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https://github.com/TomHarte/CLK.git
synced 2024-12-23 20:29:42 +00:00
Moves pipeline setup into draw(), where there'll definitely be an OpenGL context.
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b723740f64
commit
557a2a0ddf
@ -93,117 +93,19 @@ ScanTarget::ScanTarget() :
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}
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ScanTarget::~ScanTarget() {
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while(is_drawing_.test_and_set()) {}
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while(is_drawing_.test_and_set());
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glDeleteBuffers(1, &scan_buffer_name_);
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glDeleteTextures(1, &write_area_texture_name_);
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glDeleteVertexArrays(1, &scan_vertex_array_);
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}
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void ScanTarget::set_modals(Modals modals) {
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// Don't change the modals while drawing is ongoing; a previous set might be
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// in the process of being established.
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while(is_drawing_.test_and_set());
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modals_ = modals;
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// TODO: almost none of the below can occur here, as this is not necessarily an OpenGL thread.
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// Whoops!
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const auto data_type_size = Outputs::Display::size_for_data_type(modals.input_data_type);
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if(data_type_size != data_type_size_) {
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// TODO: flush output.
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data_type_size_ = data_type_size;
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write_area_texture_.resize(2048*2048*data_type_size_);
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write_pointers_.scan_buffer = 0;
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write_pointers_.write_area = 0;
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}
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// Pick a processing width; this will be at least four times the
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// colour subcarrier, and an integer multiple of the pixel clock and
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// at most 2048.
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const int colour_cycle_width = (modals.colour_cycle_numerator * 4 + modals.colour_cycle_denominator - 1) / modals.colour_cycle_denominator;
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const int dot_clock = modals.cycles_per_line / modals.clocks_per_pixel_greatest_common_divisor;
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const int overflow = colour_cycle_width % dot_clock;
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processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
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processing_width_ = std::min(processing_width_, 2048);
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// Establish an output shader. TODO: add gamma correction here.
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output_shader_.reset(new Shader(
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glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
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"#version 150\n"
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"out vec4 fragColour;"
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"in vec2 textureCoordinate;"
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"uniform sampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 0.64);"
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"}",
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attribute_bindings(ShaderType::Line)
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));
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glBindVertexArray(line_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
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enable_vertex_attributes(ShaderType::Line, *output_shader_);
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set_uniforms(ShaderType::Line, *output_shader_);
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output_shader_->set_uniform("origin", modals.visible_area.origin.x, modals.visible_area.origin.y);
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output_shader_->set_uniform("size", modals.visible_area.size.width, modals.visible_area.size.height);
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// Establish such intermediary shaders as are required.
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pipeline_stages_.clear();
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if(modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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composite_to_svideo_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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SVideoLineBufferTextureUnit,
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GL_NEAREST);
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}
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if(modals_.display_type == DisplayType::SVideo || modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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svideo_to_rgb_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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(modals_.display_type == DisplayType::CompositeColour) ? RGBLineBufferTextureUnit : SVideoLineBufferTextureUnit,
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GL_NEAREST);
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}
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glBindVertexArray(scan_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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// Establish an input shader.
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input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
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enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
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set_uniforms(ShaderType::InputScan, *input_shader_);
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input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
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// Cascade the texture units in use as per the pipeline stages.
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std::vector<Shader *> input_shaders = {input_shader_.get()};
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GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
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for(const auto &stage: pipeline_stages_) {
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input_shaders.push_back(stage.shader.get());
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stage.shader->set_uniform("textureName", texture_unit);
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set_uniforms(ShaderType::ProcessedScan, *stage.shader);
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enable_vertex_attributes(ShaderType::ProcessedScan, *stage.shader);
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++texture_unit;
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}
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output_shader_->set_uniform("textureName", texture_unit);
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// Ensure that all shaders involved in the input pipeline have the proper colour space knowledged.
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for(auto shader: input_shaders) {
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switch(modals.composite_colour_space) {
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case ColourSpace::YIQ: {
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const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
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} break;
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case ColourSpace::YUV: {
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const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
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} break;
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}
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}
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modals_are_dirty_ = true;
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is_drawing_.clear();
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}
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void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
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@ -253,6 +155,10 @@ void ScanTarget::end_scan() {
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uint8_t *ScanTarget::begin_data(size_t required_length, size_t required_alignment) {
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if(allocation_has_failed_) return nullptr;
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if(!write_area_texture_.size()) {
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allocation_has_failed_ = true;
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return nullptr;
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}
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// Determine where the proposed write area would start and end.
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uint16_t output_y = TextureAddressGetY(write_pointers_.write_area);
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@ -374,6 +280,108 @@ void ScanTarget::announce(Event event, uint16_t x, uint16_t y) {
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// (maybe set a flag and zero out the line coordinates?)
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}
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void ScanTarget::setup_pipeline() {
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const auto data_type_size = Outputs::Display::size_for_data_type(modals_.input_data_type);
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if(data_type_size != data_type_size_) {
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// TODO: flush output.
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data_type_size_ = data_type_size;
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write_area_texture_.resize(2048*2048*data_type_size_);
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write_pointers_.scan_buffer = 0;
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write_pointers_.write_area = 0;
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}
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// Pick a processing width; this will be at least four times the
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// colour subcarrier, and an integer multiple of the pixel clock and
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// at most 2048.
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const int colour_cycle_width = (modals_.colour_cycle_numerator * 4 + modals_.colour_cycle_denominator - 1) / modals_.colour_cycle_denominator;
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const int dot_clock = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
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const int overflow = colour_cycle_width % dot_clock;
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processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
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processing_width_ = std::min(processing_width_, 2048);
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// Establish an output shader. TODO: add gamma correction here.
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output_shader_.reset(new Shader(
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glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
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"#version 150\n"
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"out vec4 fragColour;"
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"in vec2 textureCoordinate;"
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"uniform sampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 0.64);"
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"}",
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attribute_bindings(ShaderType::Line)
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));
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glBindVertexArray(line_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
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enable_vertex_attributes(ShaderType::Line, *output_shader_);
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set_uniforms(ShaderType::Line, *output_shader_);
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output_shader_->set_uniform("origin", modals_.visible_area.origin.x, modals_.visible_area.origin.y);
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output_shader_->set_uniform("size", modals_.visible_area.size.width, modals_.visible_area.size.height);
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// Establish such intermediary shaders as are required.
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pipeline_stages_.clear();
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if(modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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composite_to_svideo_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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SVideoLineBufferTextureUnit,
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GL_NEAREST);
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}
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if(modals_.display_type == DisplayType::SVideo || modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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svideo_to_rgb_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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(modals_.display_type == DisplayType::CompositeColour) ? RGBLineBufferTextureUnit : SVideoLineBufferTextureUnit,
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GL_NEAREST);
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}
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glBindVertexArray(scan_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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// Establish an input shader.
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input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
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enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
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set_uniforms(ShaderType::InputScan, *input_shader_);
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input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
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// Cascade the texture units in use as per the pipeline stages.
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std::vector<Shader *> input_shaders = {input_shader_.get()};
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GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
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for(const auto &stage: pipeline_stages_) {
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input_shaders.push_back(stage.shader.get());
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stage.shader->set_uniform("textureName", texture_unit);
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set_uniforms(ShaderType::ProcessedScan, *stage.shader);
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enable_vertex_attributes(ShaderType::ProcessedScan, *stage.shader);
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++texture_unit;
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}
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output_shader_->set_uniform("textureName", texture_unit);
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// Ensure that all shaders involved in the input pipeline have the proper colour space knowledged.
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for(auto shader: input_shaders) {
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switch(modals_.composite_colour_space) {
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case ColourSpace::YIQ: {
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const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
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} break;
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case ColourSpace::YUV: {
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const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
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} break;
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}
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}
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}
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void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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if(fence_ != nullptr) {
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// if the GPU is still busy, don't wait; we'll catch it next time
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@ -387,6 +395,12 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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// with instances where waiting is inappropriate.
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while(is_drawing_.test_and_set());
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// Establish the pipeline if necessary.
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if(modals_are_dirty_) {
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setup_pipeline();
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modals_are_dirty_ = false;
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}
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// Grab the current read and submit pointers.
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const auto submit_pointers = submit_pointers_.load();
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const auto read_pointers = read_pointers_.load();
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@ -144,6 +144,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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// Receives scan target modals.
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Modals modals_;
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bool modals_are_dirty_ = false;
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void setup_pipeline();
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enum class ShaderType {
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InputScan,
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