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mirror of 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.

This commit is contained in:
Thomas Harte 2018-11-29 19:41:54 -08:00
parent b723740f64
commit 557a2a0ddf
2 changed files with 120 additions and 104 deletions

View File

@ -93,117 +93,19 @@ ScanTarget::ScanTarget() :
}
ScanTarget::~ScanTarget() {
while(is_drawing_.test_and_set()) {}
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_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;
// TODO: almost none of the below can occur here, as this is not necessarily an OpenGL thread.
// Whoops!
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;
}
// Pick a processing width; this will be at least four times the
// colour subcarrier, and an integer multiple of the pixel clock and
// at most 2048.
const int colour_cycle_width = (modals.colour_cycle_numerator * 4 + modals.colour_cycle_denominator - 1) / modals.colour_cycle_denominator;
const int dot_clock = modals.cycles_per_line / modals.clocks_per_pixel_greatest_common_divisor;
const int overflow = colour_cycle_width % dot_clock;
processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
processing_width_ = std::min(processing_width_, 2048);
// Establish an output shader. TODO: add gamma correction here.
output_shader_.reset(new Shader(
glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
"#version 150\n"
"out vec4 fragColour;"
"in vec2 textureCoordinate;"
"uniform sampler2D textureName;"
"void main(void) {"
"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 0.64);"
"}",
attribute_bindings(ShaderType::Line)
));
glBindVertexArray(line_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
enable_vertex_attributes(ShaderType::Line, *output_shader_);
set_uniforms(ShaderType::Line, *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);
// Establish such intermediary shaders as are required.
pipeline_stages_.clear();
if(modals_.display_type == DisplayType::CompositeColour) {
pipeline_stages_.emplace_back(
composite_to_svideo_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
SVideoLineBufferTextureUnit,
GL_NEAREST);
}
if(modals_.display_type == DisplayType::SVideo || modals_.display_type == DisplayType::CompositeColour) {
pipeline_stages_.emplace_back(
svideo_to_rgb_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
(modals_.display_type == DisplayType::CompositeColour) ? RGBLineBufferTextureUnit : SVideoLineBufferTextureUnit,
GL_NEAREST);
}
glBindVertexArray(scan_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
// Establish an input shader.
input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
set_uniforms(ShaderType::InputScan, *input_shader_);
input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
// Cascade the texture units in use as per the pipeline stages.
std::vector<Shader *> input_shaders = {input_shader_.get()};
GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
for(const auto &stage: pipeline_stages_) {
input_shaders.push_back(stage.shader.get());
stage.shader->set_uniform("textureName", texture_unit);
set_uniforms(ShaderType::ProcessedScan, *stage.shader);
enable_vertex_attributes(ShaderType::ProcessedScan, *stage.shader);
++texture_unit;
}
output_shader_->set_uniform("textureName", texture_unit);
// Ensure that all shaders involved in the input pipeline have the proper colour space knowledged.
for(auto shader: input_shaders) {
switch(modals.composite_colour_space) {
case ColourSpace::YIQ: {
const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
} break;
case ColourSpace::YUV: {
const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
} break;
}
}
modals_are_dirty_ = true;
is_drawing_.clear();
}
void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
@ -253,6 +155,10 @@ void ScanTarget::end_scan() {
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);
@ -374,6 +280,108 @@ void ScanTarget::announce(Event event, uint16_t x, uint16_t y) {
// (maybe set a flag and zero out the line coordinates?)
}
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;
}
// Pick a processing width; this will be at least four times the
// colour subcarrier, and an integer multiple of the pixel clock and
// at most 2048.
const int colour_cycle_width = (modals_.colour_cycle_numerator * 4 + modals_.colour_cycle_denominator - 1) / modals_.colour_cycle_denominator;
const int dot_clock = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
const int overflow = colour_cycle_width % dot_clock;
processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
processing_width_ = std::min(processing_width_, 2048);
// Establish an output shader. TODO: add gamma correction here.
output_shader_.reset(new Shader(
glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
"#version 150\n"
"out vec4 fragColour;"
"in vec2 textureCoordinate;"
"uniform sampler2D textureName;"
"void main(void) {"
"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 0.64);"
"}",
attribute_bindings(ShaderType::Line)
));
glBindVertexArray(line_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
enable_vertex_attributes(ShaderType::Line, *output_shader_);
set_uniforms(ShaderType::Line, *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);
// Establish such intermediary shaders as are required.
pipeline_stages_.clear();
if(modals_.display_type == DisplayType::CompositeColour) {
pipeline_stages_.emplace_back(
composite_to_svideo_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
SVideoLineBufferTextureUnit,
GL_NEAREST);
}
if(modals_.display_type == DisplayType::SVideo || modals_.display_type == DisplayType::CompositeColour) {
pipeline_stages_.emplace_back(
svideo_to_rgb_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
(modals_.display_type == DisplayType::CompositeColour) ? RGBLineBufferTextureUnit : SVideoLineBufferTextureUnit,
GL_NEAREST);
}
glBindVertexArray(scan_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
// Establish an input shader.
input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
set_uniforms(ShaderType::InputScan, *input_shader_);
input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
// Cascade the texture units in use as per the pipeline stages.
std::vector<Shader *> input_shaders = {input_shader_.get()};
GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
for(const auto &stage: pipeline_stages_) {
input_shaders.push_back(stage.shader.get());
stage.shader->set_uniform("textureName", texture_unit);
set_uniforms(ShaderType::ProcessedScan, *stage.shader);
enable_vertex_attributes(ShaderType::ProcessedScan, *stage.shader);
++texture_unit;
}
output_shader_->set_uniform("textureName", texture_unit);
// Ensure that all shaders involved in the input pipeline have the proper colour space knowledged.
for(auto shader: input_shaders) {
switch(modals_.composite_colour_space) {
case ColourSpace::YIQ: {
const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
} break;
case ColourSpace::YUV: {
const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
} break;
}
}
}
void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
if(fence_ != nullptr) {
// if the GPU is still busy, don't wait; we'll catch it next time
@ -387,6 +395,12 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
// with instances where waiting is inappropriate.
while(is_drawing_.test_and_set());
// Establish the pipeline if necessary.
if(modals_are_dirty_) {
setup_pipeline();
modals_are_dirty_ = false;
}
// Grab the current read and submit pointers.
const auto submit_pointers = submit_pointers_.load();
const auto read_pointers = read_pointers_.load();

View File

@ -144,6 +144,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
// Receives scan target modals.
Modals modals_;
bool modals_are_dirty_ = false;
void setup_pipeline();
enum class ShaderType {
InputScan,