, _horizontal_scan_period, _vertical_scan_period / (unsigned int)_vertical_period_divider);
|
|
|
|
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);
|
|
scan_normal[0] *= multiplier;
|
|
scan_normal[1] *= multiplier;
|
|
glUniform2f(scanNormalUniform, scan_normal[0], scan_normal[1]);
|
|
}
|
|
|
|
free(vertex_shader);
|
|
free(fragment_shader);
|
|
|
|
return shader_program;
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_rgb_output_shader()
|
|
{
|
|
rgb_shader_program = prepare_output_shader(get_rgb_output_fragment_shader());
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_composite_output_shader()
|
|
{
|
|
// rgb_shader_program = prepare_output_shader(get_composite_output_fragment_shader());
|
|
composite_output_shader_program = prepare_output_shader(get_composite_output_fragment_shader());
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_output_vertex_array()
|
|
{
|
|
if(rgb_shader_program)
|
|
{
|
|
GLint positionAttribute = rgb_shader_program->get_attrib_location("position");
|
|
GLint textureCoordinatesAttribute = rgb_shader_program->get_attrib_location("srcCoordinates");
|
|
GLint lateralAttribute = rgb_shader_program->get_attrib_location("lateralAndTimestampBaseOffset");
|
|
GLint timestampAttribute = rgb_shader_program->get_attrib_location("timestamp");
|
|
|
|
glBindVertexArray(output_vertex_array);
|
|
|
|
glEnableVertexAttribArray((GLuint)positionAttribute);
|
|
glEnableVertexAttribArray((GLuint)textureCoordinatesAttribute);
|
|
glEnableVertexAttribArray((GLuint)lateralAttribute);
|
|
glEnableVertexAttribArray((GLuint)timestampAttribute);
|
|
|
|
const GLsizei vertexStride = OutputVertexSize;
|
|
glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
|
|
glVertexAttribPointer((GLuint)positionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfPosition);
|
|
glVertexAttribPointer((GLuint)textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfTexCoord);
|
|
glVertexAttribPointer((GLuint)timestampAttribute, 4, GL_UNSIGNED_INT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfTimestamp);
|
|
glVertexAttribPointer((GLuint)lateralAttribute, 2, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfLateral);
|
|
}
|
|
}
|
|
|
|
#pragma mark - Configuration
|
|
|
|
void OpenGLOutputBuilder::set_output_device(OutputDevice output_device)
|
|
{
|
|
if (_output_device != output_device)
|
|
{
|
|
_output_device = output_device;
|
|
|
|
// for(int builder = 0; builder < NumberOfFields; builder++)
|
|
// {
|
|
// _run_builders[builder]->reset();
|
|
// }
|
|
// _composite_src_runs->reset();
|
|
_composite_src_output_y = 0;
|
|
}
|
|
}
|
|
|
|
|
|
// const char *const ntscVertexShaderGlobals =
|
|
// "out vec2 srcCoordinatesVarying[4];\n"
|
|
// "out float phase;\n";
|
|
//
|
|
// const char *const ntscVertexShaderBody =
|
|
// "phase = srcCoordinates.x * 6.283185308;\n"
|
|
// "\n"
|
|
// "srcCoordinatesVarying[0] = vec2(srcCoordinates.x / textureSize.x, (srcCoordinates.y + 0.5) / textureSize.y);\n"
|
|
// "srcCoordinatesVarying[3] = srcCoordinatesVarying[0] + vec2(0.375 / textureSize.x, 0.0);\n"
|
|
// "srcCoordinatesVarying[2] = srcCoordinatesVarying[0] + vec2(0.125 / textureSize.x, 0.0);\n"
|
|
// "srcCoordinatesVarying[1] = srcCoordinatesVarying[0] - vec2(0.125 / textureSize.x, 0.0);\n"
|
|
// "srcCoordinatesVarying[0] = srcCoordinatesVarying[0] - vec2(0.325 / textureSize.x, 0.0);\n";
|
|
|
|
// assumes y = [0, 1], i and q = [-0.5, 0.5]; therefore i components are multiplied by 1.1914 versus standard matrices, q by 1.0452
|
|
// const char *const yiqToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);";
|
|
|
|
// assumes y = [0,1], u and v = [-0.5, 0.5]; therefore u components are multiplied by 1.14678899082569, v by 0.8130081300813
|
|
// const char *const yuvToRGB = "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 0.0, -0.75213899082569, 2.33040137614679, 0.92669105691057, -0.4720325203252, 0.0);";
|
|
|
|
// const char *const ntscFragmentShaderGlobals =
|
|
// "in vec2 srcCoordinatesVarying[4];\n"
|
|
// "in float phase;\n"
|
|
// "\n"
|
|
// "// for conversion from i and q are in the range [-0.5, 0.5] (so i needs to be multiplied by 1.1914 and q by 1.0452)\n"
|
|
// "const mat3 yiqToRGB = mat3(1.0, 1.0, 1.0, 1.1389784, -0.3240608, -1.3176884, 0.6490692, -0.6762444, 1.7799756);\n";
|
|
|
|
// const char *const ntscFragmentShaderBody =
|
|
// "vec4 angles = vec4(phase) + vec4(-2.35619449019234, -0.78539816339745, 0.78539816339745, 2.35619449019234);\n"
|
|
// "vec4 samples = vec4("
|
|
// " sample(srcCoordinatesVarying[0], angles.x),"
|
|
// " sample(srcCoordinatesVarying[1], angles.y),"
|
|
// " sample(srcCoordinatesVarying[2], angles.z),"
|
|
// " sample(srcCoordinatesVarying[3], angles.w)"
|
|
// ");\n"
|
|
// "\n"
|
|
// "float y = dot(vec4(0.25), samples);\n"
|
|
// "samples -= vec4(y);\n"
|
|
// "\n"
|
|
// "float i = dot(cos(angles), samples);\n"
|
|
// "float q = dot(sin(angles), samples);\n"
|
|
// "\n"
|
|
// "fragColour = 5.0 * texture(shadowMaskTexID, shadowMaskCoordinates) * vec4(yiqToRGB * vec3(y, i, q), 1.0);//sin(lateralVarying));\n";
|
|
|
|
// dot(vec3(1.0/6.0, 2.0/3.0, 1.0/6.0), vec3(sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0]), sample(srcCoordinatesVarying[0])));//sin(lateralVarying));\n";
|
|
//}
|
|
|