// CRTOpenGL.cpp // Clock Signal // // Created by Thomas Harte on 03/02/2016. // Copyright © 2016 Thomas Harte. All rights reserved. // #include "../CRT.hpp" #include #include #include #include "CRTOpenGL.hpp" #include "../../../SignalProcessing/FIRFilter.hpp" #include "Shaders/OutputShader.hpp" using namespace Outputs::CRT; namespace { static const GLenum source_data_texture_unit = GL_TEXTURE0; static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE1; static const GLenum composite_texture_unit = GL_TEXTURE2; static const GLenum separated_texture_unit = GL_TEXTURE3; static const GLenum filtered_texture_unit = GL_TEXTURE4; static const GLenum work_texture_unit = GL_TEXTURE2; } OpenGLOutputBuilder::OpenGLOutputBuilder(std::size_t bytes_per_pixel) : visible_area_(Rect(0, 0, 1, 1)), composite_src_output_y_(0), last_output_width_(0), last_output_height_(0), fence_(nullptr), texture_builder(bytes_per_pixel, source_data_texture_unit), array_builder(SourceVertexBufferDataSize, OutputVertexBufferDataSize) { glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR); glBlendColor(0.6f, 0.6f, 0.6f, 1.0f); // create the output vertex array glGenVertexArrays(1, &output_vertex_array_); // create the source vertex array glGenVertexArrays(1, &source_vertex_array_); // bool supports_texture_barrier = false; #ifdef GL_NV_texture_barrier // GLint number_of_extensions; // glGetIntegerv(GL_NUM_EXTENSIONS, &number_of_extensions); // // for(GLuint c = 0; c < (GLuint)number_of_extensions; c++) { // const char *extension_name = (const char *)glGetStringi(GL_EXTENSIONS, c); // if(!std::strcmp(extension_name, "GL_NV_texture_barrier")) { // supports_texture_barrier = true; // } // } #endif // if(supports_texture_barrier) { // work_texture_.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight*2, work_texture_unit)); // } else { composite_texture_.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit, GL_NEAREST)); separated_texture_.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, separated_texture_unit, GL_NEAREST)); filtered_texture_.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit, GL_LINEAR)); // } } OpenGLOutputBuilder::~OpenGLOutputBuilder() { glDeleteVertexArrays(1, &output_vertex_array_); } bool OpenGLOutputBuilder::get_is_television_output() { return output_device_ == OutputDevice::Television || !rgb_input_shader_program_; } void OpenGLOutputBuilder::set_target_framebuffer(GLint target_framebuffer) { target_framebuffer_ = target_framebuffer; } void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty) { // lock down any other draw_frames draw_mutex_.lock(); // establish essentials if(!output_shader_program_) { prepare_composite_input_shaders(); prepare_rgb_input_shaders(); prepare_source_vertex_array(); prepare_output_shader(); prepare_output_vertex_array(); set_timing_uniforms(); set_colour_space_uniforms(); set_gamma(); } if(fence_ != nullptr) { // if the GPU is still busy, don't wait; we'll catch it next time if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, only_if_dirty ? 0 : GL_TIMEOUT_IGNORED) == GL_TIMEOUT_EXPIRED) { draw_mutex_.unlock(); return; } glDeleteSync(fence_); } // make sure everything is bound composite_texture_->bind_texture(); separated_texture_->bind_texture(); filtered_texture_->bind_texture(); if(work_texture_) work_texture_->bind_texture(); // make sure there's a target to draw to if(!framebuffer_ || static_cast(framebuffer_->get_height()) != output_height || static_cast(framebuffer_->get_width()) != output_width) { std::unique_ptr new_framebuffer(new OpenGL::TextureTarget((GLsizei)output_width, (GLsizei)output_height, pixel_accumulation_texture_unit, GL_LINEAR)); if(framebuffer_) { new_framebuffer->bind_framebuffer(); glClear(GL_COLOR_BUFFER_BIT); glActiveTexture(pixel_accumulation_texture_unit); framebuffer_->bind_texture(); framebuffer_->draw(static_cast(output_width) / static_cast(output_height)); new_framebuffer->bind_texture(); } framebuffer_ = std::move(new_framebuffer); } // lock out the machine emulation until data is copied output_mutex_.lock(); // release the mapping, giving up on trying to draw if data has been lost ArrayBuilder::Submission array_submission = array_builder.submit(); // upload new source pixels, if any glActiveTexture(source_data_texture_unit); texture_builder.bind(); texture_builder.submit(); // buffer usage restart from 0 for the next time around composite_src_output_y_ = 0; // data having been grabbed, allow the machine to continue output_mutex_.unlock(); struct RenderStage { OpenGL::Shader *const shader; OpenGL::TextureTarget *const target; float clear_colour[3]; }; // for composite video, go through four steps to get to something that can be painted to the output RenderStage composite_render_stages[] = { {composite_input_shader_program_.get(), composite_texture_.get(), {0.0, 0.0, 0.0}}, {composite_separation_filter_program_.get(), separated_texture_.get(), {0.0, 0.5, 0.5}}, {composite_chrominance_filter_shader_program_.get(), filtered_texture_.get(), {0.0, 0.0, 0.0}}, {nullptr, nullptr} }; // for RGB video, there's only two steps RenderStage rgb_render_stages[] = { {rgb_input_shader_program_.get(), composite_texture_.get(), {0.0, 0.0, 0.0}}, {rgb_filter_shader_program_.get(), filtered_texture_.get(), {0.0, 0.0, 0.0}}, {nullptr, nullptr} }; RenderStage *active_pipeline = get_is_television_output() ? composite_render_stages : rgb_render_stages; if(array_submission.input_size || array_submission.output_size) { // all drawing will be from the source vertex array and without blending glBindVertexArray(source_vertex_array_); glDisable(GL_BLEND); #ifdef GL_NV_texture_barrier // if(work_texture_) { // work_texture_->bind_framebuffer(); // glClear(GL_COLOR_BUFFER_BIT); // } #endif while(active_pipeline->shader) { // switch to the framebuffer and shader associated with this stage active_pipeline->shader->bind(); if(!work_texture_) { active_pipeline->target->bind_framebuffer(); // if this is the final stage before painting to the CRT, clear the framebuffer before drawing in order to blank out // those portions for which no input was provided // if(!active_pipeline[1].shader) { glClearColor(active_pipeline->clear_colour[0], active_pipeline->clear_colour[1], active_pipeline->clear_colour[2], 1.0f); glClear(GL_COLOR_BUFFER_BIT); // } } // draw glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, (GLsizei)array_submission.input_size / SourceVertexSize); active_pipeline++; #ifdef GL_NV_texture_barrier // glTextureBarrierNV(); #endif } // prepare to transfer to framebuffer framebuffer_->bind_framebuffer(); // draw from the output array buffer, with blending glBindVertexArray(output_vertex_array_); glEnable(GL_BLEND); // update uniforms, then bind the target if(last_output_width_ != output_width || last_output_height_ != output_height) { output_shader_program_->set_output_size(output_width, output_height, visible_area_); last_output_width_ = output_width; last_output_height_ = output_height; } output_shader_program_->bind(); // draw glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, (GLsizei)array_submission.output_size / OutputVertexSize); } #ifdef GL_NV_texture_barrier // glTextureBarrierNV(); #endif // copy framebuffer to the intended place glDisable(GL_BLEND); glBindFramebuffer(GL_FRAMEBUFFER, static_cast(target_framebuffer_)); glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height); glActiveTexture(pixel_accumulation_texture_unit); framebuffer_->bind_texture(); framebuffer_->draw(static_cast(output_width) / static_cast(output_height)); fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); draw_mutex_.unlock(); } void OpenGLOutputBuilder::reset_all_OpenGL_state() { composite_input_shader_program_ = nullptr; composite_separation_filter_program_ = nullptr; composite_chrominance_filter_shader_program_ = nullptr; rgb_input_shader_program_ = nullptr; rgb_filter_shader_program_ = nullptr; output_shader_program_ = nullptr; framebuffer_ = nullptr; last_output_width_ = last_output_height_ = 0; } void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_resources) { output_mutex_.lock(); reset_all_OpenGL_state(); output_mutex_.unlock(); } void OpenGLOutputBuilder::set_composite_sampling_function(const std::string &shader) { std::lock_guard lock_guard(output_mutex_); composite_shader_ = shader; reset_all_OpenGL_state(); } void OpenGLOutputBuilder::set_rgb_sampling_function(const std::string &shader) { std::lock_guard lock_guard(output_mutex_); rgb_shader_ = shader; reset_all_OpenGL_state(); } // MARK: - Program compilation void OpenGLOutputBuilder::prepare_composite_input_shaders() { composite_input_shader_program_ = OpenGL::IntermediateShader::make_source_conversion_shader(composite_shader_, rgb_shader_); composite_input_shader_program_->set_source_texture_unit(source_data_texture_unit); composite_input_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight); composite_separation_filter_program_ = OpenGL::IntermediateShader::make_chroma_luma_separation_shader(); composite_separation_filter_program_->set_source_texture_unit(work_texture_ ? work_texture_unit : composite_texture_unit); composite_separation_filter_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight); composite_chrominance_filter_shader_program_ = OpenGL::IntermediateShader::make_chroma_filter_shader(); composite_chrominance_filter_shader_program_->set_source_texture_unit(work_texture_ ? work_texture_unit : separated_texture_unit); composite_chrominance_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight); if(work_texture_) { composite_input_shader_program_->set_is_double_height(true, 0.0f, 0.0f); composite_separation_filter_program_->set_is_double_height(true, 0.0f, 0.5f); composite_chrominance_filter_shader_program_->set_is_double_height(true, 0.5f, 0.0f); } else { composite_input_shader_program_->set_is_double_height(false); composite_separation_filter_program_->set_is_double_height(false); composite_chrominance_filter_shader_program_->set_is_double_height(false); } } void OpenGLOutputBuilder::prepare_rgb_input_shaders() { if(rgb_shader_.size()) { rgb_input_shader_program_ = OpenGL::IntermediateShader::make_rgb_source_shader(rgb_shader_); rgb_input_shader_program_->set_source_texture_unit(source_data_texture_unit); rgb_input_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight); rgb_filter_shader_program_ = OpenGL::IntermediateShader::make_rgb_filter_shader(); rgb_filter_shader_program_->set_source_texture_unit(composite_texture_unit); rgb_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight); } } void OpenGLOutputBuilder::prepare_source_vertex_array() { if(composite_input_shader_program_) { glBindVertexArray(source_vertex_array_); array_builder.bind_input(); using Shader = OpenGL::IntermediateShader; composite_input_shader_program_->enable_vertex_attribute_with_pointer( Shader::get_input_name(Shader::Input::InputStart), 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfInputStart, 1); composite_input_shader_program_->enable_vertex_attribute_with_pointer( Shader::get_input_name(Shader::Input::OutputStart), 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfOutputStart, 1); composite_input_shader_program_->enable_vertex_attribute_with_pointer( Shader::get_input_name(Shader::Input::Ends), 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfEnds, 1); composite_input_shader_program_->enable_vertex_attribute_with_pointer( Shader::get_input_name(Shader::Input::PhaseTimeAndAmplitude), 3, GL_UNSIGNED_BYTE, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfPhaseTimeAndAmplitude, 1); } } void OpenGLOutputBuilder::prepare_output_shader() { output_shader_program_ = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false); output_shader_program_->set_source_texture_unit(work_texture_ ? work_texture_unit : filtered_texture_unit); // output_shader_program_->set_source_texture_unit(composite_texture_unit); output_shader_program_->set_origin_is_double_height(!!work_texture_); } void OpenGLOutputBuilder::prepare_output_vertex_array() { if(output_shader_program_) { glBindVertexArray(output_vertex_array_); array_builder.bind_output(); using Shader = OpenGL::OutputShader; output_shader_program_->enable_vertex_attribute_with_pointer( Shader::get_input_name(Shader::Input::Horizontal), 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfHorizontal, 1); output_shader_program_->enable_vertex_attribute_with_pointer( Shader::get_input_name(Shader::Input::Vertical), 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfVertical, 1); } } // MARK: - Public Configuration void OpenGLOutputBuilder::set_output_device(OutputDevice output_device) { if(output_device_ != output_device) { output_device_ = output_device; composite_src_output_y_ = 0; last_output_width_ = 0; last_output_height_ = 0; set_output_shader_width(); } } void OpenGLOutputBuilder::set_timing(unsigned int input_frequency, unsigned int cycles_per_line, unsigned int height_of_display, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider) { std::lock_guard lock_guard(output_mutex_); input_frequency_ = input_frequency; cycles_per_line_ = cycles_per_line; height_of_display_ = height_of_display; horizontal_scan_period_ = horizontal_scan_period; vertical_scan_period_ = vertical_scan_period; vertical_period_divider_ = vertical_period_divider; set_timing_uniforms(); } // MARK: - Internal Configuration void OpenGLOutputBuilder::set_colour_space_uniforms() { GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f}; GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f}; GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f}; GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f}; GLfloat *fromRGB, *toRGB; switch(colour_space_) { case ColourSpace::YIQ: fromRGB = rgbToYIQ; toRGB = yiqToRGB; break; case ColourSpace::YUV: fromRGB = rgbToYUV; toRGB = yuvToRGB; break; default: assert(false); break; } if(composite_input_shader_program_) composite_input_shader_program_->set_colour_conversion_matrices(fromRGB, toRGB); if(composite_separation_filter_program_) composite_separation_filter_program_->set_colour_conversion_matrices(fromRGB, toRGB); if(composite_chrominance_filter_shader_program_) composite_chrominance_filter_shader_program_->set_colour_conversion_matrices(fromRGB, toRGB); } void OpenGLOutputBuilder::set_gamma() { if(output_shader_program_) output_shader_program_->set_gamma_ratio(gamma_); } /*! @returns The multiplier to apply to x positions received at the shader in order to produce locations in the intermediate texture. Intermediate textures are in phase with the composite signal, so this is a function of (i) composite frequency (determining how much of the texture adds up to a single line); and (ii) input frequency (determining what the input positions mean as a fraction of a line). */ float OpenGLOutputBuilder::get_composite_output_width() const { return (static_cast(colour_cycle_numerator_ * 4) / static_cast(colour_cycle_denominator_ * IntermediateBufferWidth)) * (static_cast(IntermediateBufferWidth) / static_cast(cycles_per_line_)); } void OpenGLOutputBuilder::set_output_shader_width() { if(output_shader_program_) { const float width = get_is_television_output() ? get_composite_output_width() : 1.0f; output_shader_program_->set_input_width_scaler(width); } } void OpenGLOutputBuilder::set_timing_uniforms() { const float colour_subcarrier_frequency = static_cast(colour_cycle_numerator_) / static_cast(colour_cycle_denominator_); const float output_width = get_composite_output_width(); const float sample_cycles_per_line = cycles_per_line_ / output_width; if(composite_separation_filter_program_) { composite_separation_filter_program_->set_width_scalers(output_width, output_width); composite_separation_filter_program_->set_separation_frequency(sample_cycles_per_line, colour_subcarrier_frequency); composite_separation_filter_program_->set_extension(6.0f); } if(composite_chrominance_filter_shader_program_) { composite_chrominance_filter_shader_program_->set_width_scalers(output_width, output_width); composite_chrominance_filter_shader_program_->set_extension(5.0f); } if(rgb_filter_shader_program_) { rgb_filter_shader_program_->set_width_scalers(1.0f, 1.0f); rgb_filter_shader_program_->set_filter_coefficients(sample_cycles_per_line, static_cast(input_frequency_) * 0.5f); } if(output_shader_program_) { set_output_shader_width(); output_shader_program_->set_timing(height_of_display_, cycles_per_line_, horizontal_scan_period_, vertical_scan_period_, vertical_period_divider_); } if(composite_input_shader_program_) { composite_input_shader_program_->set_width_scalers(1.0f, output_width); composite_input_shader_program_->set_extension(0.0f); } if(rgb_input_shader_program_) { rgb_input_shader_program_->set_width_scalers(1.0f, 1.0f); } }