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637 lines
24 KiB
C++
637 lines
24 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 "Primitives/Rectangle.hpp"
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using namespace Outputs::Display::OpenGL;
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namespace {
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/// The texture unit from which to source 1bpp input data.
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constexpr GLenum SourceData1BppTextureUnit = GL_TEXTURE0;
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/// The texture unit from which to source 2bpp input data.
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constexpr GLenum SourceData2BppTextureUnit = GL_TEXTURE1;
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/// The texture unit from which to source 4bpp input data.
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constexpr GLenum SourceData4BppTextureUnit = GL_TEXTURE2;
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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_TEXTURE3;
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/// The texture unit which contains line-by-line records of luminance and two channels of chrominance, straight after multiplication by the quadrature vector, not yet filtered.
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constexpr GLenum SVideoLineBufferTextureUnit = GL_TEXTURE4;
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/// The texture unit which contains line-by-line records of RGB.
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constexpr GLenum RGBLineBufferTextureUnit = GL_TEXTURE5;
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/// The texture unit that contains the current display.
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constexpr GLenum AccumulationTextureUnit = GL_TEXTURE6;
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#define TextureAddress(x, y) (((y) << 11) | (x))
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#define TextureAddressGetY(v) uint16_t((v) >> 11)
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#define TextureAddressGetX(v) uint16_t((v) & 0x7ff)
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#define TextureSub(a, b) (((a) - (b)) & 0x3fffff)
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const GLint internalFormatForDepth(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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const GLenum formatForDepth(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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}
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template <typename T> void ScanTarget::allocate_buffer(const T &array, GLuint &buffer_name, GLuint &vertex_array_name) {
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const auto buffer_size = array.size() * sizeof(array[0]);
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glGenBuffers(1, &buffer_name);
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glBindBuffer(GL_ARRAY_BUFFER, buffer_name);
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glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(buffer_size), NULL, GL_STREAM_DRAW);
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glGenVertexArrays(1, &vertex_array_name);
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glBindVertexArray(vertex_array_name);
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glBindBuffer(GL_ARRAY_BUFFER, buffer_name);
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}
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ScanTarget::ScanTarget() :
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unprocessed_line_texture_(LineBufferWidth, LineBufferHeight, UnprocessedLineBufferTextureUnit, GL_LINEAR, false),
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// svideo_texture_(LineBufferWidth, LineBufferHeight, SVideoLineBufferTextureUnit, GL_LINEAR, false),
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// rgb_texture_(LineBufferWidth, LineBufferHeight, RGBLineBufferTextureUnit, GL_LINEAR, false),
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full_display_rectangle_(-1.0f, -1.0f, 2.0f, 2.0f) {
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// Ensure proper initialisation of the two atomic pointer sets.
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read_pointers_.store(write_pointers_);
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submit_pointers_.store(write_pointers_);
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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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glGenTextures(1, &write_area_texture_name_);
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glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR);
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glBlendColor(0.4f, 0.4f, 0.4f, 1.0f);
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is_drawing_.clear();
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}
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ScanTarget::~ScanTarget() {
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while(is_drawing_.test_and_set()) {}
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glDeleteBuffers(1, &scan_buffer_name_);
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glDeleteTextures(1, &write_area_texture_name_);
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glDeleteVertexArrays(1, &scan_vertex_array_);
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}
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void ScanTarget::set_modals(Modals modals) {
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modals.display_type = DisplayType::SVideo;
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modals_ = modals;
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const auto data_type_size = Outputs::Display::size_for_data_type(modals.input_data_type);
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if(data_type_size != data_type_size_) {
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// TODO: flush output.
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data_type_size_ = data_type_size;
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write_area_texture_.resize(2048*2048*data_type_size_);
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write_pointers_.scan_buffer = 0;
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write_pointers_.write_area = 0;
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}
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// Pick a processing width; this will be at least four times the
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// colour subcarrier, and an integer multiple of the pixel clock and
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// at most 2048.
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const int colour_cycle_width = (modals.colour_cycle_numerator * 4 + modals.colour_cycle_denominator - 1) / modals.colour_cycle_denominator;
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const int dot_clock = modals.cycles_per_line / modals.clocks_per_pixel_greatest_common_divisor;
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const int overflow = colour_cycle_width % dot_clock;
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processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
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processing_width_ = std::min(processing_width_, 2048);
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// Establish an output shader. TODO: add gamma correction here.
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output_shader_.reset(new Shader(
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glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
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"#version 150\n"
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"out vec4 fragColour;"
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"in vec2 textureCoordinate;"
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"uniform sampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 0.64);"
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"}",
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attribute_bindings(ShaderType::Line)
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));
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glBindVertexArray(line_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
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enable_vertex_attributes(ShaderType::Line, *output_shader_);
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set_uniforms(ShaderType::Line, *output_shader_);
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output_shader_->set_uniform("origin", modals.visible_area.origin.x, modals.visible_area.origin.y);
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output_shader_->set_uniform("size", modals.visible_area.size.width, modals.visible_area.size.height);
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// Establish such intermediary shaders as are required.
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pipeline_stages_.clear();
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if(modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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composite_to_svideo_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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SVideoLineBufferTextureUnit);
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}
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if(modals_.display_type == DisplayType::SVideo || modals_.display_type == DisplayType::CompositeColour) {
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pipeline_stages_.emplace_back(
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svideo_to_rgb_shader(modals_.colour_cycle_numerator, modals_.colour_cycle_denominator, processing_width_).release(),
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(modals_.display_type == DisplayType::CompositeColour) ? RGBLineBufferTextureUnit : SVideoLineBufferTextureUnit);
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}
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glBindVertexArray(scan_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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// Establish an input shader.
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input_shader_ = input_shader(modals_.input_data_type, modals_.display_type);
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enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
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set_uniforms(ShaderType::InputScan, *input_shader_);
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input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
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// Cascade the texture units in use as per the pipeline stages.
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std::vector<Shader *> input_shaders = {input_shader_.get()};
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GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
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// output_shader_->set_uniform("textureName", texture_unit);
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for(const auto &stage: pipeline_stages_) {
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input_shaders.push_back(stage.shader.get());
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stage.shader->set_uniform("textureName", texture_unit);
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set_uniforms(ShaderType::ProcessedScan, *stage.shader);
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enable_vertex_attributes(ShaderType::ProcessedScan, *stage.shader);
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++texture_unit;
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}
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output_shader_->set_uniform("textureName", texture_unit);
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// Ensure that all shaders involved in the input pipeline have the proper colour space knowledged.
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for(auto shader: input_shaders) {
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switch(modals.composite_colour_space) {
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case ColourSpace::YIQ: {
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const GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
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const GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yiqToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYIQ);
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} break;
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case ColourSpace::YUV: {
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const GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
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const GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
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shader->set_uniform_matrix("lumaChromaToRGB", 3, false, yuvToRGB);
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shader->set_uniform_matrix("rgbToLumaChroma", 3, false, rgbToYUV);
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} break;
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}
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}
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}
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void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
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// Slightly over-amping rowHeight here is a cheap way to make sure that lines
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// converge even allowing for the fact that they may not be spaced by exactly
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// the expected distance. Cf. the stencil-powered logic for making sure all
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// pixels are painted only exactly once per field.
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target.set_uniform("rowHeight", GLfloat(1.05f / modals_.expected_vertical_lines));
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target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
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target.set_uniform("processingWidth", GLfloat(processing_width_) / 2048.0f);
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}
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Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
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if(allocation_has_failed_) return nullptr;
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const auto result = &scan_buffer_[write_pointers_.scan_buffer];
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const auto read_pointers = read_pointers_.load();
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// Advance the pointer.
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const auto next_write_pointer = decltype(write_pointers_.scan_buffer)((write_pointers_.scan_buffer + 1) % scan_buffer_.size());
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// Check whether that's too many.
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if(next_write_pointer == read_pointers.scan_buffer) {
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allocation_has_failed_ = true;
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return nullptr;
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}
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write_pointers_.scan_buffer = next_write_pointer;
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++provided_scans_;
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// Fill in extra OpenGL-specific details.
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result->line = write_pointers_.line;
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vended_scan_ = result;
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return &result->scan;
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}
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void ScanTarget::end_scan() {
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if(vended_scan_) {
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vended_scan_->data_y = TextureAddressGetY(vended_write_area_pointer_);
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vended_scan_->line = write_pointers_.line;
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vended_scan_->scan.end_points[0].data_offset += TextureAddressGetX(vended_write_area_pointer_);
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vended_scan_->scan.end_points[1].data_offset += TextureAddressGetX(vended_write_area_pointer_);
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}
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vended_scan_ = nullptr;
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}
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uint8_t *ScanTarget::begin_data(size_t required_length, size_t required_alignment) {
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if(allocation_has_failed_) return nullptr;
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// Determine where the proposed write area would start and end.
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uint16_t output_y = TextureAddressGetY(write_pointers_.write_area);
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uint16_t aligned_start_x = TextureAddressGetX(write_pointers_.write_area & 0xffff) + 1;
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aligned_start_x += uint16_t((required_alignment - aligned_start_x%required_alignment)%required_alignment);
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uint16_t end_x = aligned_start_x + uint16_t(1 + required_length);
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if(end_x > WriteAreaWidth) {
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output_y = (output_y + 1) % WriteAreaHeight;
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aligned_start_x = uint16_t(required_alignment);
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end_x = aligned_start_x + uint16_t(1 + required_length);
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}
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// Check whether that steps over the read pointer.
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const auto end_address = TextureAddress(end_x, output_y);
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const auto read_pointers = read_pointers_.load();
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const auto end_distance = TextureSub(end_address, read_pointers.write_area);
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const auto previous_distance = TextureSub(write_pointers_.write_area, read_pointers.write_area);
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// If allocating this would somehow make the write pointer back away from the read pointer,
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// there must not be enough space left.
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if(end_distance < previous_distance) {
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allocation_has_failed_ = true;
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return nullptr;
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}
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// Everything checks out, return the pointer.
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vended_write_area_pointer_ = write_pointers_.write_area = TextureAddress(aligned_start_x, output_y);
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return &write_area_texture_[size_t(write_pointers_.write_area) * data_type_size_];
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// Note state at exit:
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// write_pointers_.write_area points to the first pixel the client is expected to draw to.
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}
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void ScanTarget::end_data(size_t actual_length) {
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if(allocation_has_failed_) return;
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// Bookend the start of the new data, to safeguard for precision errors in sampling.
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memcpy(
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&write_area_texture_[size_t(write_pointers_.write_area - 1) * data_type_size_],
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&write_area_texture_[size_t(write_pointers_.write_area) * data_type_size_],
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data_type_size_);
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// The write area was allocated in the knowledge that there's sufficient
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// distance left on the current line, so there's no need to worry about carry.
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write_pointers_.write_area += actual_length + 1;
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// Also bookend the end.
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memcpy(
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&write_area_texture_[size_t(write_pointers_.write_area - 1) * data_type_size_],
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&write_area_texture_[size_t(write_pointers_.write_area - 2) * data_type_size_],
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data_type_size_);
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}
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void ScanTarget::submit() {
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if(allocation_has_failed_) {
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// Reset all pointers to where they were; this also means
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// the stencil won't be properly populated.
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write_pointers_ = submit_pointers_.load();
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frame_was_complete_ = false;
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} else {
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// Advance submit pointer.
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submit_pointers_.store(write_pointers_);
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}
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allocation_has_failed_ = false;
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}
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void ScanTarget::announce(Event event, uint16_t x, uint16_t y) {
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switch(event) {
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default: break;
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case ScanTarget::Event::BeginHorizontalRetrace:
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if(active_line_) {
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active_line_->end_points[1].x = x;
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active_line_->end_points[1].y = y;
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}
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break;
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case ScanTarget::Event::EndHorizontalRetrace: {
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// Commit the most recent line only if any scans fell on it.
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// Otherwise there's no point outputting it, it'll contribute nothing.
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if(provided_scans_) {
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// Store metadata if concluding a previous line.
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if(active_line_) {
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line_metadata_buffer_[size_t(write_pointers_.line)].is_first_in_frame = is_first_in_frame_;
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line_metadata_buffer_[size_t(write_pointers_.line)].previous_frame_was_complete = frame_was_complete_;
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is_first_in_frame_ = false;
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}
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const auto read_pointers = read_pointers_.load();
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// Attempt to allocate a new line; note allocation failure if necessary.
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const auto next_line = uint16_t((write_pointers_.line + 1) % LineBufferHeight);
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if(next_line == read_pointers.line) {
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allocation_has_failed_ = true;
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active_line_ = nullptr;
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} else {
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write_pointers_.line = next_line;
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active_line_ = &line_buffer_[size_t(write_pointers_.line)];
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}
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provided_scans_ = 0;
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}
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if(active_line_) {
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active_line_->end_points[0].x = x;
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active_line_->end_points[0].y = y;
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active_line_->line = write_pointers_.line;
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}
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} break;
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case ScanTarget::Event::EndVerticalRetrace:
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is_first_in_frame_ = true;
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frame_was_complete_ = true;
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break;
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}
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// TODO: any lines that include any portion of vertical sync should be hidden.
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// (maybe set a flag and zero out the line coordinates?)
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}
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void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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if(fence_ != nullptr) {
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// if the GPU is still busy, don't wait; we'll catch it next time
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if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, synchronous ? GL_TIMEOUT_IGNORED : 0) == GL_TIMEOUT_EXPIRED) {
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return;
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}
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fence_ = nullptr;
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}
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// Spin until the is-drawing flag is reset; the wait sync above will deal
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// with instances where waiting is inappropriate.
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while(is_drawing_.test_and_set());
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// Grab the current read and submit pointers.
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const auto submit_pointers = submit_pointers_.load();
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const auto read_pointers = read_pointers_.load();
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// Submit scans; only the new ones need to be communicated.
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size_t new_scans = (submit_pointers.scan_buffer + scan_buffer_.size() - read_pointers.scan_buffer) % scan_buffer_.size();
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if(new_scans) {
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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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uint8_t *const destination = static_cast<uint8_t *>(
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glMapBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(new_scans_size), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT)
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);
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if(read_pointers.scan_buffer < submit_pointers.scan_buffer) {
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memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], new_scans_size);
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} else {
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const size_t first_portion_length = (scan_buffer_.size() - read_pointers.scan_buffer) * sizeof(Scan);
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memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], first_portion_length);
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memcpy(&destination[first_portion_length], &scan_buffer_[0], new_scans_size - first_portion_length);
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}
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// Flush and unmap the buffer.
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(new_scans_size));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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// Submit texture.
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if(submit_pointers.write_area != read_pointers.write_area) {
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glActiveTexture(SourceData1BppTextureUnit);
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glBindTexture(GL_TEXTURE_2D, write_area_texture_name_);
|
|
|
|
// Create storage for the texture if it doesn't yet exist; this was deferred until here
|
|
// because the pixel format wasn't initially known.
|
|
if(!texture_exists_) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexImage2D(
|
|
GL_TEXTURE_2D,
|
|
0,
|
|
internalFormatForDepth(data_type_size_),
|
|
WriteAreaWidth,
|
|
WriteAreaHeight,
|
|
0,
|
|
formatForDepth(data_type_size_),
|
|
GL_UNSIGNED_BYTE,
|
|
nullptr);
|
|
texture_exists_ = true;
|
|
}
|
|
|
|
const auto start_y = TextureAddressGetY(read_pointers.write_area);
|
|
const auto end_y = TextureAddressGetY(submit_pointers.write_area);
|
|
if(end_y >= start_y) {
|
|
// Submit the direct region from the submit pointer to the read pointer.
|
|
glTexSubImage2D( GL_TEXTURE_2D, 0,
|
|
0, start_y,
|
|
WriteAreaWidth,
|
|
1 + end_y - start_y,
|
|
formatForDepth(data_type_size_),
|
|
GL_UNSIGNED_BYTE,
|
|
&write_area_texture_[size_t(TextureAddress(0, start_y)) * data_type_size_]);
|
|
} else {
|
|
// The circular buffer wrapped around; submit the data from the read pointer to the end of
|
|
// the buffer and from the start of the buffer to the submit pointer.
|
|
glTexSubImage2D( GL_TEXTURE_2D, 0,
|
|
0, 0,
|
|
WriteAreaWidth,
|
|
1 + end_y,
|
|
formatForDepth(data_type_size_),
|
|
GL_UNSIGNED_BYTE,
|
|
&write_area_texture_[0]);
|
|
glTexSubImage2D( GL_TEXTURE_2D, 0,
|
|
0, start_y,
|
|
WriteAreaWidth,
|
|
WriteAreaHeight - start_y,
|
|
formatForDepth(data_type_size_),
|
|
GL_UNSIGNED_BYTE,
|
|
&write_area_texture_[size_t(TextureAddress(0, start_y)) * data_type_size_]);
|
|
}
|
|
}
|
|
|
|
// Push new input to the unprocessed line buffer.
|
|
if(new_scans) {
|
|
glDisable(GL_BLEND);
|
|
unprocessed_line_texture_.bind_framebuffer();
|
|
|
|
// Clear newly-touched lines; that is everything from (read+1) to submit.
|
|
const uint16_t first_line_to_clear = (read_pointers.line+1)%line_buffer_.size();
|
|
const uint16_t final_line_to_clear = submit_pointers.line;
|
|
if(first_line_to_clear != final_line_to_clear) {
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
if(first_line_to_clear < final_line_to_clear) {
|
|
glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), final_line_to_clear - first_line_to_clear);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
} else {
|
|
glScissor(0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), unprocessed_line_texture_.get_height() - first_line_to_clear);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
// Apply new spans. They definitely always go to the first buffer.
|
|
glBindVertexArray(scan_vertex_array_);
|
|
input_shader_->bind();
|
|
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
|
|
|
|
// If there are any further pipeline stages, apply them.
|
|
for(auto &stage: pipeline_stages_) {
|
|
stage.target.bind_framebuffer();
|
|
stage.shader->bind();
|
|
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
|
|
}
|
|
}
|
|
|
|
// Ensure the accumulation buffer is properly sized.
|
|
const int proportional_width = (output_height * 4) / 3;
|
|
if(!accumulation_texture_ || ( /* !synchronous && */ (accumulation_texture_->get_width() != proportional_width || accumulation_texture_->get_height() != output_height))) {
|
|
std::unique_ptr<OpenGL::TextureTarget> new_framebuffer(
|
|
new TextureTarget(
|
|
GLsizei(proportional_width),
|
|
GLsizei(output_height),
|
|
AccumulationTextureUnit,
|
|
GL_LINEAR,
|
|
true));
|
|
if(accumulation_texture_) {
|
|
new_framebuffer->bind_framebuffer();
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
glActiveTexture(AccumulationTextureUnit);
|
|
accumulation_texture_->bind_texture();
|
|
accumulation_texture_->draw(float(output_width) / float(output_height));
|
|
|
|
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;
|
|
}
|
|
|
|
// Figure out how many new spans are ostensible ready; use two less than that.
|
|
uint16_t new_spans = (submit_pointers.line + LineBufferHeight - read_pointers.line) % LineBufferHeight;
|
|
if(new_spans) {
|
|
// Bind the accumulation framebuffer.
|
|
accumulation_texture_->bind_framebuffer();
|
|
|
|
// Enable blending and stenciling, and ensure spans increment the stencil buffer.
|
|
glEnable(GL_BLEND);
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilFunc(GL_EQUAL, 0, GLuint(-1));
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
|
|
|
// Prepare to output lines.
|
|
glBindVertexArray(line_vertex_array_);
|
|
output_shader_->bind();
|
|
|
|
// Prepare to upload data that will consitute lines.
|
|
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
|
|
|
|
// Divide spans by which frame they're in.
|
|
uint16_t start_line = read_pointers.line;
|
|
while(new_spans) {
|
|
uint16_t end_line = start_line+1;
|
|
|
|
// Find the limit of spans to draw in this cycle.
|
|
size_t spans = 1;
|
|
while(end_line != submit_pointers.line && !line_metadata_buffer_[end_line].is_first_in_frame) {
|
|
end_line = (end_line + 1) % LineBufferHeight;
|
|
++spans;
|
|
}
|
|
|
|
// 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;
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
// Rebind the program for span output.
|
|
glBindVertexArray(line_vertex_array_);
|
|
output_shader_->bind();
|
|
}
|
|
|
|
// Upload and draw.
|
|
const auto buffer_size = spans * sizeof(Line);
|
|
if(!end_line || end_line > start_line) {
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size), &line_buffer_[start_line]);
|
|
} else {
|
|
uint8_t *destination = static_cast<uint8_t *>(
|
|
glMapBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT)
|
|
);
|
|
assert(destination);
|
|
|
|
const size_t buffer_length = line_buffer_.size() * sizeof(Line);
|
|
const size_t start_position = start_line * sizeof(Line);
|
|
memcpy(&destination[0], &line_buffer_[start_line], buffer_length - start_position);
|
|
memcpy(&destination[buffer_length - start_position], &line_buffer_[0], end_line * sizeof(Line));
|
|
|
|
glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size));
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
}
|
|
|
|
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(spans));
|
|
|
|
start_line = end_line;
|
|
new_spans -= spans;
|
|
}
|
|
|
|
// Disable blending and the stencil test again.
|
|
glDisable(GL_STENCIL_TEST);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
// Copy the accumulatiion texture to the target (TODO: don't assume framebuffer 0).
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
// unprocessed_line_texture_.bind_texture();
|
|
// unprocessed_line_texture_.draw(float(output_width) / float(output_height), 4.0f / 255.0f);
|
|
|
|
// pipeline_stages_.front().target.bind_texture();
|
|
// pipeline_stages_.front().target.draw(float(output_width) / float(output_height), 4.0f / 255.0f);
|
|
|
|
accumulation_texture_->bind_texture();
|
|
accumulation_texture_->draw(float(output_width) / float(output_height), 4.0f / 255.0f);
|
|
|
|
// All data now having been spooled to the GPU, update the read pointers to
|
|
// the submit pointer location.
|
|
read_pointers_.store(submit_pointers);
|
|
|
|
// Grab a fence sync object to avoid busy waiting upon the next extry into this
|
|
// function, and reset the is_drawing_ flag.
|
|
fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
is_drawing_.clear();
|
|
}
|