mirror of
https://github.com/TomHarte/CLK.git
synced 2025-02-17 10:30:31 +00:00
Merge pull request #585 from TomHarte/TrigonometricDecode
Collapses video pipeline down to two stages.
This commit is contained in:
commit
82922aa2c7
@ -189,7 +189,6 @@ void WD1770::posit_event(int new_event_type) {
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interesting_event_mask_ &= ~new_event_type;
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}
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Status new_status;
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BEGIN_SECTION()
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// Wait for a new command, branch to the appropriate handler.
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@ -64,7 +64,7 @@ template <class BusHandler> class MOS6560 {
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public:
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MOS6560(BusHandler &bus_handler) :
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bus_handler_(bus_handler),
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crt_(65*4, 4, Outputs::Display::Type::NTSC60, Outputs::Display::InputDataType::Luminance8Phase8),
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crt_(65*4, 1, Outputs::Display::Type::NTSC60, Outputs::Display::InputDataType::Luminance8Phase8),
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audio_generator_(audio_queue_),
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speaker_(audio_generator_)
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{
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@ -39,6 +39,7 @@ namespace AppleII {
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*/
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class Card {
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public:
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virtual ~Card() {}
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enum Select: int {
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None = 0, // No select line is active
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IO = 1 << 0, // IO select is active
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@ -394,7 +394,6 @@ template <class BusHandler, bool is_iie> class Video: public VideoBase {
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static_cast<size_t>(fetch_end - column_),
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&base_stream_[static_cast<size_t>(column_)],
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&auxiliary_stream_[static_cast<size_t>(column_)]);
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// TODO: should character modes be mapped to character pixel outputs here?
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}
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if(row_ < 192) {
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@ -413,7 +412,7 @@ template <class BusHandler, bool is_iie> class Video: public VideoBase {
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const int pixel_row = row_ & 7;
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const bool is_double = Video::is_double_mode(line_mode);
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if(!is_double && was_double_) {
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if(!is_double && was_double_ && pixel_pointer_) {
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pixel_pointer_[pixel_start*14 + 0] =
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pixel_pointer_[pixel_start*14 + 1] =
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pixel_pointer_[pixel_start*14 + 2] =
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@ -424,79 +423,83 @@ template <class BusHandler, bool is_iie> class Video: public VideoBase {
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}
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was_double_ = is_double;
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switch(line_mode) {
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case GraphicsMode::Text:
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output_text(
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&pixel_pointer_[pixel_start * 14 + 7],
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&base_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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static_cast<size_t>(pixel_row));
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break;
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if(pixel_pointer_) {
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switch(line_mode) {
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case GraphicsMode::Text:
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output_text(
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&pixel_pointer_[pixel_start * 14 + 7],
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&base_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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static_cast<size_t>(pixel_row));
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break;
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case GraphicsMode::DoubleText:
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output_double_text(
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&pixel_pointer_[pixel_start * 14],
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&base_stream_[static_cast<size_t>(pixel_start)],
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&auxiliary_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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static_cast<size_t>(pixel_row));
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break;
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case GraphicsMode::DoubleText:
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output_double_text(
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&pixel_pointer_[pixel_start * 14],
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&base_stream_[static_cast<size_t>(pixel_start)],
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&auxiliary_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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static_cast<size_t>(pixel_row));
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break;
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case GraphicsMode::LowRes:
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output_low_resolution(
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&pixel_pointer_[pixel_start * 14 + 7],
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&base_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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pixel_start,
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pixel_row);
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break;
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case GraphicsMode::LowRes:
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output_low_resolution(
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&pixel_pointer_[pixel_start * 14 + 7],
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&base_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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pixel_start,
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pixel_row);
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break;
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case GraphicsMode::FatLowRes:
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output_fat_low_resolution(
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&pixel_pointer_[pixel_start * 14 + 7],
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&base_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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pixel_start,
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pixel_row);
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break;
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case GraphicsMode::FatLowRes:
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output_fat_low_resolution(
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&pixel_pointer_[pixel_start * 14 + 7],
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&base_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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pixel_start,
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pixel_row);
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break;
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case GraphicsMode::DoubleLowRes:
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output_double_low_resolution(
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&pixel_pointer_[pixel_start * 14],
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&base_stream_[static_cast<size_t>(pixel_start)],
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&auxiliary_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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pixel_start,
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pixel_row);
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break;
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case GraphicsMode::DoubleLowRes:
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output_double_low_resolution(
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&pixel_pointer_[pixel_start * 14],
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&base_stream_[static_cast<size_t>(pixel_start)],
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&auxiliary_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start),
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pixel_start,
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pixel_row);
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break;
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case GraphicsMode::HighRes:
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output_high_resolution(
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&pixel_pointer_[pixel_start * 14 + 7],
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&base_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start));
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break;
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case GraphicsMode::HighRes:
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output_high_resolution(
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&pixel_pointer_[pixel_start * 14 + 7],
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&base_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start));
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break;
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case GraphicsMode::DoubleHighRes:
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output_double_high_resolution(
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&pixel_pointer_[pixel_start * 14],
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&base_stream_[static_cast<size_t>(pixel_start)],
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&auxiliary_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start));
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break;
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case GraphicsMode::DoubleHighRes:
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output_double_high_resolution(
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&pixel_pointer_[pixel_start * 14],
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&base_stream_[static_cast<size_t>(pixel_start)],
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&auxiliary_stream_[static_cast<size_t>(pixel_start)],
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static_cast<size_t>(pixel_end - pixel_start));
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break;
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default: break;
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default: break;
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}
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}
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if(pixel_end == 40) {
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if(was_double_) {
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pixel_pointer_[560] = pixel_pointer_[561] = pixel_pointer_[562] = pixel_pointer_[563] =
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pixel_pointer_[564] = pixel_pointer_[565] = pixel_pointer_[566] = pixel_pointer_[567] = 0;
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} else {
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if(line_mode == GraphicsMode::HighRes && base_stream_[39]&0x80)
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pixel_pointer_[567] = graphics_carry_;
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else
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pixel_pointer_[567] = 0;
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if(pixel_pointer_) {
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if(was_double_) {
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pixel_pointer_[560] = pixel_pointer_[561] = pixel_pointer_[562] = pixel_pointer_[563] =
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pixel_pointer_[564] = pixel_pointer_[565] = pixel_pointer_[566] = pixel_pointer_[567] = 0;
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} else {
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if(line_mode == GraphicsMode::HighRes && base_stream_[39]&0x80)
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pixel_pointer_[567] = graphics_carry_;
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else
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pixel_pointer_[567] = 0;
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}
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}
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crt_.output_data(568, 568);
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@ -43,6 +43,8 @@ class MemoryMap {
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class ROMSlotHandler {
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public:
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virtual ~ROMSlotHandler() {}
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/*! Advances time by @c half_cycles. */
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virtual void run_for(HalfCycles half_cycles) {}
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@ -23,6 +23,8 @@ namespace Utility {
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*/
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class CharacterMapper {
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public:
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virtual ~CharacterMapper() {}
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/// @returns The EndSequence-terminated sequence of keys that would cause @c character to be typed.
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virtual uint16_t *sequence_for_character(char character) = 0;
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@ -68,7 +68,7 @@
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</AdditionalOptions>
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</TestAction>
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<LaunchAction
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buildConfiguration = "Release"
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buildConfiguration = "Debug"
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selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
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selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
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enableASanStackUseAfterReturn = "YES"
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@ -159,6 +159,18 @@ Flywheel::SyncEvent CRT::get_next_horizontal_sync_event(bool hsync_is_requested,
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return horizontal_flywheel_->get_next_event_in_period(hsync_is_requested, cycles_to_run_for, cycles_advanced);
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}
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Outputs::Display::ScanTarget::Scan::EndPoint CRT::end_point(uint16_t data_offset) {
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Display::ScanTarget::Scan::EndPoint end_point;
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end_point.x = uint16_t(horizontal_flywheel_->get_current_output_position());
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end_point.y = uint16_t(vertical_flywheel_->get_current_output_position() / vertical_flywheel_output_divider_);
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end_point.composite_angle = int16_t((phase_numerator_ << 6) / phase_denominator_) * (is_alernate_line_ ? -1 : 1);
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end_point.data_offset = data_offset;
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end_point.cycles_since_end_of_horizontal_retrace = uint16_t(cycles_since_horizontal_sync_ / time_multiplier_);
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return end_point;
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}
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void CRT::advance_cycles(int number_of_cycles, bool hsync_requested, bool vsync_requested, const Scan::Type type, int number_of_samples) {
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number_of_cycles *= time_multiplier_;
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@ -186,16 +198,14 @@ void CRT::advance_cycles(int number_of_cycles, bool hsync_requested, bool vsync_
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// If outputting, store the start location and scan constants.
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if(next_scan) {
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next_scan->end_points[0].x = uint16_t(horizontal_flywheel_->get_current_output_position());
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next_scan->end_points[0].y = uint16_t(vertical_flywheel_->get_current_output_position() / vertical_flywheel_output_divider_);
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next_scan->end_points[0].composite_angle = int16_t((phase_numerator_ << 6) / phase_denominator_) * (is_alernate_line_ ? -1 : 1);
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next_scan->end_points[0].data_offset = uint16_t((total_cycles - number_of_cycles) * number_of_samples / total_cycles);
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next_scan->end_points[0] = end_point(uint16_t((total_cycles - number_of_cycles) * number_of_samples / total_cycles));
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next_scan->composite_amplitude = colour_burst_amplitude_;
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}
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// Advance time: that'll affect both the colour subcarrier position and the number of cycles left to run.
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phase_numerator_ += next_run_length * colour_cycle_numerator_;
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number_of_cycles -= next_run_length;
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cycles_since_horizontal_sync_ += next_run_length;
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// React to the incoming event.
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horizontal_flywheel_->apply_event(next_run_length, (next_run_length == time_until_horizontal_sync_event) ? next_horizontal_sync_event : Flywheel::SyncEvent::None);
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@ -203,24 +213,28 @@ void CRT::advance_cycles(int number_of_cycles, bool hsync_requested, bool vsync_
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// End the scan if necessary.
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if(next_scan) {
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next_scan->end_points[1].x = uint16_t(horizontal_flywheel_->get_current_output_position());
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next_scan->end_points[1].y = uint16_t(vertical_flywheel_->get_current_output_position() / vertical_flywheel_output_divider_);
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next_scan->end_points[1].composite_angle = int16_t((phase_numerator_ << 6) / phase_denominator_) * (is_alernate_line_ ? -1 : 1);
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next_scan->end_points[1].data_offset = uint16_t((total_cycles - number_of_cycles) * number_of_samples / total_cycles);
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next_scan->end_points[1] = end_point(uint16_t((total_cycles - number_of_cycles) * number_of_samples / total_cycles));
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scan_target_->end_scan();
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}
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// Announce horizontal retrace events.
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if(next_run_length == time_until_horizontal_sync_event && next_horizontal_sync_event != Flywheel::SyncEvent::None) {
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// Reset the cycles-since-sync counter if this is the end of retrace.
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if(next_horizontal_sync_event == Flywheel::SyncEvent::EndRetrace) {
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cycles_since_horizontal_sync_ = 0;
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}
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// Announce event.
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const auto event =
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(next_horizontal_sync_event == Flywheel::SyncEvent::StartRetrace)
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? Outputs::Display::ScanTarget::Event::BeginHorizontalRetrace : Outputs::Display::ScanTarget::Event::EndHorizontalRetrace;
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scan_target_->announce(
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event,
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uint16_t(horizontal_flywheel_->get_current_output_position()),
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uint16_t(vertical_flywheel_->get_current_output_position() / vertical_flywheel_output_divider_));
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!(horizontal_flywheel_->is_in_retrace() || vertical_flywheel_->is_in_retrace()),
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end_point(uint16_t((total_cycles - number_of_cycles) * number_of_samples / total_cycles)),
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colour_burst_amplitude_);
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// Prepare for the next line.
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// If retrace is starting, update phase if required and mark no colour burst spotted yet.
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if(next_horizontal_sync_event == Flywheel::SyncEvent::StartRetrace) {
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is_alernate_line_ ^= phase_alternates_;
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colour_burst_amplitude_ = 0;
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@ -234,8 +248,9 @@ void CRT::advance_cycles(int number_of_cycles, bool hsync_requested, bool vsync_
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? Outputs::Display::ScanTarget::Event::BeginVerticalRetrace : Outputs::Display::ScanTarget::Event::EndVerticalRetrace;
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scan_target_->announce(
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event,
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uint16_t(horizontal_flywheel_->get_current_output_position()),
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uint16_t(vertical_flywheel_->get_current_output_position() / vertical_flywheel_output_divider_));
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!(horizontal_flywheel_->is_in_retrace() || vertical_flywheel_->is_in_retrace()),
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end_point(uint16_t((total_cycles - number_of_cycles) * number_of_samples / total_cycles)),
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colour_burst_amplitude_);
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}
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// if this is vertical retrace then adcance a field
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|
@ -41,6 +41,8 @@ class CRT {
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// posted on to the scan target.
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std::unique_ptr<Flywheel> horizontal_flywheel_, vertical_flywheel_;
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int vertical_flywheel_output_divider_ = 1;
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int cycles_since_horizontal_sync_ = 0;
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Display::ScanTarget::Scan::EndPoint end_point(uint16_t data_offset);
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struct Scan {
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enum Type {
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|
@ -47,8 +47,8 @@ GLuint Shader::compile_shader(const std::string &source, GLenum type) {
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|
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Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const std::vector<AttributeBinding> &attribute_bindings) {
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shader_program_ = glCreateProgram();
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GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
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GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
|
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const GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
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const GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
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|
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glAttachShader(shader_program_, vertex);
|
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glAttachShader(shader_program_, fragment);
|
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@ -60,17 +60,18 @@ Shader::Shader(const std::string &vertex_shader, const std::string &fragment_sha
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glLinkProgram(shader_program_);
|
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|
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#ifdef DEBUG
|
||||
GLint logLength;
|
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glGetProgramiv(shader_program_, GL_INFO_LOG_LENGTH, &logLength);
|
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if(logLength > 0) {
|
||||
GLchar *log = new GLchar[static_cast<std::size_t>(logLength)];
|
||||
glGetProgramInfoLog(shader_program_, logLength, &logLength, log);
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printf("Link log:\n%s\n", log);
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delete[] log;
|
||||
}
|
||||
|
||||
GLint didLink = 0;
|
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glGetProgramiv(shader_program_, GL_LINK_STATUS, &didLink);
|
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if(didLink == GL_FALSE) {
|
||||
GLint logLength;
|
||||
glGetProgramiv(shader_program_, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if(logLength > 0) {
|
||||
GLchar *log = new GLchar[static_cast<std::size_t>(logLength)];
|
||||
glGetProgramInfoLog(shader_program_, logLength, &logLength, log);
|
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printf("Link log:\n%s\n", log);
|
||||
delete[] log;
|
||||
}
|
||||
throw ProgramLinkageError;
|
||||
}
|
||||
#endif
|
||||
|
@ -13,22 +13,14 @@ using namespace Outputs::Display::OpenGL;
|
||||
|
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namespace {
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||||
|
||||
/// The texture unit from which to source 1bpp input data.
|
||||
constexpr GLenum SourceData1BppTextureUnit = GL_TEXTURE0;
|
||||
/// The texture unit from which to source 2bpp input data.
|
||||
//constexpr GLenum SourceData2BppTextureUnit = GL_TEXTURE1;
|
||||
/// The texture unit from which to source 4bpp input data.
|
||||
//constexpr GLenum SourceData4BppTextureUnit = GL_TEXTURE2;
|
||||
/// The texture unit from which to source input data.
|
||||
constexpr GLenum SourceDataTextureUnit = GL_TEXTURE1;
|
||||
|
||||
/// The texture unit which contains raw line-by-line composite, S-Video or RGB data.
|
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constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE3;
|
||||
/// The texture unit which contains line-by-line records of luminance and two channels of chrominance, straight after multiplication by the quadrature vector, not yet filtered.
|
||||
constexpr GLenum SVideoLineBufferTextureUnit = GL_TEXTURE4;
|
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/// The texture unit which contains line-by-line records of RGB.
|
||||
constexpr GLenum RGBLineBufferTextureUnit = GL_TEXTURE5;
|
||||
|
||||
/// The texture unit that contains the current display.
|
||||
constexpr GLenum AccumulationTextureUnit = GL_TEXTURE6;
|
||||
constexpr GLenum AccumulationTextureUnit = GL_TEXTURE2;
|
||||
|
||||
#define TextureAddress(x, y) (((y) << 11) | (x))
|
||||
#define TextureAddressGetY(v) uint16_t((v) >> 11)
|
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@ -108,17 +100,6 @@ void ScanTarget::set_modals(Modals modals) {
|
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is_drawing_.clear();
|
||||
}
|
||||
|
||||
void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
|
||||
// Slightly over-amping rowHeight here is a cheap way to make sure that lines
|
||||
// converge even allowing for the fact that they may not be spaced by exactly
|
||||
// the expected distance. Cf. the stencil-powered logic for making sure all
|
||||
// pixels are painted only exactly once per field.
|
||||
target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
|
||||
target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
|
||||
target.set_uniform("processingWidth", GLfloat(processing_width_) / 2048.0f);
|
||||
target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
|
||||
}
|
||||
|
||||
Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
|
||||
if(allocation_has_failed_) return nullptr;
|
||||
|
||||
@ -230,54 +211,55 @@ void ScanTarget::submit() {
|
||||
allocation_has_failed_ = false;
|
||||
}
|
||||
|
||||
void ScanTarget::announce(Event event, uint16_t x, uint16_t y) {
|
||||
switch(event) {
|
||||
default: break;
|
||||
case ScanTarget::Event::BeginHorizontalRetrace:
|
||||
if(active_line_) {
|
||||
active_line_->end_points[1].x = x;
|
||||
active_line_->end_points[1].y = y;
|
||||
}
|
||||
break;
|
||||
case ScanTarget::Event::EndHorizontalRetrace: {
|
||||
// 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 = frame_was_complete_;
|
||||
is_first_in_frame_ = false;
|
||||
}
|
||||
|
||||
const auto read_pointers = read_pointers_.load();
|
||||
|
||||
// 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) {
|
||||
allocation_has_failed_ = true;
|
||||
active_line_ = nullptr;
|
||||
} else {
|
||||
write_pointers_.line = next_line;
|
||||
active_line_ = &line_buffer_[size_t(write_pointers_.line)];
|
||||
}
|
||||
provided_scans_ = 0;
|
||||
}
|
||||
|
||||
if(active_line_) {
|
||||
active_line_->end_points[0].x = x;
|
||||
active_line_->end_points[0].y = y;
|
||||
active_line_->line = write_pointers_.line;
|
||||
}
|
||||
} break;
|
||||
case ScanTarget::Event::EndVerticalRetrace:
|
||||
is_first_in_frame_ = true;
|
||||
frame_was_complete_ = true;
|
||||
break;
|
||||
void ScanTarget::announce(Event event, bool is_visible, const Outputs::Display::ScanTarget::Scan::EndPoint &location, uint8_t composite_amplitude) {
|
||||
if(event == ScanTarget::Event::EndVerticalRetrace) {
|
||||
is_first_in_frame_ = true;
|
||||
frame_was_complete_ = true;
|
||||
}
|
||||
|
||||
// TODO: any lines that include any portion of vertical sync should be hidden.
|
||||
// (maybe set a flag and zero out the line coordinates?)
|
||||
if(output_is_visible_ == is_visible) return;
|
||||
if(is_visible) {
|
||||
// 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 = frame_was_complete_;
|
||||
is_first_in_frame_ = false;
|
||||
}
|
||||
|
||||
const auto read_pointers = read_pointers_.load();
|
||||
|
||||
// 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) {
|
||||
allocation_has_failed_ = true;
|
||||
active_line_ = nullptr;
|
||||
} else {
|
||||
write_pointers_.line = next_line;
|
||||
active_line_ = &line_buffer_[size_t(write_pointers_.line)];
|
||||
}
|
||||
provided_scans_ = 0;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
output_is_visible_ = is_visible;
|
||||
}
|
||||
|
||||
void ScanTarget::setup_pipeline() {
|
||||
@ -292,94 +274,27 @@ void ScanTarget::setup_pipeline() {
|
||||
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)
|
||||
));
|
||||
// Pick a processing width; this will be the minimum necessary not to
|
||||
// lose any detail when combining the input.
|
||||
processing_width_ = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
|
||||
|
||||
// Establish an output shader. TODO: add proper decoding and gamma correction here.
|
||||
output_shader_ = conversion_shader(modals_.input_data_type, modals_.display_type, modals_.composite_colour_space);
|
||||
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_);
|
||||
output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
|
||||
|
||||
// Establish an input shader.
|
||||
input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
|
||||
input_shader_ = composition_shader(modals_.input_data_type);
|
||||
glBindVertexArray(scan_vertex_array_);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
|
||||
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;
|
||||
}
|
||||
}
|
||||
input_shader_->set_uniform("textureName", GLint(SourceDataTextureUnit - GL_TEXTURE0));
|
||||
}
|
||||
|
||||
void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
|
||||
@ -431,7 +346,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
|
||||
|
||||
// Submit texture.
|
||||
if(submit_pointers.write_area != read_pointers.write_area) {
|
||||
glActiveTexture(SourceData1BppTextureUnit);
|
||||
glActiveTexture(SourceDataTextureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, write_area_texture_name_);
|
||||
|
||||
// Create storage for the texture if it doesn't yet exist; this was deferred until here
|
||||
@ -487,7 +402,6 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
|
||||
|
||||
// Push new input to the unprocessed line buffer.
|
||||
if(new_scans) {
|
||||
glDisable(GL_BLEND);
|
||||
unprocessed_line_texture_.bind_framebuffer();
|
||||
|
||||
// Clear newly-touched lines; that is everything from (read+1) to submit.
|
||||
@ -499,26 +413,11 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
|
||||
if(first_line_to_clear < final_line_to_clear) {
|
||||
glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), final_line_to_clear - first_line_to_clear);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
if(pipeline_stages_.size()) {
|
||||
pipeline_stages_.back().target.bind_framebuffer();
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
unprocessed_line_texture_.bind_framebuffer();
|
||||
}
|
||||
} else {
|
||||
glScissor(0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), unprocessed_line_texture_.get_height() - first_line_to_clear);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
if(pipeline_stages_.size()) {
|
||||
pipeline_stages_.back().target.bind_framebuffer();
|
||||
glScissor(0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), unprocessed_line_texture_.get_height() - first_line_to_clear);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
unprocessed_line_texture_.bind_framebuffer();
|
||||
}
|
||||
}
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
@ -528,13 +427,6 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
|
||||
glBindVertexArray(scan_vertex_array_);
|
||||
input_shader_->bind();
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
|
||||
|
||||
// If there are any further pipeline stages, apply them.
|
||||
for(auto &stage: pipeline_stages_) {
|
||||
stage.target.bind_framebuffer();
|
||||
stage.shader->bind();
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
|
||||
}
|
||||
}
|
||||
|
||||
// Ensure the accumulation buffer is properly sized.
|
||||
@ -545,7 +437,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
|
||||
GLsizei(proportional_width),
|
||||
GLsizei(output_height),
|
||||
AccumulationTextureUnit,
|
||||
GL_LINEAR,
|
||||
GL_NEAREST,
|
||||
true));
|
||||
if(accumulation_texture_) {
|
||||
new_framebuffer->bind_framebuffer();
|
||||
@ -576,7 +468,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
|
||||
// Enable blending and stenciling, and ensure spans increment the stencil buffer.
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glStencilFunc(GL_EQUAL, 0, GLuint(-1));
|
||||
glStencilFunc(GL_EQUAL, 0, GLuint(~0));
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
||||
|
||||
// Prepare to output lines.
|
||||
|
@ -53,7 +53,9 @@ class ScanTarget: public Outputs::Display::ScanTarget {
|
||||
uint8_t *begin_data(size_t required_length, size_t required_alignment) override;
|
||||
void end_data(size_t actual_length) override;
|
||||
void submit() override;
|
||||
void announce(Event event, uint16_t x, uint16_t y) override;
|
||||
void announce(Event event, bool is_visible, const Outputs::Display::ScanTarget::Scan::EndPoint &location, uint8_t colour_burst_amplitude) override;
|
||||
|
||||
bool output_is_visible_ = false;
|
||||
|
||||
// Extends the definition of a Scan to include two extra fields,
|
||||
// relevant to the way that this scan target processes video.
|
||||
@ -93,8 +95,11 @@ class ScanTarget: public Outputs::Display::ScanTarget {
|
||||
struct Line {
|
||||
struct EndPoint {
|
||||
uint16_t x, y;
|
||||
uint16_t cycles_since_end_of_horizontal_retrace;
|
||||
int16_t composite_angle;
|
||||
} end_points[2];
|
||||
uint16_t line;
|
||||
uint8_t composite_amplitude;
|
||||
};
|
||||
struct LineMetadata {
|
||||
bool is_first_in_frame;
|
||||
@ -105,8 +110,7 @@ class ScanTarget: public Outputs::Display::ScanTarget {
|
||||
|
||||
// Contains the first composition of scans into lines;
|
||||
// they're accumulated prior to output to allow for continuous
|
||||
// application of any necessary conversions — e.g. composite processing —
|
||||
// which happen progressively from here to the RGB texture.
|
||||
// application of any necessary conversions — e.g. composite processing.
|
||||
TextureTarget unprocessed_line_texture_;
|
||||
|
||||
// Scans are accumulated to the accumulation texture; the full-display
|
||||
@ -153,24 +157,11 @@ class ScanTarget: public Outputs::Display::ScanTarget {
|
||||
Line
|
||||
};
|
||||
|
||||
/*!
|
||||
@returns A string containing GLSL code describing the standard set of
|
||||
@c in and @c uniform variables to bind to the relevant struct
|
||||
from [...]OpenGL::ScanTarget and a vertex function to provide
|
||||
the standard varyings.
|
||||
*/
|
||||
static std::string glsl_globals(ShaderType type);
|
||||
|
||||
/*!
|
||||
*/
|
||||
static std::string glsl_default_vertex_shader(ShaderType type);
|
||||
|
||||
/*!
|
||||
Calls @c taret.enable_vertex_attribute_with_pointer to attach all
|
||||
globals for shaders of @c type to @c target.
|
||||
*/
|
||||
static void enable_vertex_attributes(ShaderType type, Shader &target);
|
||||
static std::vector<Shader::AttributeBinding> attribute_bindings(ShaderType type);
|
||||
void set_uniforms(ShaderType type, Shader &target);
|
||||
|
||||
GLsync fence_ = nullptr;
|
||||
@ -180,22 +171,17 @@ class ScanTarget: public Outputs::Display::ScanTarget {
|
||||
std::unique_ptr<Shader> input_shader_;
|
||||
std::unique_ptr<Shader> output_shader_;
|
||||
|
||||
static std::unique_ptr<Shader> input_shader(InputDataType input_data_type, DisplayType display_type);
|
||||
static std::unique_ptr<Shader> composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
|
||||
static std::unique_ptr<Shader> svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
|
||||
static SignalProcessing::FIRFilter colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff);
|
||||
|
||||
struct PipelineStage {
|
||||
PipelineStage(Shader *shader, GLenum texture_unit, GLint magnification_filter) :
|
||||
shader(shader),
|
||||
target(LineBufferWidth, LineBufferHeight, texture_unit, magnification_filter, false) {}
|
||||
|
||||
std::unique_ptr<Shader> shader;
|
||||
TextureTarget target;
|
||||
};
|
||||
|
||||
// A list is used here to avoid requiring a copy constructor on PipelineStage.
|
||||
std::list<PipelineStage> pipeline_stages_;
|
||||
/*!
|
||||
Produces a shader that composes fragment of the input stream to a single buffer,
|
||||
normalising the data into one of four forms: RGB, 8-bit luminance,
|
||||
phase-linked luminance or luminance+phase offset.
|
||||
*/
|
||||
static std::unique_ptr<Shader> composition_shader(InputDataType input_data_type);
|
||||
/*!
|
||||
Produces a shader that reads from a composition buffer and converts to host
|
||||
output RGB, decoding composite or S-Video as necessary.
|
||||
*/
|
||||
static std::unique_ptr<Shader> conversion_shader(InputDataType input_data_type, DisplayType display_type, ColourSpace colour_space);
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -10,160 +10,14 @@
|
||||
|
||||
using namespace Outputs::Display::OpenGL;
|
||||
|
||||
std::string ScanTarget::glsl_globals(ShaderType type) {
|
||||
switch(type) {
|
||||
case ShaderType::InputScan:
|
||||
case ShaderType::ProcessedScan:
|
||||
return
|
||||
"#version 150\n"
|
||||
|
||||
"uniform vec2 scale;"
|
||||
|
||||
"uniform mat3 lumaChromaToRGB;"
|
||||
"uniform mat3 rgbToLumaChroma;"
|
||||
|
||||
"uniform float rowHeight;"
|
||||
"uniform float processingWidth;"
|
||||
|
||||
"in vec2 startPoint;"
|
||||
"in float startDataX;"
|
||||
"in float startCompositeAngle;"
|
||||
|
||||
"in vec2 endPoint;"
|
||||
"in float endDataX;"
|
||||
"in float endCompositeAngle;"
|
||||
|
||||
"in float dataY;"
|
||||
"in float lineY;"
|
||||
"in float compositeAmplitude;";
|
||||
|
||||
case ShaderType::Line:
|
||||
return
|
||||
"#version 150\n"
|
||||
|
||||
"uniform vec2 scale;"
|
||||
"uniform float rowHeight;"
|
||||
"uniform float processingWidth;"
|
||||
|
||||
"in vec2 startPoint;"
|
||||
"in vec2 endPoint;"
|
||||
|
||||
"in float lineY;"
|
||||
|
||||
"uniform sampler2D textureName;"
|
||||
"uniform vec2 origin;"
|
||||
"uniform vec2 size;";
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<Shader::AttributeBinding> ScanTarget::attribute_bindings(ShaderType type) {
|
||||
switch(type) {
|
||||
case ShaderType::InputScan:
|
||||
case ShaderType::ProcessedScan:
|
||||
return {
|
||||
{"startPoint", 0},
|
||||
{"startDataX", 1},
|
||||
{"startCompositeAngle", 2},
|
||||
{"endPoint", 3},
|
||||
{"endDataX", 4},
|
||||
{"endCompositeAngle", 5},
|
||||
{"dataY", 6},
|
||||
{"lineY", 7},
|
||||
{"compositeAmplitude", 8},
|
||||
};
|
||||
|
||||
case ShaderType::Line:
|
||||
return {
|
||||
{"startPoint", 0},
|
||||
{"endPoint", 1},
|
||||
{"lineY", 2},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
|
||||
switch(type) {
|
||||
case ShaderType::InputScan:
|
||||
case ShaderType::ProcessedScan: {
|
||||
std::string result;
|
||||
|
||||
if(type == ShaderType::InputScan) {
|
||||
result +=
|
||||
"out vec2 textureCoordinate;"
|
||||
"uniform usampler2D textureName;";
|
||||
} else {
|
||||
result +=
|
||||
"out vec2 textureCoordinates[15];"
|
||||
|
||||
"uniform sampler2D textureName;"
|
||||
"uniform float edgeExpansion;";
|
||||
}
|
||||
|
||||
result +=
|
||||
"out float compositeAngle;"
|
||||
"out float oneOverCompositeAmplitude;"
|
||||
|
||||
"void main(void) {"
|
||||
"float lateral = float(gl_VertexID & 1);"
|
||||
"float longitudinal = float((gl_VertexID & 2) >> 1);"
|
||||
|
||||
"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
|
||||
"oneOverCompositeAmplitude = mix(0.0, 255.0 / compositeAmplitude, step(0.01, compositeAmplitude));";
|
||||
|
||||
if(type == ShaderType::InputScan) {
|
||||
result +=
|
||||
"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);"
|
||||
"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);";
|
||||
} else {
|
||||
result +=
|
||||
"vec2 sourcePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + 0.5);"
|
||||
"vec2 eyePosition = (sourcePosition + vec2(0.0, longitudinal - 0.5)) / vec2(scale.x, 2048.0);"
|
||||
"sourcePosition /= vec2(scale.x, 2048.0);"
|
||||
|
||||
"vec2 expansion = vec2(2.0*lateral*edgeExpansion - edgeExpansion, 0.0) / textureSize(textureName, 0);"
|
||||
"eyePosition = eyePosition + expansion;"
|
||||
"sourcePosition = sourcePosition + expansion;"
|
||||
|
||||
"textureCoordinates[0] = sourcePosition + vec2(-7.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[1] = sourcePosition + vec2(-6.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[2] = sourcePosition + vec2(-5.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[3] = sourcePosition + vec2(-4.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[4] = sourcePosition + vec2(-3.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[5] = sourcePosition + vec2(-2.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[6] = sourcePosition + vec2(-1.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[7] = sourcePosition;"
|
||||
"textureCoordinates[8] = sourcePosition + vec2(1.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[9] = sourcePosition + vec2(2.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[10] = sourcePosition + vec2(3.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[11] = sourcePosition + vec2(4.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[12] = sourcePosition + vec2(5.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[13] = sourcePosition + vec2(6.0, 0.0) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[14] = sourcePosition + vec2(7.0, 0.0) / textureSize(textureName, 0);"
|
||||
|
||||
"eyePosition = eyePosition;";
|
||||
}
|
||||
|
||||
return result +
|
||||
"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
|
||||
"}";
|
||||
}
|
||||
|
||||
case ShaderType::Line:
|
||||
return
|
||||
"out vec2 textureCoordinate;"
|
||||
|
||||
"void main(void) {"
|
||||
"float lateral = float(gl_VertexID & 1);"
|
||||
"float longitudinal = float((gl_VertexID & 2) >> 1);"
|
||||
|
||||
"textureCoordinate = vec2(lateral * processingWidth, lineY + 0.5) / vec2(1.0, textureSize(textureName, 0).y);"
|
||||
|
||||
"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
|
||||
"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
|
||||
"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);"
|
||||
"gl_Position = vec4(eyePosition, 0.0, 1.0);"
|
||||
"}";
|
||||
}
|
||||
void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
|
||||
// Slightly over-amping rowHeight here is a cheap way to make sure that lines
|
||||
// converge even allowing for the fact that they may not be spaced by exactly
|
||||
// the expected distance. Cf. the stencil-powered logic for making sure all
|
||||
// pixels are painted only exactly once per field.
|
||||
target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
|
||||
target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
|
||||
target.set_uniform("phaseOffset", GLfloat(modals_.input_data_tweaks.phase_linked_luminance_offset));
|
||||
}
|
||||
|
||||
void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
|
||||
@ -173,23 +27,18 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
|
||||
for(int c = 0; c < 2; ++c) {
|
||||
const std::string prefix = c ? "end" : "start";
|
||||
|
||||
target.enable_vertex_attribute_with_pointer(
|
||||
prefix + "Point",
|
||||
2, GL_UNSIGNED_SHORT, GL_FALSE,
|
||||
sizeof(Scan),
|
||||
reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].x)),
|
||||
1);
|
||||
target.enable_vertex_attribute_with_pointer(
|
||||
prefix + "DataX",
|
||||
1, GL_UNSIGNED_SHORT, GL_FALSE,
|
||||
sizeof(Scan),
|
||||
reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].data_offset)),
|
||||
1);
|
||||
|
||||
target.enable_vertex_attribute_with_pointer(
|
||||
prefix + "CompositeAngle",
|
||||
prefix + "Clock",
|
||||
1, GL_UNSIGNED_SHORT, GL_FALSE,
|
||||
sizeof(Scan),
|
||||
reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].composite_angle)),
|
||||
reinterpret_cast<void *>(offsetof(Scan, scan.end_points[c].cycles_since_end_of_horizontal_retrace)),
|
||||
1);
|
||||
}
|
||||
|
||||
@ -199,18 +48,13 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
|
||||
sizeof(Scan),
|
||||
reinterpret_cast<void *>(offsetof(Scan, data_y)),
|
||||
1);
|
||||
|
||||
target.enable_vertex_attribute_with_pointer(
|
||||
"lineY",
|
||||
1, GL_UNSIGNED_SHORT, GL_FALSE,
|
||||
sizeof(Scan),
|
||||
reinterpret_cast<void *>(offsetof(Scan, line)),
|
||||
1);
|
||||
target.enable_vertex_attribute_with_pointer(
|
||||
"compositeAmplitude",
|
||||
1, GL_UNSIGNED_BYTE, GL_FALSE,
|
||||
sizeof(Scan),
|
||||
reinterpret_cast<void *>(offsetof(Scan, scan.composite_amplitude)),
|
||||
1);
|
||||
break;
|
||||
|
||||
case ShaderType::Line:
|
||||
@ -223,6 +67,20 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
|
||||
sizeof(Line),
|
||||
reinterpret_cast<void *>(offsetof(Line, end_points[c].x)),
|
||||
1);
|
||||
|
||||
target.enable_vertex_attribute_with_pointer(
|
||||
prefix + "Clock",
|
||||
1, GL_UNSIGNED_SHORT, GL_FALSE,
|
||||
sizeof(Line),
|
||||
reinterpret_cast<void *>(offsetof(Line, end_points[c].cycles_since_end_of_horizontal_retrace)),
|
||||
1);
|
||||
|
||||
target.enable_vertex_attribute_with_pointer(
|
||||
prefix + "CompositeAngle",
|
||||
1, GL_UNSIGNED_SHORT, GL_FALSE,
|
||||
sizeof(Line),
|
||||
reinterpret_cast<void *>(offsetof(Line, end_points[c].composite_angle)),
|
||||
1);
|
||||
}
|
||||
|
||||
target.enable_vertex_attribute_with_pointer(
|
||||
@ -231,243 +89,407 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
|
||||
sizeof(Line),
|
||||
reinterpret_cast<void *>(offsetof(Line, line)),
|
||||
1);
|
||||
|
||||
target.enable_vertex_attribute_with_pointer(
|
||||
"lineCompositeAmplitude",
|
||||
1, GL_UNSIGNED_BYTE, GL_FALSE,
|
||||
sizeof(Line),
|
||||
reinterpret_cast<void *>(offsetof(Line, composite_amplitude)),
|
||||
1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type, DisplayType display_type) {
|
||||
std::unique_ptr<Shader> ScanTarget::composition_shader(InputDataType input_data_type) {
|
||||
const std::string vertex_shader =
|
||||
"#version 150\n"
|
||||
|
||||
"in float startDataX;"
|
||||
"in float startClock;"
|
||||
|
||||
"in float endDataX;"
|
||||
"in float endClock;"
|
||||
|
||||
"in float dataY;"
|
||||
"in float lineY;"
|
||||
|
||||
"out vec2 textureCoordinate;"
|
||||
"uniform usampler2D textureName;"
|
||||
|
||||
"void main(void) {"
|
||||
"float lateral = float(gl_VertexID & 1);"
|
||||
"float longitudinal = float((gl_VertexID & 2) >> 1);"
|
||||
|
||||
"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY + 0.5) / textureSize(textureName, 0);"
|
||||
"vec2 eyePosition = vec2(mix(startClock, endClock, lateral), lineY + longitudinal) / vec2(2048.0, 2048.0);"
|
||||
"gl_Position = vec4(eyePosition*2.0 - vec2(1.0), 0.0, 1.0);"
|
||||
"}";
|
||||
|
||||
std::string fragment_shader =
|
||||
"#version 150\n"
|
||||
|
||||
"out vec3 fragColour;"
|
||||
"out vec4 fragColour;"
|
||||
"in vec2 textureCoordinate;"
|
||||
"in float compositeAngle;"
|
||||
"in float oneOverCompositeAmplitude;"
|
||||
|
||||
"uniform mat3 lumaChromaToRGB;"
|
||||
"uniform mat3 rgbToLumaChroma;"
|
||||
"uniform usampler2D textureName;"
|
||||
"uniform float phaseOffset;"
|
||||
|
||||
"void main(void) {";
|
||||
|
||||
DisplayType computed_display_type;
|
||||
switch(input_data_type) {
|
||||
case InputDataType::Luminance1:
|
||||
computed_display_type = DisplayType::CompositeMonochrome;
|
||||
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrr;";
|
||||
|
||||
if(computed_display_type != display_type) {
|
||||
fragment_shader += "fragColour = clamp(fragColour, 0.0, 1.0);";
|
||||
}
|
||||
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr;";
|
||||
break;
|
||||
|
||||
case InputDataType::Luminance8:
|
||||
computed_display_type = DisplayType::CompositeMonochrome;
|
||||
fragment_shader += "fragColour = vec3(texture(textureName, textureCoordinate).r / 255.0);";
|
||||
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rrrr / vec4(255.0);";
|
||||
break;
|
||||
|
||||
case InputDataType::PhaseLinkedLuminance8:
|
||||
computed_display_type = DisplayType::CompositeMonochrome;
|
||||
fragment_shader +=
|
||||
"uint iPhase = uint((compositeAngle * 2.0 / 3.141592654) + phaseOffset*4.0) & 3u;"
|
||||
"fragColour = vec3(texture(textureName, textureCoordinate)[iPhase] / 255.0);";
|
||||
break;
|
||||
|
||||
case InputDataType::Luminance8Phase8:
|
||||
computed_display_type = DisplayType::SVideo;
|
||||
fragment_shader +=
|
||||
"vec2 yc = texture(textureName, textureCoordinate).rg / vec2(255.0);"
|
||||
|
||||
"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
|
||||
"float rawChroma = step(yc.y, 0.75) * cos(compositeAngle + phaseOffset);"
|
||||
"fragColour = vec3(yc.x, 0.5 + rawChroma*0.5, 0.0);";
|
||||
case InputDataType::Red8Green8Blue8:
|
||||
fragment_shader += "fragColour = texture(textureName, textureCoordinate) / vec4(255.0);";
|
||||
break;
|
||||
|
||||
case InputDataType::Red1Green1Blue1:
|
||||
computed_display_type = DisplayType::RGB;
|
||||
fragment_shader +=
|
||||
"uint textureValue = texture(textureName, textureCoordinate).r;"
|
||||
"fragColour = uvec3(textureValue) & uvec3(4u, 2u, 1u);";
|
||||
|
||||
if(computed_display_type != display_type) {
|
||||
fragment_shader += "fragColour = clamp(fragColour, 0.0, 1.0);";
|
||||
}
|
||||
fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rrr & uvec3(4u, 2u, 1u), 1.0);";
|
||||
break;
|
||||
|
||||
case InputDataType::Red2Green2Blue2:
|
||||
computed_display_type = DisplayType::RGB;
|
||||
fragment_shader +=
|
||||
"uint textureValue = texture(textureName, textureCoordinate).r;"
|
||||
"fragColour = vec3(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u)) / 3.0;";
|
||||
"fragColour = vec4(float((textureValue >> 4) & 3u), float((textureValue >> 2) & 3u), float(textureValue & 3u), 3.0) / 3.0;";
|
||||
break;
|
||||
|
||||
case InputDataType::Red4Green4Blue4:
|
||||
computed_display_type = DisplayType::RGB;
|
||||
fragment_shader +=
|
||||
"uvec2 textureValue = texture(textureName, textureCoordinate).rg;"
|
||||
"fragColour = vec3(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0);";
|
||||
"fragColour = vec4(float(textureValue.r) / 15.0, float(textureValue.g & 240u) / 240.0, float(textureValue.g & 15u) / 15.0, 1.0);";
|
||||
break;
|
||||
|
||||
case InputDataType::Red8Green8Blue8:
|
||||
computed_display_type = DisplayType::RGB;
|
||||
fragment_shader += "fragColour = texture(textureName, textureCoordinate).rgb / vec3(255.0);";
|
||||
break;
|
||||
}
|
||||
|
||||
// If the input type is RGB but the output type isn't then
|
||||
// there'll definitely be an RGB to SVideo step.
|
||||
if(computed_display_type == DisplayType::RGB && display_type != DisplayType::RGB) {
|
||||
fragment_shader +=
|
||||
"vec3 composite_colour = rgbToLumaChroma * fragColour;"
|
||||
"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
|
||||
"fragColour = vec3(composite_colour.r, 0.5 + dot(quadrature, composite_colour.gb)*0.5, 0.0);";
|
||||
}
|
||||
|
||||
// If the output type is SVideo, throw in an attempt to separate the two chrominance
|
||||
// channels here.
|
||||
if(display_type == DisplayType::SVideo) {
|
||||
if(computed_display_type != DisplayType::RGB) {
|
||||
fragment_shader +=
|
||||
"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));";
|
||||
}
|
||||
fragment_shader +=
|
||||
"vec2 chroma = (((fragColour.y - 0.5)*2.0) * quadrature)*0.5 + vec2(0.5);"
|
||||
"fragColour = vec3(fragColour.x, chroma);";
|
||||
}
|
||||
|
||||
// Add an SVideo to composite step if necessary.
|
||||
if(
|
||||
(display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) &&
|
||||
computed_display_type != DisplayType::CompositeMonochrome
|
||||
) {
|
||||
fragment_shader += "fragColour = vec3(mix(fragColour.r, 2.0*(fragColour.g - 0.5), 1.0 / oneOverCompositeAmplitude));";
|
||||
}
|
||||
|
||||
return std::unique_ptr<Shader>(new Shader(
|
||||
glsl_globals(ShaderType::InputScan) + glsl_default_vertex_shader(ShaderType::InputScan),
|
||||
vertex_shader,
|
||||
fragment_shader + "}",
|
||||
attribute_bindings(ShaderType::InputScan)
|
||||
{
|
||||
{"startDataX", 0},
|
||||
{"startClock", 1},
|
||||
{"endDataX", 2},
|
||||
{"endClock", 3},
|
||||
{"dataY", 4},
|
||||
{"lineY", 5},
|
||||
}
|
||||
));
|
||||
}
|
||||
|
||||
SignalProcessing::FIRFilter ScanTarget::colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff) {
|
||||
const float cycles_per_expanded_line = (float(colour_cycle_numerator) / float(colour_cycle_denominator)) / (float(processing_width) / float(LineBufferWidth));
|
||||
return SignalProcessing::FIRFilter(15, float(LineBufferWidth), cycles_per_expanded_line * low_cutoff, cycles_per_expanded_line * high_cutoff);
|
||||
}
|
||||
|
||||
std::unique_ptr<Shader> ScanTarget::svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
|
||||
/*
|
||||
Composite to S-Video conversion is achieved by filtering the input signal to obtain luminance, and then subtracting that
|
||||
from the original to get chrominance.
|
||||
|
||||
(Colour cycle numerator)/(Colour cycle denominator) gives the number of colour cycles in (processing_width / LineBufferWidth),
|
||||
there'll be at least four samples per colour clock and in practice at most just a shade more than 9.
|
||||
*/
|
||||
auto shader = std::unique_ptr<Shader>(new Shader(
|
||||
glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
|
||||
std::unique_ptr<Shader> ScanTarget::conversion_shader(InputDataType input_data_type, DisplayType display_type, ColourSpace colour_space) {
|
||||
// Compose a vertex shader. If the display type is RGB, generate just the proper
|
||||
// geometry position, plus a solitary textureCoordinate.
|
||||
//
|
||||
// If the display type is anything other than RGB, also produce composite
|
||||
// angle and 1/composite amplitude as outputs.
|
||||
//
|
||||
// If the display type is composite colour, generate four textureCoordinates,
|
||||
// spanning a range of -135, -45, +45, +135 degrees.
|
||||
//
|
||||
// If the display type is S-Video, generate three textureCoordinates, at
|
||||
// -45, 0, +45.
|
||||
std::string vertex_shader =
|
||||
"#version 150\n"
|
||||
|
||||
"in vec2 textureCoordinates[15];"
|
||||
"uniform vec4 chromaWeights[4];"
|
||||
"uniform vec4 lumaWeights[4];"
|
||||
"uniform vec2 scale;"
|
||||
"uniform float rowHeight;"
|
||||
|
||||
"in vec2 startPoint;"
|
||||
"in vec2 endPoint;"
|
||||
|
||||
"in float startClock;"
|
||||
"in float startCompositeAngle;"
|
||||
"in float endClock;"
|
||||
"in float endCompositeAngle;"
|
||||
|
||||
"in float lineY;"
|
||||
"in float lineCompositeAmplitude;"
|
||||
|
||||
"uniform sampler2D textureName;"
|
||||
"uniform mat3 lumaChromaToRGB;"
|
||||
"uniform vec2 origin;"
|
||||
"uniform vec2 size;";
|
||||
|
||||
"out vec3 fragColour;"
|
||||
"void main() {"
|
||||
"vec3 samples[15] = vec3[15]("
|
||||
"texture(textureName, textureCoordinates[0]).rgb,"
|
||||
"texture(textureName, textureCoordinates[1]).rgb,"
|
||||
"texture(textureName, textureCoordinates[2]).rgb,"
|
||||
"texture(textureName, textureCoordinates[3]).rgb,"
|
||||
"texture(textureName, textureCoordinates[4]).rgb,"
|
||||
"texture(textureName, textureCoordinates[5]).rgb,"
|
||||
"texture(textureName, textureCoordinates[6]).rgb,"
|
||||
"texture(textureName, textureCoordinates[7]).rgb,"
|
||||
"texture(textureName, textureCoordinates[8]).rgb,"
|
||||
"texture(textureName, textureCoordinates[9]).rgb,"
|
||||
"texture(textureName, textureCoordinates[10]).rgb,"
|
||||
"texture(textureName, textureCoordinates[11]).rgb,"
|
||||
"texture(textureName, textureCoordinates[12]).rgb,"
|
||||
"texture(textureName, textureCoordinates[13]).rgb,"
|
||||
"texture(textureName, textureCoordinates[14]).rgb"
|
||||
");"
|
||||
"vec4 samples0[4] = vec4[4]("
|
||||
"vec4(samples[0].r, samples[1].r, samples[2].r, samples[3].r),"
|
||||
"vec4(samples[4].r, samples[5].r, samples[6].r, samples[7].r),"
|
||||
"vec4(samples[8].r, samples[9].r, samples[10].r, samples[11].r),"
|
||||
"vec4(samples[12].r, samples[13].r, samples[14].r, 0.0)"
|
||||
");"
|
||||
"vec4 samples1[4] = vec4[4]("
|
||||
"vec4(samples[0].g, samples[1].g, samples[2].g, samples[3].g),"
|
||||
"vec4(samples[4].g, samples[5].g, samples[6].g, samples[7].g),"
|
||||
"vec4(samples[8].g, samples[9].g, samples[10].g, samples[11].g),"
|
||||
"vec4(samples[12].g, samples[13].g, samples[14].g, 0.0)"
|
||||
");"
|
||||
"vec4 samples2[4] = vec4[4]("
|
||||
"vec4(samples[0].b, samples[1].b, samples[2].b, samples[3].b),"
|
||||
"vec4(samples[4].b, samples[5].b, samples[6].b, samples[7].b),"
|
||||
"vec4(samples[8].b, samples[9].b, samples[10].b, samples[11].b),"
|
||||
"vec4(samples[12].b, samples[13].b, samples[14].b, 0.0)"
|
||||
");"
|
||||
"float channel0 = dot(lumaWeights[0], samples0[0]) + dot(lumaWeights[1], samples0[1]) + dot(lumaWeights[2], samples0[2]) + dot(lumaWeights[3], samples0[3]);"
|
||||
"float channel1 = dot(chromaWeights[0], samples1[0]) + dot(chromaWeights[1], samples1[1]) + dot(chromaWeights[2], samples1[2]) + dot(chromaWeights[3], samples1[3]);"
|
||||
"float channel2 = dot(chromaWeights[0], samples2[0]) + dot(chromaWeights[1], samples2[1]) + dot(chromaWeights[2], samples2[2]) + dot(chromaWeights[3], samples2[3]);"
|
||||
"vec2 chroma = vec2(channel1, channel2)*2.0 - vec2(1.0);"
|
||||
"fragColour = lumaChromaToRGB * vec3(channel0, chroma);"
|
||||
"}",
|
||||
attribute_bindings(ShaderType::ProcessedScan)
|
||||
));
|
||||
|
||||
auto chroma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.25f).get_coefficients();
|
||||
chroma_coefficients.push_back(0.0f);
|
||||
shader->set_uniform("chromaWeights", 4, 4, chroma_coefficients.data());
|
||||
|
||||
auto luma_coefficients = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.15f).get_coefficients();
|
||||
luma_coefficients.push_back(0.0f);
|
||||
shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
||||
|
||||
shader->set_uniform("edgeExpansion", 0);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
std::unique_ptr<Shader> ScanTarget::composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width) {
|
||||
auto shader = std::unique_ptr<Shader>(new Shader(
|
||||
glsl_globals(ShaderType::ProcessedScan) + glsl_default_vertex_shader(ShaderType::ProcessedScan),
|
||||
std::string fragment_shader =
|
||||
"#version 150\n"
|
||||
|
||||
"in vec2 textureCoordinates[15];"
|
||||
"in float compositeAngle;"
|
||||
"in float oneOverCompositeAmplitude;"
|
||||
|
||||
"uniform vec4 lumaWeights[4];"
|
||||
"uniform sampler2D textureName;"
|
||||
"out vec4 fragColour;";
|
||||
|
||||
"out vec3 fragColour;"
|
||||
"void main() {"
|
||||
"vec4 samples[4] = vec4[4]("
|
||||
"vec4(texture(textureName, textureCoordinates[0]).r, texture(textureName, textureCoordinates[1]).r, texture(textureName, textureCoordinates[2]).r, texture(textureName, textureCoordinates[3]).r),"
|
||||
"vec4(texture(textureName, textureCoordinates[4]).r, texture(textureName, textureCoordinates[5]).r, texture(textureName, textureCoordinates[6]).r, texture(textureName, textureCoordinates[7]).r),"
|
||||
"vec4(texture(textureName, textureCoordinates[8]).r, texture(textureName, textureCoordinates[9]).r, texture(textureName, textureCoordinates[10]).r, texture(textureName, textureCoordinates[11]).r),"
|
||||
"vec4(texture(textureName, textureCoordinates[12]).r, texture(textureName, textureCoordinates[13]).r, texture(textureName, textureCoordinates[14]).r, 0.0)"
|
||||
");"
|
||||
"float luma = dot(lumaWeights[0], samples[0]) + dot(lumaWeights[1], samples[1]) + dot(lumaWeights[2], samples[2]) + dot(lumaWeights[3], samples[3]);"
|
||||
"vec2 quadrature = vec2(cos(compositeAngle), sin(compositeAngle));"
|
||||
"vec2 chroma = ((samples[1].a - luma) * oneOverCompositeAmplitude)*quadrature;"
|
||||
"fragColour = vec3(samples[1].a, chroma*0.5 + vec2(0.5));"
|
||||
"}",
|
||||
attribute_bindings(ShaderType::ProcessedScan)
|
||||
));
|
||||
if(display_type != DisplayType::RGB) {
|
||||
vertex_shader +=
|
||||
"out float compositeAngle;"
|
||||
"out float compositeAmplitude;"
|
||||
"out float oneOverCompositeAmplitude;";
|
||||
fragment_shader +=
|
||||
"in float compositeAngle;"
|
||||
"in float compositeAmplitude;"
|
||||
"in float oneOverCompositeAmplitude;";
|
||||
}
|
||||
|
||||
auto luma_low = colour_filter(colour_cycle_numerator, colour_cycle_denominator, processing_width, 0.0f, 0.9f);
|
||||
auto luma_coefficients = luma_low.get_coefficients();
|
||||
luma_coefficients.push_back(0.0f);
|
||||
shader->set_uniform("lumaWeights", 4, 4, luma_coefficients.data());
|
||||
switch(display_type){
|
||||
case DisplayType::RGB:
|
||||
case DisplayType::CompositeMonochrome:
|
||||
vertex_shader += "out vec2 textureCoordinate;";
|
||||
fragment_shader += "in vec2 textureCoordinate;";
|
||||
break;
|
||||
|
||||
shader->set_uniform("edgeExpansion", 0);
|
||||
case DisplayType::CompositeColour:
|
||||
case DisplayType::SVideo:
|
||||
vertex_shader += "out vec2 textureCoordinates[4];";
|
||||
fragment_shader += "in vec2 textureCoordinates[4];";
|
||||
break;
|
||||
}
|
||||
|
||||
return shader;
|
||||
// Add the code to generate a proper output position; this applies to all display types.
|
||||
vertex_shader +=
|
||||
"void main(void) {"
|
||||
"float lateral = float(gl_VertexID & 1);"
|
||||
"float longitudinal = float((gl_VertexID & 2) >> 1);"
|
||||
"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
|
||||
"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
|
||||
"vec2 eyePosition = vec2(-1.0, 1.0) + vec2(2.0, -2.0) * (((centrePoint + height) - origin) / size);"
|
||||
"gl_Position = vec4(eyePosition, 0.0, 1.0);";
|
||||
|
||||
// For everything other than RGB, calculate the two composite outputs.
|
||||
if(display_type != DisplayType::RGB) {
|
||||
vertex_shader +=
|
||||
"compositeAngle = (mix(startCompositeAngle, endCompositeAngle, lateral) / 32.0) * 3.141592654;"
|
||||
"compositeAmplitude = lineCompositeAmplitude / 255.0;"
|
||||
"oneOverCompositeAmplitude = mix(0.0, 255.0 / lineCompositeAmplitude, step(0.01, lineCompositeAmplitude));";
|
||||
}
|
||||
|
||||
// For RGB and monochrome composite, generate the single texture coordinate; otherwise generate either three
|
||||
// or four depending on the type of decoding to apply.
|
||||
switch(display_type){
|
||||
case DisplayType::RGB:
|
||||
case DisplayType::CompositeMonochrome:
|
||||
vertex_shader +=
|
||||
"textureCoordinate = vec2(mix(startClock, endClock, lateral), lineY + 0.5) / textureSize(textureName, 0);";
|
||||
break;
|
||||
|
||||
case DisplayType::CompositeColour:
|
||||
case DisplayType::SVideo:
|
||||
vertex_shader +=
|
||||
"float centreClock = mix(startClock, endClock, lateral);"
|
||||
"float clocksPerAngle = (endClock - startClock) / (abs(endCompositeAngle - startCompositeAngle) / 64.0);"
|
||||
"textureCoordinates[0] = vec2(centreClock - 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[1] = vec2(centreClock - 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[2] = vec2(centreClock + 0.125*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);"
|
||||
"textureCoordinates[3] = vec2(centreClock + 0.375*clocksPerAngle, lineY + 0.5) / textureSize(textureName, 0);";
|
||||
break;
|
||||
}
|
||||
|
||||
vertex_shader += "}";
|
||||
|
||||
// Compose a fragment shader.
|
||||
//
|
||||
// For an RGB display ... [TODO]
|
||||
|
||||
if(display_type != DisplayType::RGB) {
|
||||
fragment_shader +=
|
||||
"uniform mat3 lumaChromaToRGB;"
|
||||
"uniform mat3 rgbToLumaChroma;";
|
||||
}
|
||||
|
||||
if(display_type == DisplayType::SVideo) {
|
||||
fragment_shader +=
|
||||
"vec2 svideo_sample(vec2 coordinate, float angle) {";
|
||||
|
||||
switch(input_data_type) {
|
||||
case InputDataType::Luminance1:
|
||||
case InputDataType::Luminance8:
|
||||
// Easy, just copy across.
|
||||
fragment_shader += "return vec2(texture(textureName, coordinate).r, 0.0);";
|
||||
break;
|
||||
|
||||
case InputDataType::PhaseLinkedLuminance8:
|
||||
fragment_shader +=
|
||||
"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0
|
||||
"return vec2(texture(textureName, coordinate)[iPhase], 0.0);";
|
||||
break;
|
||||
|
||||
case InputDataType::Luminance8Phase8:
|
||||
fragment_shader +=
|
||||
"vec2 yc = texture(textureName, coordinate).rg;"
|
||||
|
||||
"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
|
||||
"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);"
|
||||
"return vec2(yc.x, rawChroma);";
|
||||
break;
|
||||
|
||||
case InputDataType::Red1Green1Blue1:
|
||||
case InputDataType::Red2Green2Blue2:
|
||||
case InputDataType::Red4Green4Blue4:
|
||||
case InputDataType::Red8Green8Blue8:
|
||||
fragment_shader +=
|
||||
"vec3 colour = rgbToLumaChroma * texture(textureName, coordinate).rgb;"
|
||||
"vec2 quadrature = vec2(cos(angle), sin(angle));"
|
||||
"return vec2(colour.r, dot(quadrature, colour.gb));";
|
||||
break;
|
||||
}
|
||||
|
||||
fragment_shader += "}";
|
||||
}
|
||||
|
||||
if(display_type == DisplayType::CompositeMonochrome || display_type == DisplayType::CompositeColour) {
|
||||
fragment_shader +=
|
||||
"float composite_sample(vec2 coordinate, float angle) {";
|
||||
|
||||
switch(input_data_type) {
|
||||
case InputDataType::Luminance1:
|
||||
case InputDataType::Luminance8:
|
||||
// Easy, just copy across.
|
||||
fragment_shader += "return texture(textureName, coordinate).r;";
|
||||
break;
|
||||
|
||||
case InputDataType::PhaseLinkedLuminance8:
|
||||
fragment_shader +=
|
||||
"uint iPhase = uint((angle * 2.0 / 3.141592654) ) & 3u;" // + phaseOffset*4.0
|
||||
"return texture(textureName, coordinate)[iPhase];";
|
||||
break;
|
||||
|
||||
case InputDataType::Luminance8Phase8:
|
||||
fragment_shader +=
|
||||
"vec2 yc = texture(textureName, coordinate).rg;"
|
||||
|
||||
"float phaseOffset = 3.141592654 * 2.0 * 2.0 * yc.y;"
|
||||
"float rawChroma = step(yc.y, 0.75) * cos(angle + phaseOffset);"
|
||||
"return mix(yc.x, rawChroma, compositeAmplitude);";
|
||||
break;
|
||||
|
||||
case InputDataType::Red1Green1Blue1:
|
||||
case InputDataType::Red2Green2Blue2:
|
||||
case InputDataType::Red4Green4Blue4:
|
||||
case InputDataType::Red8Green8Blue8:
|
||||
fragment_shader +=
|
||||
"vec3 colour = rgbToLumaChroma * texture(textureName, coordinate).rgb;"
|
||||
"vec2 quadrature = vec2(cos(angle), sin(angle));"
|
||||
"return mix(colour.r, dot(quadrature, colour.gb), compositeAmplitude);";
|
||||
break;
|
||||
}
|
||||
|
||||
fragment_shader += "}";
|
||||
}
|
||||
|
||||
fragment_shader +=
|
||||
"void main(void) {"
|
||||
"vec3 fragColour3;";
|
||||
|
||||
if(display_type == DisplayType::CompositeColour || display_type == DisplayType::SVideo) {
|
||||
fragment_shader +=
|
||||
// Figure out the four composite angles.
|
||||
"vec4 angles = vec4("
|
||||
"compositeAngle - 2.356194490192345,"
|
||||
"compositeAngle - 0.785398163397448,"
|
||||
"compositeAngle + 0.785398163397448,"
|
||||
"compositeAngle + 2.356194490192345"
|
||||
");";
|
||||
}
|
||||
|
||||
switch(display_type) {
|
||||
case DisplayType::RGB:
|
||||
fragment_shader += "fragColour3 = texture(textureName, textureCoordinate).rgb;";
|
||||
break;
|
||||
|
||||
case DisplayType::SVideo:
|
||||
fragment_shader +=
|
||||
// Sample four times over, at proper angle offsets.
|
||||
"vec2 samples[4] = vec2[4]("
|
||||
"svideo_sample(textureCoordinates[0], angles[0]),"
|
||||
"svideo_sample(textureCoordinates[1], angles[1]),"
|
||||
"svideo_sample(textureCoordinates[2], angles[2]),"
|
||||
"svideo_sample(textureCoordinates[3], angles[3])"
|
||||
");"
|
||||
"vec4 chrominances = vec4("
|
||||
"samples[0].y,"
|
||||
"samples[1].y,"
|
||||
"samples[2].y,"
|
||||
"samples[3].y"
|
||||
");"
|
||||
|
||||
// Split and average chrominance.
|
||||
"vec2 channels = vec2("
|
||||
"dot(cos(angles), chrominances),"
|
||||
"dot(sin(angles), chrominances)"
|
||||
") * vec2(0.25);"
|
||||
|
||||
// Apply a colour space conversion to get RGB.
|
||||
"fragColour3 = lumaChromaToRGB * vec3(samples[1].x, channels);";
|
||||
break;
|
||||
|
||||
case DisplayType::CompositeColour:
|
||||
fragment_shader +=
|
||||
// Sample four times over, at proper angle offsets.
|
||||
"vec4 samples = vec4("
|
||||
"composite_sample(textureCoordinates[0], angles[0]),"
|
||||
"composite_sample(textureCoordinates[1], angles[1]),"
|
||||
"composite_sample(textureCoordinates[2], angles[2]),"
|
||||
"composite_sample(textureCoordinates[3], angles[3])"
|
||||
");"
|
||||
|
||||
// Take the average to calculate luminance, then subtract that from all four samples to
|
||||
// give chrominance.
|
||||
"float luminance = dot(samples, vec4(0.25 / (1.0 - compositeAmplitude)));"
|
||||
"samples -= vec4(luminance);"
|
||||
|
||||
// Split and average chrominance.
|
||||
"vec2 channels = vec2("
|
||||
"dot(cos(angles), samples),"
|
||||
"dot(sin(angles), samples)"
|
||||
") * vec2(0.125 * oneOverCompositeAmplitude);"
|
||||
|
||||
// Apply a colour space conversion to get RGB.
|
||||
"fragColour3 = lumaChromaToRGB * vec3(luminance, channels);";
|
||||
break;
|
||||
|
||||
case DisplayType::CompositeMonochrome:
|
||||
fragment_shader += "fragColour3 = vec3(composite_sample(textureCoordinate, compositeAngle));";
|
||||
break;
|
||||
}
|
||||
|
||||
// TODO gamma and range corrections.
|
||||
fragment_shader +=
|
||||
"fragColour = vec4(fragColour3, 0.64);"
|
||||
"}";
|
||||
|
||||
const auto shader = new Shader(
|
||||
vertex_shader,
|
||||
fragment_shader,
|
||||
{
|
||||
{"startPoint", 0},
|
||||
{"endPoint", 1},
|
||||
{"startClock", 2},
|
||||
{"endClock", 3},
|
||||
{"lineY", 4},
|
||||
{"lineCompositeAmplitude", 5},
|
||||
{"startCompositeAngle", 6},
|
||||
{"endCompositeAngle", 7},
|
||||
}
|
||||
);
|
||||
|
||||
// If this isn't an RGB or composite colour shader, set the proper colour space.
|
||||
if(display_type != DisplayType::RGB) {
|
||||
switch(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;
|
||||
}
|
||||
}
|
||||
|
||||
return std::unique_ptr<Shader>(shader);
|
||||
}
|
||||
|
||||
|
@ -228,6 +228,9 @@ struct ScanTarget {
|
||||
///
|
||||
/// It will produce undefined behaviour if signs differ on a single scan.
|
||||
int16_t composite_angle;
|
||||
|
||||
/// Gives the number of cycles since the most recent horizontal retrace ended.
|
||||
uint16_t cycles_since_end_of_horizontal_retrace;
|
||||
} end_points[2];
|
||||
|
||||
/// For composite video, dictates the amplitude of the colour subcarrier as a proportion of
|
||||
@ -284,8 +287,15 @@ struct ScanTarget {
|
||||
EndVerticalRetrace,
|
||||
};
|
||||
|
||||
/// Provides a hint that the named event has occurred.
|
||||
virtual void announce(Event event, uint16_t x, uint16_t y) {}
|
||||
/*!
|
||||
Provides a hint that the named event has occurred.
|
||||
|
||||
@param event The event.
|
||||
@param is_visible @c true if the output stream is visible immediately after this event; @c false otherwise.
|
||||
@param location The location of the event.
|
||||
@param composite_amplitude The amplitude of the colour burst on this line (0, if no colour burst was found).
|
||||
*/
|
||||
virtual void announce(Event event, bool is_visible, const Scan::EndPoint &location, uint8_t composite_amplitude) {}
|
||||
};
|
||||
|
||||
/*!
|
||||
|
@ -19,6 +19,7 @@ using namespace Storage::Encodings::MFM;
|
||||
class MFMEncoder: public Encoder {
|
||||
public:
|
||||
MFMEncoder(std::vector<bool> &target) : Encoder(target) {}
|
||||
virtual ~MFMEncoder() {}
|
||||
|
||||
void add_byte(uint8_t input) {
|
||||
crc_generator_.add(input);
|
||||
|
@ -45,6 +45,7 @@ std::shared_ptr<Storage::Disk::Track> GetFMTrackWithSectors(const std::vector<co
|
||||
class Encoder {
|
||||
public:
|
||||
Encoder(std::vector<bool> &target);
|
||||
virtual ~Encoder() {}
|
||||
virtual void add_byte(uint8_t input) = 0;
|
||||
virtual void add_index_address_mark() = 0;
|
||||
virtual void add_ID_address_mark() = 0;
|
||||
|
@ -70,6 +70,8 @@ class HeadPosition {
|
||||
*/
|
||||
class Track {
|
||||
public:
|
||||
virtual ~Track() {}
|
||||
|
||||
/*!
|
||||
Describes the location of a track, implementing < to allow for use as a set key.
|
||||
*/
|
||||
|
Loading…
x
Reference in New Issue
Block a user