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https://github.com/TomHarte/CLK.git
synced 2026-04-20 10:17:05 +00:00
Attempts an initial flattening of the pipeline, seemingly losing all output.
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@@ -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.
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constexpr GLenum SourceData1BppTextureUnit = GL_TEXTURE0;
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/// The texture unit from which to source 2bpp input data.
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//constexpr GLenum SourceData2BppTextureUnit = GL_TEXTURE1;
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/// The texture unit from which to source 4bpp input data.
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//constexpr GLenum SourceData4BppTextureUnit = GL_TEXTURE2;
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/// The texture unit from which to source input data.
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constexpr GLenum SourceDataTextureUnit = GL_TEXTURE0;
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/// The texture unit which contains raw line-by-line composite, S-Video or RGB data.
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constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE3;
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/// 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.
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constexpr GLenum SVideoLineBufferTextureUnit = GL_TEXTURE4;
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/// The texture unit which contains line-by-line records of RGB.
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constexpr GLenum RGBLineBufferTextureUnit = GL_TEXTURE5;
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constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE1;
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/// The texture unit that contains the current display.
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constexpr GLenum AccumulationTextureUnit = GL_TEXTURE6;
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constexpr GLenum AccumulationTextureUnit = GL_TEXTURE2;
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#define TextureAddress(x, y) (((y) << 11) | (x))
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#define TextureAddressGetY(v) uint16_t((v) >> 11)
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@@ -292,14 +284,9 @@ void ScanTarget::setup_pipeline() {
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write_pointers_.write_area = 0;
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}
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// Pick a processing width; this will be at least four times the
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// colour subcarrier, and an integer multiple of the pixel clock and
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// at most 2048.
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const int colour_cycle_width = (modals_.colour_cycle_numerator * 4 + modals_.colour_cycle_denominator - 1) / modals_.colour_cycle_denominator;
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const int dot_clock = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
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const int overflow = colour_cycle_width % dot_clock;
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processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
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processing_width_ = std::min(processing_width_, 2048);
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// Pick a processing width; this will be the minimum necessary not to
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// lose any detail when combining the input.
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processing_width_ = modals_.cycles_per_line / modals_.clocks_per_pixel_greatest_common_divisor;
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// Establish an output shader. TODO: add gamma correction here.
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output_shader_.reset(new Shader(
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@@ -323,63 +310,15 @@ void ScanTarget::setup_pipeline() {
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set_uniforms(ShaderType::Line, *output_shader_);
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output_shader_->set_uniform("origin", modals_.visible_area.origin.x, modals_.visible_area.origin.y);
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output_shader_->set_uniform("size", modals_.visible_area.size.width, modals_.visible_area.size.height);
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// Establish such intermediary shaders as are required.
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pipeline_stages_.clear();
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if(modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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composite_to_svideo_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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SVideoLineBufferTextureUnit,
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GL_NEAREST);
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}
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if(modals_.display_type == DisplayType::SVideo || modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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svideo_to_rgb_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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(modals_.display_type == DisplayType::CompositeColour) ? RGBLineBufferTextureUnit : SVideoLineBufferTextureUnit,
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GL_NEAREST);
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}
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glBindVertexArray(scan_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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// Establish an input shader.
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input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
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input_shader_ = composition_shader();
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glBindVertexArray(scan_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
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set_uniforms(ShaderType::InputScan, *input_shader_);
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input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
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// Cascade the texture units in use as per the pipeline stages.
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std::vector<Shader *> input_shaders = {input_shader_.get()};
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GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
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for(const auto &stage: pipeline_stages_) {
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input_shaders.push_back(stage.shader.get());
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stage.shader->set_uniform("textureName", texture_unit);
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set_uniforms(ShaderType::ProcessedScan, *stage.shader);
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enable_vertex_attributes(ShaderType::ProcessedScan, *stage.shader);
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++texture_unit;
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}
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output_shader_->set_uniform("textureName", texture_unit);
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// Ensure that all shaders involved in the input pipeline have the proper colour space knowledged.
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for(auto shader: input_shaders) {
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switch(modals_.composite_colour_space) {
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case ColourSpace::YIQ: {
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const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
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} break;
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case ColourSpace::YUV: {
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const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
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} break;
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}
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}
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input_shader_->set_uniform("textureName", GLint(SourceDataTextureUnit - GL_TEXTURE0));
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}
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void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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@@ -431,7 +370,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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// Submit texture.
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if(submit_pointers.write_area != read_pointers.write_area) {
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glActiveTexture(SourceData1BppTextureUnit);
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glActiveTexture(SourceDataTextureUnit);
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glBindTexture(GL_TEXTURE_2D, write_area_texture_name_);
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// Create storage for the texture if it doesn't yet exist; this was deferred until here
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@@ -487,7 +426,6 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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// Push new input to the unprocessed line buffer.
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if(new_scans) {
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glDisable(GL_BLEND);
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unprocessed_line_texture_.bind_framebuffer();
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// Clear newly-touched lines; that is everything from (read+1) to submit.
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@@ -499,26 +437,11 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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if(first_line_to_clear < final_line_to_clear) {
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glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), final_line_to_clear - first_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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if(pipeline_stages_.size()) {
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pipeline_stages_.back().target.bind_framebuffer();
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glClear(GL_COLOR_BUFFER_BIT);
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unprocessed_line_texture_.bind_framebuffer();
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}
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} else {
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glScissor(0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), unprocessed_line_texture_.get_height() - first_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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if(pipeline_stages_.size()) {
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pipeline_stages_.back().target.bind_framebuffer();
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glScissor(0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), unprocessed_line_texture_.get_height() - first_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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unprocessed_line_texture_.bind_framebuffer();
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}
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}
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glDisable(GL_SCISSOR_TEST);
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@@ -528,13 +451,6 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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glBindVertexArray(scan_vertex_array_);
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input_shader_->bind();
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
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// If there are any further pipeline stages, apply them.
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for(auto &stage: pipeline_stages_) {
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stage.target.bind_framebuffer();
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stage.shader->bind();
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
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}
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}
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// Ensure the accumulation buffer is properly sized.
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@@ -545,7 +461,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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GLsizei(proportional_width),
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GLsizei(output_height),
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AccumulationTextureUnit,
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GL_LINEAR,
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GL_NEAREST,
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true));
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if(accumulation_texture_) {
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new_framebuffer->bind_framebuffer();
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