1
0
mirror of 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.

This commit is contained in:
Thomas Harte
2019-01-01 21:02:21 -05:00
parent 601961deeb
commit fd0ffc7085
3 changed files with 211 additions and 263 deletions
+14 -98
View File
@@ -13,22 +13,14 @@ using namespace Outputs::Display::OpenGL;
namespace {
/// 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_TEXTURE0;
/// The texture unit which contains raw line-by-line composite, S-Video or RGB data.
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;
/// The texture unit which contains line-by-line records of RGB.
constexpr GLenum RGBLineBufferTextureUnit = GL_TEXTURE5;
constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE1;
/// 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)
@@ -292,14 +284,9 @@ 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);
// 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 gamma correction here.
output_shader_.reset(new Shader(
@@ -323,63 +310,15 @@ void ScanTarget::setup_pipeline() {
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();
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 +370,7 @@ 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 +426,6 @@ 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 +437,11 @@ 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 +451,6 @@ 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 +461,7 @@ 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();