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498 lines
18 KiB
C++
498 lines
18 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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struct Range {
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GLsizei location, length;
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};
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static int getCircularRanges(GLsizei *start_pointer, GLsizei *end_pointer, GLsizei buffer_length, GLsizei granularity, GLsizei offset, Range *ranges)
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{
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GLsizei start = *start_pointer;
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GLsizei end = *end_pointer;
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*end_pointer %= buffer_length;
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*start_pointer = *end_pointer;
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start += offset;
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end += offset;
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start -= start%granularity;
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end -= end%granularity;
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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].location = 0;
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ranges[0].length = 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].location = start % buffer_length;
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if(ranges[0].location + length <= buffer_length)
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{
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ranges[0].length = 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].length = buffer_length - ranges[0].location;
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ranges[1].location = 0;
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ranges[1].length = length - ranges[0].length;
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return 2;
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}
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}
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}
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static GLsizei submitArrayData(GLuint buffer, uint8_t *source, GLsizei *length_pointer)
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{
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GLsizei length = *length_pointer;
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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uint8_t *data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, length, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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memcpy(data, source, (size_t)length);
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, length);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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*length_pointer = 0;
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return length;
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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 separated_texture_unit = GL_TEXTURE1;
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static const GLenum filtered_y_texture_unit = GL_TEXTURE2;
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static const GLenum filtered_texture_unit = GL_TEXTURE3;
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static const GLenum source_data_texture_unit = GL_TEXTURE4;
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static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE5;
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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(new uint8_t[OutputVertexBufferDataSize]),
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_source_buffer_data(new uint8_t[SourceVertexBufferDataSize]),
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_output_buffer_data_pointer(0),
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_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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_fence(nullptr)
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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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separatedTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, separated_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->get_bytes_per_pixel()), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(_buffer_builder->get_bytes_per_pixel()), GL_UNSIGNED_BYTE, nullptr);
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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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// 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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}
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OpenGLOutputBuilder::~OpenGLOutputBuilder()
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{
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glDeleteTextures(1, &textureName);
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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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// lock down any further work on the current frame
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_output_mutex->lock();
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// establish essentials
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if(!output_shader_program)
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{
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prepare_composite_input_shaders();
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prepare_rgb_input_shaders();
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prepare_source_vertex_array();
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prepare_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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}
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if(_fence != nullptr)
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{
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glClientWaitSync(_fence, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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glDeleteSync(_fence);
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}
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// release the mapping, giving up on trying to draw if data has been lost
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GLsizei submitted_output_data = submitArrayData(output_array_buffer, _output_buffer_data.get(), &_output_buffer_data_pointer);
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// bind and flush the source array buffer
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GLsizei submitted_source_data = submitArrayData(source_array_buffer, _source_buffer_data.get(), &_source_buffer_data_pointer);
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// determine how many lines are newly reclaimed; they'll need to be cleared
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Range clearing_zones[2];
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// the clearing zones for the composite output Y are calculated with a fixed offset of '1' which has the effect of clearing
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// one ahead of the expected drawing area this frame; that's because the current _composite_src_output_y may or may not have been
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// written to during the last update, so we want it to have been cleared during the last update.
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int number_of_clearing_zones = getCircularRanges(&_cleared_composite_output_y, &_composite_src_output_y, IntermediateBufferHeight, 1, 1, clearing_zones);
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uint16_t completed_texture_y = _buffer_builder->get_and_finalise_current_line();
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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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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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}
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// upload new source pixels
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if(completed_texture_y)
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{
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glActiveTexture(source_data_texture_unit);
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, 0,
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InputBufferBuilderWidth, completed_texture_y,
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formatForDepth(_buffer_builder->get_bytes_per_pixel()), GL_UNSIGNED_BYTE,
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_buffer_builder->get_image_pointer());
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}
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struct RenderStage {
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OpenGL::TextureTarget *const target;
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OpenGL::Shader *const shader;
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float clear_colour[3];
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};
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RenderStage composite_render_stages[] =
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{
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{compositeTexture.get(), composite_input_shader_program.get(), {0.0, 0.0, 0.0}},
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{separatedTexture.get(), composite_separation_filter_program.get(), {0.0, 0.5, 0.5}},
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{filteredYTexture.get(), composite_y_filter_shader_program.get(), {0.0, 0.5, 0.5}},
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{filteredTexture.get(), composite_chrominance_filter_shader_program.get(), {0.0, 0.0, 0.0}},
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{nullptr}
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};
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RenderStage rgb_render_stages[] =
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{
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{compositeTexture.get(), rgb_input_shader_program.get(), {0.0, 0.0, 0.0}},
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{filteredTexture.get(), rgb_filter_shader_program.get(), {0.0, 0.0, 0.0}},
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{nullptr}
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};
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RenderStage *active_pipeline = (_output_device == Television || !rgb_input_shader_program) ? composite_render_stages : rgb_render_stages;
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// for television, update intermediate buffers and then draw; for a monitor, just draw
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if(submitted_source_data)
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{
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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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while(active_pipeline->target)
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{
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// switch to the initial texture
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active_pipeline->target->bind_framebuffer();
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active_pipeline->shader->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(active_pipeline->clear_colour[0], active_pipeline->clear_colour[1], active_pipeline->clear_colour[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].location, IntermediateBufferWidth, clearing_zones[c].length);
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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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glDrawArraysInstanced(GL_LINES, 0, 2, submitted_source_data / SourceVertexSize);
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active_pipeline++;
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}
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}
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// transfer to framebuffer
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framebuffer->bind_framebuffer();
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if(submitted_output_data)
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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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output_shader_program->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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output_shader_program->bind();
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// draw
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, submitted_output_data / OutputVertexSize);
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}
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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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_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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_output_mutex->unlock();
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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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_output_mutex->lock();
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_composite_shader = strdup(shader);
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output_shader_program = nullptr;
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framebuffer = nullptr;
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_output_mutex->unlock();
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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_shaders()
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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_separation_filter_program = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
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composite_separation_filter_program->set_source_texture_unit(composite_texture_unit);
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composite_separation_filter_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_y_filter_shader_program = OpenGL::IntermediateShader::make_luma_filter_shader();
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composite_y_filter_shader_program->set_source_texture_unit(separated_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_rgb_input_shaders()
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{
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if(_rgb_shader)
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{
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rgb_input_shader_program = OpenGL::IntermediateShader::make_rgb_source_shader(_rgb_shader);
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rgb_input_shader_program->set_source_texture_unit(source_data_texture_unit);
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rgb_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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rgb_filter_shader_program = OpenGL::IntermediateShader::make_rgb_filter_shader();
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rgb_filter_shader_program->set_source_texture_unit(composite_texture_unit);
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rgb_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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}
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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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glBindVertexArray(source_vertex_array);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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composite_input_shader_program->enable_vertex_attribute_with_pointer("inputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfInputStart, 1);
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composite_input_shader_program->enable_vertex_attribute_with_pointer("outputStart", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfOutputStart, 1);
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composite_input_shader_program->enable_vertex_attribute_with_pointer("ends", 2, GL_UNSIGNED_SHORT, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfEnds, 1);
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composite_input_shader_program->enable_vertex_attribute_with_pointer("phaseTimeAndAmplitude", 3, GL_UNSIGNED_BYTE, GL_FALSE, SourceVertexSize, (void *)SourceVertexOffsetOfPhaseTimeAndAmplitude, 1);
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}
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}
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void OpenGLOutputBuilder::prepare_output_shader()
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{
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output_shader_program = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
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output_shader_program->set_source_texture_unit(filtered_texture_unit);
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}
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void OpenGLOutputBuilder::prepare_output_vertex_array()
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{
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if(output_shader_program)
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{
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glBindVertexArray(output_vertex_array);
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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output_shader_program->enable_vertex_attribute_with_pointer("horizontal", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfHorizontal, 1);
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output_shader_program->enable_vertex_attribute_with_pointer("vertical", 2, GL_UNSIGNED_SHORT, GL_FALSE, OutputVertexSize, (void *)OutputVertexOffsetOfVertical, 1);
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}
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}
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#pragma mark - Public Configuration
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void OpenGLOutputBuilder::set_output_device(OutputDevice output_device)
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{
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if(_output_device != output_device)
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{
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_output_device = output_device;
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_composite_src_output_y = 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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}
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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)
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{
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_output_mutex->lock();
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_input_frequency = input_frequency;
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_cycles_per_line = cycles_per_line;
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_height_of_display = height_of_display;
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_horizontal_scan_period = horizontal_scan_period;
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_vertical_scan_period = vertical_scan_period;
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_vertical_period_divider = vertical_period_divider;
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set_timing_uniforms();
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_output_mutex->unlock();
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}
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#pragma mark - Internal Configuration
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void OpenGLOutputBuilder::set_colour_space_uniforms()
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{
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GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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GLfloat *fromRGB, *toRGB;
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switch(_colour_space)
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{
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case ColourSpace::YIQ:
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fromRGB = rgbToYIQ;
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toRGB = yiqToRGB;
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break;
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case ColourSpace::YUV:
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fromRGB = rgbToYUV;
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toRGB = yuvToRGB;
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break;
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}
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if(composite_input_shader_program) composite_input_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
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if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
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}
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void OpenGLOutputBuilder::set_timing_uniforms()
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{
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OpenGL::IntermediateShader *intermediate_shaders[] = {
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composite_input_shader_program.get(),
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composite_separation_filter_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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bool extends = false;
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float phaseCyclesPerTick = (float)_colour_cycle_numerator / (float)(_colour_cycle_denominator * _cycles_per_line);
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for(int c = 0; c < 3; c++)
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{
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if(intermediate_shaders[c]) intermediate_shaders[c]->set_phase_cycles_per_sample(phaseCyclesPerTick, extends);
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extends = true;
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}
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if(output_shader_program) output_shader_program->set_timing(_height_of_display, _cycles_per_line, _horizontal_scan_period, _vertical_scan_period, _vertical_period_divider);
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float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
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if(composite_separation_filter_program) composite_separation_filter_program->set_separation_frequency(_cycles_per_line, colour_subcarrier_frequency);
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if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.66f);
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if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.5f);
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if(rgb_filter_shader_program) rgb_filter_shader_program->set_filter_coefficients(_cycles_per_line, (float)_input_frequency * 0.5f);
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}
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