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700 lines
25 KiB
C++
700 lines
25 KiB
C++
//
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// ScanTarget.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 05/11/2018.
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// Copyright © 2018 Thomas Harte. All rights reserved.
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//
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#include "ScanTarget.hpp"
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#include "OpenGL.hpp"
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#include "Outputs/ScanTargets/FilterGenerator.hpp"
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#include "Outputs/OpenGL/Shaders/CompositionShader.hpp"
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#include "Outputs/OpenGL/Shaders/CopyShader.hpp"
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#include <algorithm>
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#include <cassert>
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#include <cstring>
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#include <limits>
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using namespace Outputs::Display::OpenGL;
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#ifndef NDEBUG
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//#define LOG_LINES
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//#define LOG_SCANS
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#endif
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namespace {
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/// The texture unit from which to source input data.
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constexpr GLenum SourceDataTextureUnit = GL_TEXTURE0;
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/// The texture unit which contains raw line-by-line composite, S-Video or RGB data.
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constexpr GLenum UnprocessedLineBufferTextureUnit = GL_TEXTURE1;
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/// The texture unit that contains a pre-lowpass-filtered but fixed-resolution version of the chroma signal;
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/// this is used when processing composite video only, and for chroma information only. Luminance is calculated
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/// at the fidelity permitted by the output target, but my efforts to separate, demodulate and filter
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/// chrominance during output without either massively sampling or else incurring significant high-frequency
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/// noise that sampling reduces into a Moire, have proven to be unsuccessful for the time being.
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constexpr GLenum QAMChromaTextureUnit = GL_TEXTURE2;
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/// The texture unit that contains the current display.
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constexpr GLenum AccumulationTextureUnit = GL_TEXTURE3;
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using Logger = Log::Logger<Log::Source::OpenGL>;
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constexpr GLint internalFormatForDepth(const std::size_t depth) {
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switch(depth) {
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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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constexpr GLenum formatForDepth(const std::size_t depth) {
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switch(depth) {
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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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template <typename T> void allocate_buffer(
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const T &array,
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GLuint &buffer_name,
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GLuint &vertex_array_name
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) {
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const auto buffer_size = array.size() * sizeof(array[0]);
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test_gl([&]{ glGenBuffers(1, &buffer_name); });
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test_gl([&]{ glBindBuffer(GL_ARRAY_BUFFER, buffer_name); });
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test_gl([&]{ glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(buffer_size), NULL, GL_STREAM_DRAW); });
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test_gl([&]{ glGenVertexArrays(1, &vertex_array_name); });
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test_gl([&]{ glBindVertexArray(vertex_array_name); });
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test_gl([&]{ glBindBuffer(GL_ARRAY_BUFFER, buffer_name); });
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}
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}
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ScanTarget::ScanTarget(const API api, const GLuint target_framebuffer, const float output_gamma) :
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api_(api),
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target_framebuffer_(target_framebuffer),
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output_gamma_(output_gamma),
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unprocessed_line_texture_(api, LineBufferWidth, LineBufferHeight, UnprocessedLineBufferTextureUnit, GL_NEAREST, false),
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full_display_rectangle_(api, -1.0f, -1.0f, 2.0f, 2.0f),
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scans_(scan_buffer_) {
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set_scan_buffer(scan_buffer_.data(), scan_buffer_.size());
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set_line_buffer(line_buffer_.data(), line_metadata_buffer_.data(), line_buffer_.size());
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// Allocate space for the scans and lines.
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allocate_buffer(scan_buffer_, scan_buffer_name_, scan_vertex_array_);
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allocate_buffer(line_buffer_, line_buffer_name_, line_vertex_array_);
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// TODO: if this is OpenGL 4.4 or newer, use glBufferStorage rather than glBufferData
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// and specify GL_MAP_PERSISTENT_BIT. Then map the buffer now, and let the client
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// write straight into it.
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test_gl([&]{ glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR); });
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test_gl([&]{ glBlendColor(0.4f, 0.4f, 0.4f, 1.0f); });
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// Establish initial state for is_drawing_to_accumulation_buffer_.
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is_drawing_to_accumulation_buffer_.clear();
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// TEST CODE. NOCOMMIT.
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// const auto buffer_width = FilterGenerator::SuggestedBufferWidth;
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// const float sample_multiplier =
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// FilterGenerator::suggested_sample_multiplier(227.5f, 1320);
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//
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// VertexArray va(scan_buffer_);
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// for(auto &pair: {
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// std::make_pair(InputDataType::Luminance1, DisplayType::CompositeColour),
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// std::make_pair(InputDataType::Luminance8, DisplayType::CompositeColour),
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// std::make_pair(InputDataType::PhaseLinkedLuminance8, DisplayType::CompositeColour),
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//
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// std::make_pair(InputDataType::Luminance8Phase8, DisplayType::SVideo),
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// std::make_pair(InputDataType::Luminance8Phase8, DisplayType::CompositeColour),
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//
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// std::make_pair(InputDataType::Red1Green1Blue1, DisplayType::RGB),
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// std::make_pair(InputDataType::Red1Green1Blue1, DisplayType::SVideo),
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// std::make_pair(InputDataType::Red1Green1Blue1, DisplayType::CompositeColour),
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//
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// std::make_pair(InputDataType::Red2Green2Blue2, DisplayType::RGB),
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// std::make_pair(InputDataType::Red2Green2Blue2, DisplayType::SVideo),
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// std::make_pair(InputDataType::Red2Green2Blue2, DisplayType::CompositeColour),
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//
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// std::make_pair(InputDataType::Red4Green4Blue4, DisplayType::RGB),
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// std::make_pair(InputDataType::Red4Green4Blue4, DisplayType::SVideo),
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// std::make_pair(InputDataType::Red4Green4Blue4, DisplayType::CompositeColour),
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//
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// std::make_pair(InputDataType::Red8Green8Blue8, DisplayType::RGB),
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// std::make_pair(InputDataType::Red8Green8Blue8, DisplayType::SVideo),
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// std::make_pair(InputDataType::Red8Green8Blue8, DisplayType::CompositeColour),
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// }) {
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// OpenGL::composition_shader(
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// api,
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// pair.first,
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// pair.second,
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// ColourSpace::YIQ,
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// sample_multiplier,
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// BufferingScanTarget::WriteAreaWidth, BufferingScanTarget::WriteAreaHeight,
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// buffer_width, 2048, // TODO: substitute real composition buffer sizes.
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// va,
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// GL_TEXTURE0
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// ).bind();
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// }
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}
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ScanTarget::~ScanTarget() {
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perform([&] {
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glDeleteBuffers(1, &scan_buffer_name_);
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glDeleteVertexArrays(1, &scan_vertex_array_);
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});
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}
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void ScanTarget::set_target_framebuffer(GLuint target_framebuffer) {
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perform([&] {
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target_framebuffer_ = target_framebuffer;
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});
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}
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void ScanTarget::setup_pipeline() {
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const auto modals = BufferingScanTarget::modals();
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const auto data_type_size = Outputs::Display::size_for_data_type(modals.input_data_type);
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// Possibly create a new source texture.
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if(source_texture_.empty() || source_texture_.channels() != data_type_size) {
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source_texture_ = Texture(
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data_type_size,
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SourceDataTextureUnit,
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GL_NEAREST,
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GL_NEAREST,
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WriteAreaWidth,
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WriteAreaHeight
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);
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}
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// Resize the texture only if required.
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const size_t required_size = WriteAreaWidth*WriteAreaHeight*data_type_size;
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if(required_size != write_area_texture_.size()) {
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write_area_texture_.resize(required_size);
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set_write_area(write_area_texture_.data());
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}
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// Prepare to bind line shaders.
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test_gl([&]{ glBindVertexArray(line_vertex_array_); });
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test_gl([&]{ glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_); });
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// Destroy or create a QAM buffer and shader, if appropriate.
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if(!existing_modals_ || existing_modals_->display_type != modals.display_type) {
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const bool needs_qam_buffer =
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modals.display_type == DisplayType::CompositeColour ||
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modals.display_type == DisplayType::SVideo;
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if(needs_qam_buffer) {
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if(!qam_chroma_texture_) {
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qam_chroma_texture_ = std::make_unique<TextureTarget>(
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api_,
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LineBufferWidth,
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LineBufferHeight,
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QAMChromaTextureUnit,
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GL_NEAREST,
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false
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);
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}
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qam_separation_shader_ = qam_separation_shader();
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enable_vertex_attributes(ShaderType::QAMSeparation, *qam_separation_shader_);
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qam_separation_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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} else {
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qam_chroma_texture_.reset();
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qam_separation_shader_.reset();
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}
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// Establish an output shader.
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output_shader_ = conversion_shader();
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enable_vertex_attributes(ShaderType::Conversion, *output_shader_);
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set_uniforms(ShaderType::Conversion, *output_shader_);
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output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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output_shader_->set_uniform("qamTextureName", GLint(QAMChromaTextureUnit - GL_TEXTURE0));
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}
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if(qam_separation_shader_) {
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set_uniforms(ShaderType::QAMSeparation, *qam_separation_shader_);
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}
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// Select whichever of a letterbox or pillarbox avoids cropping.
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constexpr float output_ratio = 4.0f / 3.0f;
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const float aspect_ratio_stretch = modals.aspect_ratio / output_ratio;
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auto adjusted_rect = modals.visible_area;
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const float letterbox_scale = adjusted_rect.size.height / (adjusted_rect.size.width * aspect_ratio_stretch);
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if(letterbox_scale > 1.0f) {
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adjusted_rect.scale(letterbox_scale, 1.0f);
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} else {
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adjusted_rect.scale(1.0f, 1.0f / letterbox_scale);
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}
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// Provide to shader.
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output_shader_->set_uniform("origin", adjusted_rect.origin.x, adjusted_rect.origin.y);
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output_shader_->set_uniform("size", 1.0f / adjusted_rect.size.width, 1.0f / adjusted_rect.size.height);
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// Establish an input shader.
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if(!existing_modals_ || existing_modals_->input_data_type != modals.input_data_type) {
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input_shader_ = composition_shader();
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test_gl([&]{ glBindVertexArray(scan_vertex_array_); });
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test_gl([&]{ glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_); });
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enable_vertex_attributes(ShaderType::Composition, *input_shader_);
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set_uniforms(ShaderType::Composition, *input_shader_);
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input_shader_->set_uniform("textureName", GLint(SourceDataTextureUnit - GL_TEXTURE0));
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}
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//
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// New pipeline starts here!
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//
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const auto buffer_width = FilterGenerator::SuggestedBufferWidth;
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const auto subcarrier_frequency = [](const Modals &modals) {
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return float(modals.colour_cycle_numerator) / float(modals.colour_cycle_denominator);
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};
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const float sample_multiplier =
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FilterGenerator::suggested_sample_multiplier(
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subcarrier_frequency(modals),
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modals.cycles_per_line
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);
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// if(copy_shader_.empty()) {
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// copy_shader_ = copy_shader(api_, GL_TEXTURE4, {}, {});
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// }
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if(
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!existing_modals_ ||
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existing_modals_->input_data_type != modals.input_data_type ||
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existing_modals_->display_type != modals.display_type ||
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existing_modals_->composite_colour_space != modals.composite_colour_space ||
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subcarrier_frequency(*existing_modals_) != subcarrier_frequency(modals)
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) {
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composition_shader_ = OpenGL::composition_shader(
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api_,
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modals.input_data_type,
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modals.display_type,
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modals.composite_colour_space,
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sample_multiplier,
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2048, 2048,
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buffer_width, 2048,
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scans_,
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GL_TEXTURE0
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);
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}
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if(composition_buffer_.empty()) {
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composition_buffer_ = TextureTarget(api_, buffer_width, 2048, GL_TEXTURE4, GL_NEAREST, false);
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composition_buffer_.bind_texture();
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// The below establishes that the composition buffer texture is ultimately being drawn.
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std::vector<uint8_t> image(buffer_width * 2048 * 4);
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for(auto &c : image) {
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c = rand();
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}
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test_gl([&]{
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA,
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buffer_width,
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2048,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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image.data()
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);
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});
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}
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existing_modals_ = modals;
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}
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bool ScanTarget::is_soft_display_type() {
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const auto display_type = modals().display_type;
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return display_type == DisplayType::CompositeColour || display_type == DisplayType::CompositeMonochrome;
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}
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void ScanTarget::update(int, int output_height) {
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// If the GPU is still busy, don't wait; we'll catch it next time.
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if(fence_ != nullptr) {
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if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, 0) == GL_TIMEOUT_EXPIRED) {
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display_metrics_.announce_draw_status(
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lines_submitted_,
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std::chrono::high_resolution_clock::now() - line_submission_begin_time_,
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false);
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return;
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}
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fence_ = nullptr;
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}
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// Update the display metrics.
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display_metrics_.announce_draw_status(
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lines_submitted_,
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std::chrono::high_resolution_clock::now() - line_submission_begin_time_,
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true);
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// Grab the new output list.
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perform([&] {
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const OutputArea area = get_output_area();
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// Establish the pipeline if necessary.
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const auto new_modals = BufferingScanTarget::new_modals();
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const bool did_setup_pipeline = [&] {
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if(bool(new_modals)) {
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setup_pipeline();
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return true;
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}
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return false;
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} ();
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// Determine the start time of this submission group and the number of lines it will contain.
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line_submission_begin_time_ = std::chrono::high_resolution_clock::now();
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lines_submitted_ = (area.end.line - area.start.line + line_buffer_.size()) % line_buffer_.size();
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// Submit texture.
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if(area.start.write_area_x != area.end.write_area_x || area.start.write_area_y != area.end.write_area_y) {
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source_texture_.bind();
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const auto submit = [&](const GLint y_begin, const GLint y_end) {
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test_gl([&]{
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glTexSubImage2D(
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GL_TEXTURE_2D, 0,
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0, y_begin,
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WriteAreaWidth,
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y_end - y_begin,
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formatForDepth(write_area_data_size()),
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GL_UNSIGNED_BYTE,
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&write_area_texture_[size_t(y_begin * WriteAreaWidth) * source_texture_.channels()]
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);
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});
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};
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// Both of the following upload to area.end.write_area_y + 1 to include whatever line the write area
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// is currently on. It may have partial source areas along it, despite being incomplete.
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if(area.end.write_area_y >= area.start.write_area_y) {
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// Submit the direct region from the submit pointer to the read pointer.
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submit(area.start.write_area_y, area.end.write_area_y + 1);
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} else {
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// The circular buffer wrapped around; submit the data from the read pointer to the end of
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// the buffer and from the start of the buffer to the submit pointer.
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submit(area.start.write_area_y, WriteAreaHeight);
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submit(0, area.end.write_area_y + 1);
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}
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}
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// Submit scans; only the new ones need to be communicated.
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if(area.end.scan != area.start.scan) {
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const size_t new_scans = (area.end.scan - area.start.scan + scan_buffer_.size()) % scan_buffer_.size();
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//
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// OLD PIPELINE: submit new scans.
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//
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test_gl([&]{ glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_); });
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// Map only the required portion of the buffer.
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const size_t new_scans_size = new_scans * sizeof(Scan);
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const auto destination = static_cast<Scan *>(
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glMapBufferRange(
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GL_ARRAY_BUFFER,
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0,
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GLsizeiptr(new_scans_size),
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GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT
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)
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);
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test_gl_error();
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// Copy as a single chunk if possible; otherwise copy in two parts.
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if(area.start.scan < area.end.scan) {
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std::copy_n(scan_buffer_.begin() + area.start.scan, new_scans, destination);
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} else {
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const size_t first_portion_count = scan_buffer_.size() - area.start.scan;
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std::copy_n(scan_buffer_.begin() + area.start.scan, first_portion_count, destination);
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std::copy_n(scan_buffer_.begin(), new_scans - first_portion_count, destination + first_portion_count);
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}
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// Flush and unmap the buffer.
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test_gl([&]{ glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(new_scans_size)); });
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test_gl([&]{ glUnmapBuffer(GL_ARRAY_BUFFER); });
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//
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// OLD PIPELINE: draw new scans.
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//
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// Push new input to the unprocessed line buffer.
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unprocessed_line_texture_.bind_framebuffer();
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// Clear newly-touched lines; that is everything from (read+1) to submit.
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const auto first_line_to_clear = GLsizei((area.start.line+1)%line_buffer_.size());
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const auto final_line_to_clear = GLsizei(area.end.line);
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if(first_line_to_clear != final_line_to_clear) {
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test_gl([&]{ glEnable(GL_SCISSOR_TEST); });
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// Determine the proper clear colour — this needs to be anything that describes black
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// in the input colour encoding at use.
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if(modals().input_data_type == InputDataType::Luminance8Phase8) {
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// Supply both a zero luminance and a colour-subcarrier-disengaging phase.
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test_gl([&]{ glClearColor(0.0f, 1.0f, 0.0f, 0.0f); });
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} else {
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test_gl([&]{ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); });
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}
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if(first_line_to_clear < final_line_to_clear) {
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test_gl([&]{ glScissor(GLint(0), GLint(first_line_to_clear), unprocessed_line_texture_.width(), final_line_to_clear - first_line_to_clear); });
|
|
test_gl([&]{ glClear(GL_COLOR_BUFFER_BIT); });
|
|
} else {
|
|
test_gl([&]{ glScissor(GLint(0), GLint(0), unprocessed_line_texture_.width(), final_line_to_clear); });
|
|
test_gl([&]{ glClear(GL_COLOR_BUFFER_BIT); });
|
|
test_gl([&]{ glScissor(GLint(0), GLint(first_line_to_clear), unprocessed_line_texture_.width(), unprocessed_line_texture_.height() - first_line_to_clear); });
|
|
test_gl([&]{ glClear(GL_COLOR_BUFFER_BIT); });
|
|
}
|
|
|
|
test_gl([&]{ glDisable(GL_SCISSOR_TEST); });
|
|
}
|
|
|
|
// Apply new spans. They definitely always go to the first buffer.
|
|
test_gl([&]{ glBindVertexArray(scan_vertex_array_); });
|
|
input_shader_->bind();
|
|
test_gl([&]{ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans)); });
|
|
|
|
|
|
//
|
|
// NEW PIPELINE.
|
|
//
|
|
|
|
// Submit new scans.
|
|
// First implementation: put all new scans at the start of the buffer, for a simple
|
|
// glDrawArraysInstanced call below.
|
|
scans_.bind_buffer();
|
|
size_t buffer_destination = 0;
|
|
const auto submit = [&](const size_t begin, const size_t end) {
|
|
test_gl([&]{
|
|
glBufferSubData(
|
|
GL_ARRAY_BUFFER,
|
|
buffer_destination,
|
|
(end - begin) * sizeof(Scan),
|
|
&scan_buffer_[begin]
|
|
);
|
|
});
|
|
buffer_destination += (end - begin) * sizeof(Scan);
|
|
};
|
|
if(area.start.scan < area.end.scan) {
|
|
submit(area.start.scan, area.end.scan);
|
|
} else {
|
|
submit(area.start.scan, scan_buffer_.size());
|
|
submit(0, area.end.scan);
|
|
}
|
|
|
|
// Populate composition buffer.
|
|
composition_buffer_.bind_framebuffer();
|
|
scans_.bind();
|
|
composition_shader_.bind();
|
|
test_gl([&]{ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans)); });
|
|
}
|
|
|
|
// Logic for reducing resolution: start doing so if the metrics object reports that
|
|
// it's a good idea. Go up to a quarter of the requested resolution, subject to
|
|
// clamping at each stage. If the output resolution changes, or anything else about
|
|
// the output pipeline, just start trying the highest size again.
|
|
if(display_metrics_.should_lower_resolution() && is_soft_display_type()) {
|
|
resolution_reduction_level_ = std::min(resolution_reduction_level_+1, 4);
|
|
}
|
|
if(output_height_ != output_height || did_setup_pipeline) {
|
|
resolution_reduction_level_ = 1;
|
|
output_height_ = output_height;
|
|
}
|
|
|
|
// Ensure the accumulation buffer is properly sized, allowing for the metrics object's
|
|
// feelings about whether too high a resolution is being used.
|
|
const int framebuffer_height = std::max(output_height / resolution_reduction_level_, std::min(540, output_height));
|
|
const int proportional_width = (framebuffer_height * 4) / 3;
|
|
const bool did_create_accumulation_texture =
|
|
!accumulation_texture_ ||
|
|
(
|
|
accumulation_texture_->width() != proportional_width ||
|
|
accumulation_texture_->height() != framebuffer_height
|
|
);
|
|
|
|
// Work with the accumulation_buffer_ potentially starts from here onwards; set its flag.
|
|
while(is_drawing_to_accumulation_buffer_.test_and_set());
|
|
if(did_create_accumulation_texture) {
|
|
Logger::info().append("Changed output resolution to %d by %d", proportional_width, framebuffer_height);
|
|
display_metrics_.announce_did_resize();
|
|
auto new_framebuffer = std::make_unique<TextureTarget>(
|
|
api_,
|
|
GLsizei(proportional_width),
|
|
GLsizei(framebuffer_height),
|
|
AccumulationTextureUnit,
|
|
GL_NEAREST,
|
|
true
|
|
);
|
|
if(accumulation_texture_) {
|
|
new_framebuffer->bind_framebuffer();
|
|
test_gl([&]{ glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); });
|
|
|
|
test_gl([&]{ glActiveTexture(AccumulationTextureUnit); });
|
|
accumulation_texture_->bind_texture();
|
|
accumulation_texture_->draw(4.0f / 3.0f);
|
|
|
|
test_gl([&]{ glClear(GL_STENCIL_BUFFER_BIT); });
|
|
|
|
new_framebuffer->bind_texture();
|
|
}
|
|
accumulation_texture_ = std::move(new_framebuffer);
|
|
|
|
// In the absence of a way to resize a stencil buffer, just mark
|
|
// what's currently present as invalid to avoid an improper clear
|
|
// for this frame.
|
|
stencil_is_valid_ = false;
|
|
}
|
|
|
|
if(did_setup_pipeline || did_create_accumulation_texture) {
|
|
set_sampling_window(proportional_width, framebuffer_height, *output_shader_);
|
|
}
|
|
|
|
// Figure out how many new lines are ready.
|
|
auto new_lines = (area.end.line - area.start.line + LineBufferHeight) % LineBufferHeight;
|
|
if(new_lines) {
|
|
// Prepare to output lines.
|
|
test_gl([&]{ glBindVertexArray(line_vertex_array_); });
|
|
|
|
// Bind the accumulation framebuffer, unless there's going to be QAM work first.
|
|
if(!qam_separation_shader_ || line_metadata_buffer_[area.start.line].is_first_in_frame) {
|
|
accumulation_texture_->bind_framebuffer();
|
|
output_shader_->bind();
|
|
|
|
// Enable blending and stenciling.
|
|
test_gl([&]{ glEnable(GL_BLEND); });
|
|
test_gl([&]{ glEnable(GL_STENCIL_TEST); });
|
|
}
|
|
|
|
// Set the proper stencil function regardless.
|
|
test_gl([&]{ glStencilFunc(GL_EQUAL, 0, GLuint(~0)); });
|
|
test_gl([&]{ glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); });
|
|
|
|
// Prepare to upload data that will consitute lines.
|
|
test_gl([&]{ glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_); });
|
|
|
|
// Divide spans by which frame they're in.
|
|
auto start_line = area.start.line;
|
|
while(new_lines) {
|
|
uint16_t end_line = (start_line + 1) % LineBufferHeight;
|
|
|
|
// Find the limit of spans to draw in this cycle.
|
|
size_t lines = 1;
|
|
while(end_line != area.end.line && !line_metadata_buffer_[end_line].is_first_in_frame) {
|
|
end_line = (end_line + 1) % LineBufferHeight;
|
|
++lines;
|
|
}
|
|
|
|
// If this is start-of-frame, clear any untouched pixels and flush the stencil buffer
|
|
if(line_metadata_buffer_[start_line].is_first_in_frame) {
|
|
if(stencil_is_valid_ && line_metadata_buffer_[start_line].previous_frame_was_complete) {
|
|
full_display_rectangle_.draw(0.0f, 0.0f, 0.0f);
|
|
}
|
|
stencil_is_valid_ = true;
|
|
test_gl([&]{ glClear(GL_STENCIL_BUFFER_BIT); });
|
|
|
|
// Rebind the program for span output.
|
|
test_gl([&]{ glBindVertexArray(line_vertex_array_); });
|
|
if(!qam_separation_shader_) {
|
|
output_shader_->bind();
|
|
}
|
|
}
|
|
|
|
// Upload.
|
|
const auto buffer_size = lines * sizeof(Line);
|
|
if(!end_line || end_line > start_line) {
|
|
test_gl([&]{ glBufferSubData(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size), &line_buffer_[start_line]); });
|
|
} else {
|
|
auto destination = static_cast<Line *>(
|
|
glMapBufferRange(
|
|
GL_ARRAY_BUFFER,
|
|
0,
|
|
GLsizeiptr(buffer_size),
|
|
GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT
|
|
)
|
|
);
|
|
assert(destination);
|
|
test_gl_error();
|
|
|
|
std::copy_n(line_buffer_.begin(), end_line, destination + line_buffer_.size() - start_line);
|
|
std::copy_n(line_buffer_.begin() + start_line, line_buffer_.size() - start_line, destination);
|
|
|
|
test_gl([&]{ glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size)); });
|
|
test_gl([&]{ glUnmapBuffer(GL_ARRAY_BUFFER); });
|
|
}
|
|
|
|
// Produce colour information, if required.
|
|
if(qam_separation_shader_) {
|
|
qam_separation_shader_->bind();
|
|
qam_chroma_texture_->bind_framebuffer();
|
|
test_gl([&]{ glClear(GL_COLOR_BUFFER_BIT); }); // TODO: this is here as a hint that the old framebuffer doesn't need reloading;
|
|
// test whether that's a valid optimisation on desktop OpenGL.
|
|
|
|
test_gl([&]{ glDisable(GL_BLEND); });
|
|
test_gl([&]{ glDisable(GL_STENCIL_TEST); });
|
|
test_gl([&]{ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(lines)); });
|
|
|
|
accumulation_texture_->bind_framebuffer();
|
|
output_shader_->bind();
|
|
test_gl([&]{ glEnable(GL_BLEND); });
|
|
test_gl([&]{ glEnable(GL_STENCIL_TEST); });
|
|
}
|
|
|
|
// Render to the output.
|
|
test_gl([&]{ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(lines)); });
|
|
|
|
start_line = end_line;
|
|
new_lines -= lines;
|
|
}
|
|
|
|
// Disable blending and the stencil test again.
|
|
test_gl([&]{ glDisable(GL_STENCIL_TEST); });
|
|
test_gl([&]{ glDisable(GL_BLEND); });
|
|
}
|
|
|
|
// That's it for operations affecting the accumulation buffer.
|
|
is_drawing_to_accumulation_buffer_.clear();
|
|
|
|
// Grab a fence sync object to avoid busy waiting upon the next extry into this
|
|
// function, and reset the is_updating_ flag.
|
|
fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
complete_output_area(area);
|
|
});
|
|
}
|
|
|
|
void ScanTarget::draw(int output_width, int output_height) {
|
|
while(is_drawing_to_accumulation_buffer_.test_and_set(std::memory_order_acquire));
|
|
|
|
if(accumulation_texture_) {
|
|
// Copy the accumulation texture to the target.
|
|
test_gl([&]{ glBindFramebuffer(GL_FRAMEBUFFER, target_framebuffer_); });
|
|
test_gl([&]{ glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height); });
|
|
|
|
test_gl([&]{ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); });
|
|
test_gl([&]{ glClear(GL_COLOR_BUFFER_BIT); });
|
|
accumulation_texture_->bind_texture();
|
|
accumulation_texture_->draw(float(output_width) / float(output_height), 4.0f / 255.0f);
|
|
}
|
|
|
|
if(!composition_buffer_.empty()) {
|
|
// Copy the accumulation texture to the target.
|
|
test_gl([&]{ glBindFramebuffer(GL_FRAMEBUFFER, target_framebuffer_); });
|
|
test_gl([&]{ glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height); });
|
|
composition_buffer_.draw(float(output_width) / float(output_height), 4.0f / 255.0f);
|
|
}
|
|
|
|
is_drawing_to_accumulation_buffer_.clear(std::memory_order_release);
|
|
}
|