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570 lines
22 KiB
C++
570 lines
22 KiB
C++
// CRTOpenGL.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 03/02/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "CRT.hpp"
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#include <stdlib.h>
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#include <math.h>
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#include "CRTOpenGL.hpp"
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#include "../../../SignalProcessing/FIRFilter.hpp"
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#include "Shaders/OutputShader.hpp"
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static const GLint internalFormatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_R8UI;
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case 2: return GL_RG8UI;
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case 3: return GL_RGB8UI;
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case 4: return GL_RGBA8UI;
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}
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}
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static const GLenum formatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_RED_INTEGER;
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case 2: return GL_RG_INTEGER;
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case 3: return GL_RGB_INTEGER;
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case 4: return GL_RGBA_INTEGER;
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}
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}
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static int getCircularRanges(GLsizei start, GLsizei end, GLsizei buffer_length, GLsizei granularity, GLsizei *ranges)
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{
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GLsizei startOffset = start%granularity;
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if(startOffset)
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{
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start -= startOffset;
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}
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GLsizei length = end - start;
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if(!length) return 0;
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if(length > buffer_length)
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{
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ranges[0] = 0;
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ranges[1] = buffer_length;
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return 1;
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}
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else
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{
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ranges[0] = start % buffer_length;
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if(ranges[0]+length < buffer_length)
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{
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ranges[1] = length;
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return 1;
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}
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else
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{
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ranges[1] = buffer_length - ranges[0];
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ranges[2] = 0;
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ranges[3] = length - ranges[1];
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return 2;
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}
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}
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}
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using namespace Outputs::CRT;
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namespace {
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static const GLenum composite_texture_unit = GL_TEXTURE0;
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static const GLenum filtered_y_texture_unit = GL_TEXTURE1;
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static const GLenum filtered_texture_unit = GL_TEXTURE2;
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static const GLenum source_data_texture_unit = GL_TEXTURE3;
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static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE4;
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}
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OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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_output_mutex(new std::mutex),
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_visible_area(Rect(0, 0, 1, 1)),
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_composite_src_output_y(0),
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_cleared_composite_output_y(0),
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_composite_shader(nullptr),
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_rgb_shader(nullptr),
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_output_buffer_data(nullptr),
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_source_buffer_data(nullptr),
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_input_texture_data(nullptr),
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_output_buffer_data_pointer(0),
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_drawn_output_buffer_data_pointer(0),
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_source_buffer_data_pointer(0),
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_drawn_source_buffer_data_pointer(0),
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_last_output_width(0),
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_last_output_height(0)
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{
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_buffer_builder = std::unique_ptr<CRTInputBufferBuilder>(new CRTInputBufferBuilder(buffer_depth));
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glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR);
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glBlendColor(0.6f, 0.6f, 0.6f, 1.0f);
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// Create intermediate textures and bind to slots 0, 1 and 2
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compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit));
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filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_y_texture_unit));
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filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit));
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// create the surce texture
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glGenTextures(1, &textureName);
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glActiveTexture(source_data_texture_unit);
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glBindTexture(GL_TEXTURE_2D, textureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(_buffer_builder->bytes_per_pixel), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE, nullptr);
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// create a pixel unpack buffer
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glGenBuffers(1, &_input_texture_array);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _input_texture_array);
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_input_texture_array_size = (GLsizeiptr)(InputBufferBuilderWidth * InputBufferBuilderHeight * _buffer_builder->bytes_per_pixel);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, _input_texture_array_size, NULL, GL_STREAM_DRAW);
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// map the buffer for clients
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_input_texture_data = (uint8_t *)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _input_texture_array_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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// create the output vertex array
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glGenVertexArrays(1, &output_vertex_array);
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// create a buffer for output vertex attributes
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glGenBuffers(1, &output_array_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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glBufferData(GL_ARRAY_BUFFER, OutputVertexBufferDataSize, NULL, GL_STREAM_DRAW);
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// map that buffer too, for any CRT activity that may occur before the first draw
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_output_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, OutputVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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// create the source vertex array
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glGenVertexArrays(1, &source_vertex_array);
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// create a buffer for source vertex attributes
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glGenBuffers(1, &source_array_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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glBufferData(GL_ARRAY_BUFFER, SourceVertexBufferDataSize, NULL, GL_STREAM_DRAW);
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// map that buffer too, for any CRT activity that may occur before the first draw
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_source_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, SourceVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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}
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OpenGLOutputBuilder::~OpenGLOutputBuilder()
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{
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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glDeleteTextures(1, &textureName);
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glDeleteBuffers(1, &_input_texture_array);
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glDeleteBuffers(1, &output_array_buffer);
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glDeleteBuffers(1, &source_array_buffer);
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glDeleteVertexArrays(1, &output_vertex_array);
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free(_composite_shader);
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free(_rgb_shader);
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}
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void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty)
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{
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// establish essentials
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if(!composite_input_shader_program && !rgb_shader_program)
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{
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prepare_composite_input_shader();
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prepare_source_vertex_array();
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prepare_composite_output_shader();
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prepare_rgb_output_shader();
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prepare_output_vertex_array();
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set_timing_uniforms();
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set_colour_space_uniforms();
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// This should return either an actual framebuffer number, if this is a target with a framebuffer intended for output,
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// or 0 if no framebuffer is bound, in which case 0 is also what we want to supply to bind the implied framebuffer. So
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// it works either way.
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&defaultFramebuffer);
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// TODO: is this sustainable, cross-platform? If so, why store it at all?
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defaultFramebuffer = 0;
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}
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// lock down any further work on the current frame
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_output_mutex->lock();
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// release the mapping, giving up on trying to draw if data has been lost
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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// make sure there's a target to draw to
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if(!framebuffer || framebuffer->get_height() != output_height || framebuffer->get_width() != output_width)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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std::unique_ptr<OpenGL::TextureTarget> new_framebuffer = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget((GLsizei)output_width, (GLsizei)output_height, pixel_accumulation_texture_unit));
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if(framebuffer)
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{
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new_framebuffer->bind_framebuffer();
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glClear(GL_COLOR_BUFFER_BIT);
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glActiveTexture(pixel_accumulation_texture_unit);
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framebuffer->bind_texture();
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framebuffer->draw((float)output_width / (float)output_height);
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new_framebuffer->bind_texture();
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}
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framebuffer = std::move(new_framebuffer);
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glActiveTexture(source_data_texture_unit);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _input_texture_array);
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}
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// upload more source pixel data if any; we'll always resubmit the last line submitted last
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// time as it may have had extra data appended to it
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if(_buffer_builder->_write_y_position < _buffer_builder->last_uploaded_line)
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{
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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InputBufferBuilderWidth, (GLint)(InputBufferBuilderHeight - _buffer_builder->last_uploaded_line),
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formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
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(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
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_buffer_builder->last_uploaded_line = 0;
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}
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if(_buffer_builder->_write_y_position > _buffer_builder->last_uploaded_line)
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{
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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InputBufferBuilderWidth, (GLint)(1 + _buffer_builder->_next_write_y_position - _buffer_builder->last_uploaded_line),
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formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
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(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
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_buffer_builder->last_uploaded_line = _buffer_builder->_next_write_y_position;
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}
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// for television, update intermediate buffers and then draw; for a monitor, just draw
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if(_output_device == Television || !rgb_shader_program)
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{
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// decide how much to draw
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if(_drawn_source_buffer_data_pointer != _source_buffer_data_pointer)
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{
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// determine how many lines are newly reclaimed; they'll need to be cleared
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GLsizei clearing_zones[4], drawing_zones[4];
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int number_of_clearing_zones = getCircularRanges(_cleared_composite_output_y+1, _composite_src_output_y+1, IntermediateBufferHeight, 1, clearing_zones);
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int number_of_drawing_zones = getCircularRanges(_drawn_source_buffer_data_pointer, _source_buffer_data_pointer, SourceVertexBufferDataSize, 2*SourceVertexSize, drawing_zones);
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_composite_src_output_y %= IntermediateBufferHeight;
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_cleared_composite_output_y = _composite_src_output_y;
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_source_buffer_data_pointer %= SourceVertexBufferDataSize;
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_drawn_source_buffer_data_pointer = _source_buffer_data_pointer;
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// all drawing will be from the source vertex array and without blending
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glBindVertexArray(source_vertex_array);
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glDisable(GL_BLEND);
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// flush the source data
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, drawing_zones[c*2] / SourceVertexSize, drawing_zones[c*2 + 1] / SourceVertexSize);
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}
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OpenGL::TextureTarget *targets[] = {
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compositeTexture.get(),
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filteredYTexture.get(),
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filteredTexture.get()
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};
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OpenGL::Shader *shaders[] = {
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composite_input_shader_program.get(),
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composite_y_filter_shader_program.get(),
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composite_chrominance_filter_shader_program.get()
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};
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float clear_colours[][3] = {
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{0.0, 0.0, 0.0},
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{0.0, 0.5, 0.5},
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{0.0, 0.0, 0.0}
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};
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for(int stage = 0; stage < 3; stage++)
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{
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// switch to the initial texture
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targets[stage]->bind_framebuffer();
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shaders[stage]->bind();
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// clear as desired
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if(number_of_clearing_zones)
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{
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glEnable(GL_SCISSOR_TEST);
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glClearColor(clear_colours[stage][0], clear_colours[stage][1], clear_colours[stage][2], 1.0);
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for(int c = 0; c < number_of_clearing_zones; c++)
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{
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glScissor(0, clearing_zones[c*2], IntermediateBufferWidth, clearing_zones[c*2 + 1]);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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// draw as desired
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glDrawArrays(GL_LINES, drawing_zones[c*2] / SourceVertexSize, drawing_zones[c*2 + 1] / SourceVertexSize);
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}
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}
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}
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// transfer to screen
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perform_output_stage(output_width, output_height, composite_output_shader_program.get());
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}
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else
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perform_output_stage(output_width, output_height, rgb_shader_program.get());
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// copy framebuffer to the intended place
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
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glClear(GL_COLOR_BUFFER_BIT);
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framebuffer->draw((float)output_width / (float)output_height);
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// drawing commands having been issued, reclaim the array buffer pointer
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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_output_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, OutputVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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_source_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, SourceVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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_input_texture_data = (uint8_t *)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _input_texture_array_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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_output_mutex->unlock();
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}
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void OpenGLOutputBuilder::perform_output_stage(unsigned int output_width, unsigned int output_height, OpenGL::OutputShader *const shader)
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{
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if(shader)
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{
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// bind the target
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framebuffer->bind_framebuffer();
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// draw all pending lines
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GLsizei drawing_zones[4];
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int number_of_drawing_zones = getCircularRanges(_drawn_output_buffer_data_pointer, _output_buffer_data_pointer, OutputVertexBufferDataSize, 6*OutputVertexSize, drawing_zones);
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// flush the buffer data
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, drawing_zones[c*2] / OutputVertexSize, drawing_zones[c*2 + 1] / OutputVertexSize);
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}
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_output_buffer_data_pointer %= SourceVertexBufferDataSize;
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_output_buffer_data_pointer -= (_output_buffer_data_pointer%(6*OutputVertexSize));
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_drawn_output_buffer_data_pointer = _output_buffer_data_pointer;
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if(number_of_drawing_zones > 0)
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{
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glEnable(GL_BLEND);
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// Ensure we're back on the output framebuffer, drawing from the output array buffer
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glBindVertexArray(output_vertex_array);
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// update uniforms (implicitly binding the shader)
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if(_last_output_width != output_width || _last_output_height != output_height)
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{
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shader->set_output_size(output_width, output_height, _visible_area);
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_last_output_width = output_width;
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_last_output_height = output_height;
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}
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shader->bind();
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// draw
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, drawing_zones[c*2] / OutputVertexSize, drawing_zones[c*2 + 1] / OutputVertexSize);
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}
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}
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}
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}
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void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_resources)
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{
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}
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void OpenGLOutputBuilder::set_composite_sampling_function(const char *shader)
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{
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_composite_shader = strdup(shader);
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}
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void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
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{
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_rgb_shader = strdup(shader);
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}
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#pragma mark - Program compilation
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void OpenGLOutputBuilder::prepare_composite_input_shader()
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{
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composite_input_shader_program = OpenGL::IntermediateShader::make_source_conversion_shader(_composite_shader, _rgb_shader);
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composite_input_shader_program->set_source_texture_unit(source_data_texture_unit);
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composite_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_y_filter_shader_program = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
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composite_y_filter_shader_program->set_source_texture_unit(composite_texture_unit);
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composite_y_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_chrominance_filter_shader_program = OpenGL::IntermediateShader::make_chroma_filter_shader();
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composite_chrominance_filter_shader_program->set_source_texture_unit(filtered_y_texture_unit);
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composite_chrominance_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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}
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void OpenGLOutputBuilder::prepare_source_vertex_array()
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{
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if(composite_input_shader_program)
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{
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GLint inputPositionAttribute = composite_input_shader_program->get_attrib_location("inputPosition");
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GLint outputPositionAttribute = composite_input_shader_program->get_attrib_location("outputPosition");
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GLint phaseAmplitudeAndOffsetAttribute = composite_input_shader_program->get_attrib_location("phaseAmplitudeAndOffset");
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GLint phaseTimeAttribute = composite_input_shader_program->get_attrib_location("phaseTime");
|
|
|
|
glBindVertexArray(source_vertex_array);
|
|
|
|
glEnableVertexAttribArray((GLuint)inputPositionAttribute);
|
|
glEnableVertexAttribArray((GLuint)outputPositionAttribute);
|
|
glEnableVertexAttribArray((GLuint)phaseAmplitudeAndOffsetAttribute);
|
|
glEnableVertexAttribArray((GLuint)phaseTimeAttribute);
|
|
|
|
const GLsizei vertexStride = SourceVertexSize;
|
|
glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
|
|
glVertexAttribPointer((GLuint)inputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfInputPosition);
|
|
glVertexAttribPointer((GLuint)outputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfOutputPosition);
|
|
glVertexAttribPointer((GLuint)phaseAmplitudeAndOffsetAttribute, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexStride, (void *)SourceVertexOffsetOfPhaseAmplitudeAndOffset);
|
|
glVertexAttribPointer((GLuint)phaseTimeAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfPhaseTime);
|
|
}
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_rgb_output_shader()
|
|
{
|
|
const char *rgb_shader = _rgb_shader;
|
|
if(!_rgb_shader)
|
|
{
|
|
rgb_shader =
|
|
"vec3 rgb_sample(usampler2D sampler, vec2 coordinate, vec2 icoordinate)"
|
|
"{"
|
|
"return texture(sampler, coordinate).rgb / vec3(255.0);"
|
|
"}";
|
|
}
|
|
|
|
rgb_shader_program = OpenGL::OutputShader::make_shader(rgb_shader, "rgb_sample(texID, srcCoordinatesVarying, iSrcCoordinatesVarying)", true);
|
|
rgb_shader_program->set_source_texture_unit(source_data_texture_unit);
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_composite_output_shader()
|
|
{
|
|
composite_output_shader_program = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
|
|
composite_output_shader_program->set_source_texture_unit(filtered_texture_unit);
|
|
}
|
|
|
|
void OpenGLOutputBuilder::prepare_output_vertex_array()
|
|
{
|
|
if(rgb_shader_program)
|
|
{
|
|
GLint positionAttribute = rgb_shader_program->get_attrib_location("position");
|
|
GLint textureCoordinatesAttribute = rgb_shader_program->get_attrib_location("srcCoordinates");
|
|
GLint lateralAttribute = rgb_shader_program->get_attrib_location("lateral");
|
|
|
|
glBindVertexArray(output_vertex_array);
|
|
|
|
glEnableVertexAttribArray((GLuint)positionAttribute);
|
|
glEnableVertexAttribArray((GLuint)textureCoordinatesAttribute);
|
|
glEnableVertexAttribArray((GLuint)lateralAttribute);
|
|
|
|
const GLsizei vertexStride = OutputVertexSize;
|
|
glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
|
|
glVertexAttribPointer((GLuint)positionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfPosition);
|
|
glVertexAttribPointer((GLuint)textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfTexCoord);
|
|
glVertexAttribPointer((GLuint)lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfLateral);
|
|
}
|
|
}
|
|
|
|
#pragma 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;
|
|
}
|
|
}
|
|
|
|
void OpenGLOutputBuilder::set_timing(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)
|
|
{
|
|
_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();
|
|
}
|
|
|
|
#pragma mark - Internal Configuration
|
|
|
|
void OpenGLOutputBuilder::set_colour_space_uniforms()
|
|
{
|
|
_output_mutex->lock();
|
|
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;
|
|
}
|
|
|
|
if(composite_input_shader_program) composite_input_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
|
|
if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
|
|
_output_mutex->unlock();
|
|
}
|
|
|
|
void OpenGLOutputBuilder::set_timing_uniforms()
|
|
{
|
|
_output_mutex->lock();
|
|
OpenGL::IntermediateShader *intermediate_shaders[] = {
|
|
composite_input_shader_program.get(),
|
|
composite_y_filter_shader_program.get(),
|
|
composite_chrominance_filter_shader_program.get()
|
|
};
|
|
bool extends = false;
|
|
float phaseCyclesPerTick = (float)_colour_cycle_numerator / (float)(_colour_cycle_denominator * _cycles_per_line);
|
|
for(int c = 0; c < 3; c++)
|
|
{
|
|
if(intermediate_shaders[c]) intermediate_shaders[c]->set_phase_cycles_per_sample(phaseCyclesPerTick, extends);
|
|
extends = true;
|
|
}
|
|
|
|
OpenGL::OutputShader *output_shaders[] = {
|
|
rgb_shader_program.get(),
|
|
composite_output_shader_program.get()
|
|
};
|
|
for(int c = 0; c < 2; c++)
|
|
{
|
|
if(output_shaders[c]) output_shaders[c]->set_timing(_height_of_display, _cycles_per_line, _horizontal_scan_period, _vertical_scan_period, _vertical_period_divider);
|
|
}
|
|
|
|
float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
|
|
if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency - 90.0f);
|
|
if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.5f);
|
|
_output_mutex->unlock();
|
|
}
|