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CLK/Outputs/CRT/Internals/CRTOpenGL.cpp

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// CRTOpenGL.cpp
// Clock Signal
//
// Created by Thomas Harte on 03/02/2016.
// Copyright © 2016 Thomas Harte. All rights reserved.
//
#include "CRT.hpp"
#include <stdlib.h>
#include <math.h>
#include "CRTOpenGL.hpp"
#include "../../../SignalProcessing/FIRFilter.hpp"
#include "Shaders/OutputShader.hpp"
using namespace Outputs::CRT;
namespace {
static const GLenum composite_texture_unit = GL_TEXTURE0;
static const GLenum separated_texture_unit = GL_TEXTURE1;
static const GLenum filtered_y_texture_unit = GL_TEXTURE2;
static const GLenum filtered_texture_unit = GL_TEXTURE3;
static const GLenum source_data_texture_unit = GL_TEXTURE4;
static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE5;
}
OpenGLOutputBuilder::OpenGLOutputBuilder(size_t bytes_per_pixel) :
visible_area_(Rect(0, 0, 1, 1)),
composite_src_output_y_(0),
composite_shader_(nullptr),
rgb_shader_(nullptr),
last_output_width_(0),
last_output_height_(0),
fence_(nullptr),
texture_builder(bytes_per_pixel, source_data_texture_unit),
array_builder(SourceVertexBufferDataSize, OutputVertexBufferDataSize),
composite_texture_(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit),
separated_texture_(IntermediateBufferWidth, IntermediateBufferHeight, separated_texture_unit),
filtered_y_texture_(IntermediateBufferWidth, IntermediateBufferHeight, filtered_y_texture_unit),
filtered_texture_(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit)
{
glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR);
glBlendColor(0.6f, 0.6f, 0.6f, 1.0f);
// create the output vertex array
glGenVertexArrays(1, &output_vertex_array_);
// create the source vertex array
glGenVertexArrays(1, &source_vertex_array_);
}
OpenGLOutputBuilder::~OpenGLOutputBuilder()
{
glDeleteVertexArrays(1, &output_vertex_array_);
free(composite_shader_);
free(rgb_shader_);
}
void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty)
{
// lock down any other draw_frames
draw_mutex_.lock();
// establish essentials
if(!output_shader_program_)
{
prepare_composite_input_shaders();
prepare_rgb_input_shaders();
prepare_source_vertex_array();
prepare_output_shader();
prepare_output_vertex_array();
set_timing_uniforms();
set_colour_space_uniforms();
}
if(fence_ != nullptr)
{
// if the GPU is still busy, don't wait; we'll catch it next time
if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, only_if_dirty ? 0 : GL_TIMEOUT_IGNORED) == GL_TIMEOUT_EXPIRED)
{
draw_mutex_.unlock();
return;
}
glDeleteSync(fence_);
}
// make sure there's a target to draw to
if(!framebuffer_ || framebuffer_->get_height() != output_height || framebuffer_->get_width() != output_width)
{
std::unique_ptr<OpenGL::TextureTarget> new_framebuffer(new OpenGL::TextureTarget((GLsizei)output_width, (GLsizei)output_height, pixel_accumulation_texture_unit));
if(framebuffer_)
{
new_framebuffer->bind_framebuffer();
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(pixel_accumulation_texture_unit);
framebuffer_->bind_texture();
framebuffer_->draw((float)output_width / (float)output_height);
new_framebuffer->bind_texture();
}
framebuffer_ = std::move(new_framebuffer);
}
// lock out the machine emulation until data is copied
output_mutex_.lock();
// release the mapping, giving up on trying to draw if data has been lost
ArrayBuilder::Submission array_submission = array_builder.submit();
// upload new source pixels, if any
glActiveTexture(source_data_texture_unit);
texture_builder.submit();
// buffer usage restart from 0 for the next time around
composite_src_output_y_ = 0;
// data having been grabbed, allow the machine to continue
output_mutex_.unlock();
struct RenderStage {
OpenGL::TextureTarget *const target;
OpenGL::Shader *const shader;
float clear_colour[3];
};
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// for composite video, go through four steps to get to something that can be painted to the output
RenderStage composite_render_stages[] =
{
{&composite_texture_, composite_input_shader_program_.get(), {0.0, 0.0, 0.0}},
{&separated_texture_, composite_separation_filter_program_.get(), {0.0, 0.5, 0.5}},
{&filtered_y_texture_, composite_y_filter_shader_program_.get(), {0.0, 0.5, 0.5}},
{&filtered_texture_, composite_chrominance_filter_shader_program_.get(), {0.0, 0.0, 0.0}},
{nullptr}
};
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// for RGB video, there's only two steps
RenderStage rgb_render_stages[] =
{
{&composite_texture_, rgb_input_shader_program_.get(), {0.0, 0.0, 0.0}},
{&filtered_texture_, rgb_filter_shader_program_.get(), {0.0, 0.0, 0.0}},
{nullptr}
};
RenderStage *active_pipeline = (output_device_ == Television || !rgb_input_shader_program_) ? composite_render_stages : rgb_render_stages;
if(array_submission.input_size || array_submission.output_size)
{
// all drawing will be from the source vertex array and without blending
glBindVertexArray(source_vertex_array_);
glDisable(GL_BLEND);
while(active_pipeline->target)
{
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// switch to the framebuffer and shader associated with this stage
active_pipeline->shader->bind();
active_pipeline->target->bind_framebuffer();
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// if this is the final stage before painting to the CRT, clear the framebuffer before drawing in order to blank out
// those portions for which no input was provided
if(!active_pipeline[1].target)
{
glClearColor(active_pipeline->clear_colour[0], active_pipeline->clear_colour[1], active_pipeline->clear_colour[2], 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
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// draw
glDrawArraysInstanced(GL_LINES, 0, 2, (GLsizei)array_submission.input_size / SourceVertexSize);
active_pipeline++;
}
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// prepare to transfer to framebuffer
framebuffer_->bind_framebuffer();
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// draw from the output array buffer, with blending
glBindVertexArray(output_vertex_array_);
glEnable(GL_BLEND);
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// update uniforms, then bind the target
if(last_output_width_ != output_width || last_output_height_ != output_height)
{
output_shader_program_->set_output_size(output_width, output_height, visible_area_);
last_output_width_ = output_width;
last_output_height_ = output_height;
}
output_shader_program_->bind();
// draw
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, (GLsizei)array_submission.output_size / OutputVertexSize);
}
// copy framebuffer to the intended place
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
glActiveTexture(pixel_accumulation_texture_unit);
framebuffer_->bind_texture();
framebuffer_->draw((float)output_width / (float)output_height);
fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
draw_mutex_.unlock();
}
void OpenGLOutputBuilder::reset_all_OpenGL_state()
{
composite_input_shader_program_ = nullptr;
composite_separation_filter_program_ = nullptr;
composite_y_filter_shader_program_ = nullptr;
composite_chrominance_filter_shader_program_ = nullptr;
rgb_input_shader_program_ = nullptr;
rgb_filter_shader_program_ = nullptr;
output_shader_program_ = nullptr;
framebuffer_ = nullptr;
last_output_width_ = last_output_height_ = 0;
}
void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_resources)
{
output_mutex_.lock();
reset_all_OpenGL_state();
output_mutex_.unlock();
}
void OpenGLOutputBuilder::set_composite_sampling_function(const char *shader)
{
output_mutex_.lock();
composite_shader_ = strdup(shader);
reset_all_OpenGL_state();
output_mutex_.unlock();
}
void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
{
output_mutex_.lock();
rgb_shader_ = strdup(shader);
reset_all_OpenGL_state();
output_mutex_.unlock();
}
#pragma mark - Program compilation
void OpenGLOutputBuilder::prepare_composite_input_shaders()
{
composite_input_shader_program_ = OpenGL::IntermediateShader::make_source_conversion_shader(composite_shader_, rgb_shader_);
composite_input_shader_program_->set_source_texture_unit(source_data_texture_unit);
composite_input_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_separation_filter_program_ = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
composite_separation_filter_program_->set_source_texture_unit(composite_texture_unit);
composite_separation_filter_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_y_filter_shader_program_ = OpenGL::IntermediateShader::make_luma_filter_shader();
composite_y_filter_shader_program_->set_source_texture_unit(separated_texture_unit);
composite_y_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
composite_chrominance_filter_shader_program_ = OpenGL::IntermediateShader::make_chroma_filter_shader();
composite_chrominance_filter_shader_program_->set_source_texture_unit(filtered_y_texture_unit);
composite_chrominance_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
}
void OpenGLOutputBuilder::prepare_rgb_input_shaders()
{
if(rgb_shader_)
{
rgb_input_shader_program_ = OpenGL::IntermediateShader::make_rgb_source_shader(rgb_shader_);
rgb_input_shader_program_->set_source_texture_unit(source_data_texture_unit);
rgb_input_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
rgb_filter_shader_program_ = OpenGL::IntermediateShader::make_rgb_filter_shader();
rgb_filter_shader_program_->set_source_texture_unit(composite_texture_unit);
rgb_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
}
}
void OpenGLOutputBuilder::prepare_source_vertex_array()
{
if(composite_input_shader_program_)
{
glBindVertexArray(source_vertex_array_);
array_builder.bind_input();
composite_input_shader_program_->enable_vertex_attribute_with_pointer("inputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfInputStart, 1);
composite_input_shader_program_->enable_vertex_attribute_with_pointer("outputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfOutputStart, 1);
composite_input_shader_program_->enable_vertex_attribute_with_pointer("ends", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfEnds, 1);
composite_input_shader_program_->enable_vertex_attribute_with_pointer("phaseTimeAndAmplitude", 3, GL_UNSIGNED_BYTE, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfPhaseTimeAndAmplitude, 1);
}
}
void OpenGLOutputBuilder::prepare_output_shader()
{
output_shader_program_ = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
output_shader_program_->set_source_texture_unit(filtered_texture_unit);
}
void OpenGLOutputBuilder::prepare_output_vertex_array()
{
if(output_shader_program_)
{
glBindVertexArray(output_vertex_array_);
array_builder.bind_output();
output_shader_program_->enable_vertex_attribute_with_pointer("horizontal", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfHorizontal, 1);
output_shader_program_->enable_vertex_attribute_with_pointer("vertical", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfVertical, 1);
}
}
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#pragma mark - Public Configuration
void OpenGLOutputBuilder::set_output_device(OutputDevice output_device)
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{
if(output_device_ != output_device)
{
output_device_ = output_device;
composite_src_output_y_ = 0;
last_output_width_ = 0;
last_output_height_ = 0;
}
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}
void OpenGLOutputBuilder::set_timing(unsigned int input_frequency, unsigned int cycles_per_line, unsigned int height_of_display, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider)
{
output_mutex_.lock();
input_frequency_ = input_frequency;
cycles_per_line_ = cycles_per_line;
height_of_display_ = height_of_display;
horizontal_scan_period_ = horizontal_scan_period;
vertical_scan_period_ = vertical_scan_period;
vertical_period_divider_ = vertical_period_divider;
set_timing_uniforms();
output_mutex_.unlock();
}
#pragma mark - Internal Configuration
void OpenGLOutputBuilder::set_colour_space_uniforms()
{
GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
GLfloat *fromRGB, *toRGB;
switch(colour_space_)
{
case ColourSpace::YIQ:
fromRGB = rgbToYIQ;
toRGB = yiqToRGB;
break;
case ColourSpace::YUV:
fromRGB = rgbToYUV;
toRGB = yuvToRGB;
break;
}
if(composite_input_shader_program_) composite_input_shader_program_->set_colour_conversion_matrices(fromRGB, toRGB);
if(composite_chrominance_filter_shader_program_) composite_chrominance_filter_shader_program_->set_colour_conversion_matrices(fromRGB, toRGB);
}
void OpenGLOutputBuilder::set_timing_uniforms()
{
OpenGL::IntermediateShader *intermediate_shaders[] = {
composite_input_shader_program_.get(),
composite_separation_filter_program_.get(),
composite_y_filter_shader_program_.get(),
composite_chrominance_filter_shader_program_.get()
};
bool extends = false;
float phaseCyclesPerTick = (float)colour_cycle_numerator_ / (float)(colour_cycle_denominator_ * cycles_per_line_);
for(int c = 0; c < 3; c++)
{
if(intermediate_shaders[c]) intermediate_shaders[c]->set_phase_cycles_per_sample(phaseCyclesPerTick, extends);
extends = true;
}
if(output_shader_program_) output_shader_program_->set_timing(height_of_display_, cycles_per_line_, horizontal_scan_period_, vertical_scan_period_, vertical_period_divider_);
float colour_subcarrier_frequency = (float)colour_cycle_numerator_ / (float)colour_cycle_denominator_;
if(composite_separation_filter_program_) composite_separation_filter_program_->set_separation_frequency(cycles_per_line_, colour_subcarrier_frequency);
if(composite_y_filter_shader_program_) composite_y_filter_shader_program_->set_filter_coefficients(cycles_per_line_, colour_subcarrier_frequency * 0.66f);
if(composite_chrominance_filter_shader_program_) composite_chrominance_filter_shader_program_->set_filter_coefficients(cycles_per_line_, colour_subcarrier_frequency * 0.5f);
if(rgb_filter_shader_program_) rgb_filter_shader_program_->set_filter_coefficients(cycles_per_line_, (float)input_frequency_ * 0.5f);
}