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CLK/Outputs/OpenGL/ScanTarget.cpp
Thomas Harte bee0d09877 Splits display update and draw functions.
On the Mac, draw is now called without an update for resizing events, and
anything else requested by AppKit. In all other cases — including from
the SDL version — both are called as if they were still a single function.
2019-03-02 19:33:28 -05:00

693 lines
27 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 <cassert>
#include <cstring>
using namespace Outputs::Display::OpenGL;
#ifndef NDEBUG
//#define LOG_LINES
//#define LOG_SCANS
#endif
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) {
// 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(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_);
#ifdef LOG_SCANS
if(vended_scan_->scan.composite_amplitude) {
std::cout << "S: ";
std::cout << vended_scan_->scan.end_points[0].composite_angle << "/" << vended_scan_->scan.end_points[0].data_offset << "/" << vended_scan_->scan.end_points[0].cycles_since_end_of_horizontal_retrace << " -> ";
std::cout << vended_scan_->scan.end_points[1].composite_angle << "/" << vended_scan_->scan.end_points[1].data_offset << "/" << vended_scan_->scan.end_points[1].cycles_since_end_of_horizontal_retrace << " => ";
std::cout << double(vended_scan_->scan.end_points[1].composite_angle - vended_scan_->scan.end_points[0].composite_angle) / (double(vended_scan_->scan.end_points[1].data_offset - vended_scan_->scan.end_points[0].data_offset) * 64.0f) << "/";
std::cout << double(vended_scan_->scan.end_points[1].composite_angle - vended_scan_->scan.end_points[0].composite_angle) / (double(vended_scan_->scan.end_points[1].cycles_since_end_of_horizontal_retrace - vended_scan_->scan.end_points[0].cycles_since_end_of_horizontal_retrace) * 64.0f);
std::cout << std::endl;
}
#endif
}
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_);
}
// Continue defaulting to a failed allocation for as long as there isn't a line available.
allocation_has_failed_ = line_allocation_has_failed_;
}
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) {
const auto read_pointers = read_pointers_.load();
// 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;
}
// 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) {
line_allocation_has_failed_ = allocation_has_failed_ = true;
active_line_ = nullptr;
} else {
line_allocation_has_failed_ = false;
write_pointers_.line = next_line;
active_line_ = &line_buffer_[size_t(write_pointers_.line)];
}
provided_scans_ = 0;
} else {
// Just check whether a new line is available now, if waiting.
if(line_allocation_has_failed_) {
const auto next_line = uint16_t((write_pointers_.line + 1) % LineBufferHeight);
if(next_line != read_pointers.line) {
line_allocation_has_failed_ = false;
write_pointers_.line = next_line;
active_line_ = &line_buffer_[size_t(write_pointers_.line)];
}
}
}
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;
#ifdef LOG_LINES
if(active_line_->composite_amplitude) {
std::cout << "L: ";
std::cout << active_line_->end_points[0].composite_angle << "/" << active_line_->end_points[0].cycles_since_end_of_horizontal_retrace << " -> ";
std::cout << active_line_->end_points[1].composite_angle << "/" << active_line_->end_points[1].cycles_since_end_of_horizontal_retrace << " => ";
std::cout << (active_line_->end_points[1].composite_angle - active_line_->end_points[0].composite_angle) << "/" << (active_line_->end_points[1].cycles_since_end_of_horizontal_retrace - active_line_->end_points[0].cycles_since_end_of_horizontal_retrace) << " => ";
std::cout << double(active_line_->end_points[1].composite_angle - active_line_->end_points[0].composite_angle) / (double(active_line_->end_points[1].cycles_since_end_of_horizontal_retrace - active_line_->end_points[0].cycles_since_end_of_horizontal_retrace) * 64.0f);
std::cout << std::endl;
}
#endif
}
}
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::update(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, 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.
const bool did_setup_pipeline = modals_are_dirty_;
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);
// Determine the proper clear colour — this needs to be anything that describes black
// in the input colour encoding at use.
if(modals_.input_data_type == InputDataType::Luminance8Phase8) {
// Supply both a zero luminance and a colour-subcarrier-disengaging phase.
test_gl(glClearColor, 0.0f, 1.0f, 0.0f, 0.0f);
} else {
test_gl(glClearColor, 0.0f, 0.0f, 0.0f, 0.0f);
}
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.
// TODO: based on a decision about host speed, potentially switch to the std::min fragment as shown below,
// which would limit total output buffer size to 1440x1080.
const int framebuffer_height = output_height;//std::min(output_height, 1080);
const int proportional_width = (framebuffer_height * 4) / 3;
const bool did_create_accumulation_texture = !accumulation_texture_ || ( /* !synchronous && */ (accumulation_texture_->get_width() != proportional_width || accumulation_texture_->get_height() != framebuffer_height));
if(did_create_accumulation_texture) {
std::unique_ptr<OpenGL::TextureTarget> new_framebuffer(
new TextureTarget(
GLsizei(proportional_width),
GLsizei(framebuffer_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;
}
if(did_setup_pipeline || did_create_accumulation_texture) {
set_sampling_window(proportional_width, framebuffer_height, *output_shader_);
}
// 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) % LineBufferHeight;
// 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);
}
// 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();
}
void ScanTarget::draw(int output_width, int output_height) {
while(is_drawing_.test_and_set());
// Copy the accumulation texture to the target.
test_gl(glBindFramebuffer, GL_FRAMEBUFFER, target_framebuffer_);
test_gl(glViewport, 0, 0, (GLsizei)output_width, (GLsizei)output_height);
test_gl(glClearColor, 0.0f, 0.0f, 0.0f, 0.0f);
test_gl(glClear, GL_COLOR_BUFFER_BIT);
accumulation_texture_->bind_texture();
accumulation_texture_->draw(float(output_width) / float(output_height), 4.0f / 255.0f);
is_drawing_.clear();
}