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583f6b1ba2
I might switch fully to has-a. Further consideration required.
164 lines
5.2 KiB
C++
164 lines
5.2 KiB
C++
//
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// ScanTarget.hpp
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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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#ifndef ScanTarget_hpp
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#define ScanTarget_hpp
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#include "../Log.hpp"
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#include "../DisplayMetrics.hpp"
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#include "../ScanTargets/BufferingScanTarget.hpp"
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#include "OpenGL.hpp"
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#include "Primitives/TextureTarget.hpp"
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#include "Primitives/Rectangle.hpp"
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#include "../../SignalProcessing/FIRFilter.hpp"
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#include <array>
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#include <atomic>
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#include <cstdint>
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#include <chrono>
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#include <list>
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#include <memory>
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#include <string>
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#include <vector>
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namespace Outputs {
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namespace Display {
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namespace OpenGL {
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/*!
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Provides a ScanTarget that uses OpenGL to render its output;
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this uses various internal buffers so that the only geometry
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drawn to the target framebuffer is a quad.
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*/
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class ScanTarget: public Outputs::Display::BufferingScanTarget { // TODO: use private inheritance and expose only display_metrics() and a custom cast?
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public:
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ScanTarget(GLuint target_framebuffer = 0, float output_gamma = 2.2f);
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~ScanTarget();
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void set_target_framebuffer(GLuint);
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/*! Pushes the current state of output to the target framebuffer. */
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void draw(int output_width, int output_height);
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/*! Processes all the latest input, at a resolution suitable for later output to a framebuffer of the specified size. */
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void update(int output_width, int output_height);
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private:
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static constexpr int LineBufferWidth = 2048;
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static constexpr int LineBufferHeight = 2048;
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#ifndef NDEBUG
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struct OpenGLVersionDumper {
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OpenGLVersionDumper() {
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// Note the OpenGL version, as the first thing this class does prior to construction.
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LOG("Constructing scan target with OpenGL " << glGetString(GL_VERSION) << "; shading language version " << glGetString(GL_SHADING_LANGUAGE_VERSION));
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}
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} dumper_;
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#endif
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GLuint target_framebuffer_;
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const float output_gamma_;
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int resolution_reduction_level_ = 1;
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int output_height_ = 0;
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size_t lines_submitted_ = 0;
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std::chrono::high_resolution_clock::time_point line_submission_begin_time_;
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// Contains the first composition of scans into lines;
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// they're accumulated prior to output to allow for continuous
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// application of any necessary conversions — e.g. composite processing.
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TextureTarget unprocessed_line_texture_;
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// Contains pre-lowpass-filtered chrominance information that is
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// part-QAM-demoduled, if dealing with a QAM data source.
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std::unique_ptr<TextureTarget> qam_chroma_texture_;
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// Scans are accumulated to the accumulation texture; the full-display
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// rectangle is used to ensure untouched pixels properly decay.
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std::unique_ptr<TextureTarget> accumulation_texture_;
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Rectangle full_display_rectangle_;
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bool stencil_is_valid_ = false;
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// OpenGL storage handles for buffer data.
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GLuint scan_buffer_name_ = 0, scan_vertex_array_ = 0;
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GLuint line_buffer_name_ = 0, line_vertex_array_ = 0;
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template <typename T> void allocate_buffer(const T &array, GLuint &buffer_name, GLuint &vertex_array_name);
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template <typename T> void patch_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer);
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GLuint write_area_texture_name_ = 0;
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bool texture_exists_ = false;
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// Receives scan target modals.
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void setup_pipeline();
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enum class ShaderType {
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Composition,
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Conversion,
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QAMSeparation
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};
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/*!
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Calls @c taret.enable_vertex_attribute_with_pointer to attach all
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globals for shaders of @c type to @c target.
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*/
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static void enable_vertex_attributes(ShaderType type, Shader &target);
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void set_uniforms(ShaderType type, Shader &target) const;
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std::vector<std::string> bindings(ShaderType type) const;
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GLsync fence_ = nullptr;
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std::atomic_flag is_drawing_to_accumulation_buffer_;
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std::unique_ptr<Shader> input_shader_;
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std::unique_ptr<Shader> output_shader_;
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std::unique_ptr<Shader> qam_separation_shader_;
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/*!
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Produces a shader that composes fragment of the input stream to a single buffer,
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normalising the data into one of four forms: RGB, 8-bit luminance,
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phase-linked luminance or luminance+phase offset.
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*/
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std::unique_ptr<Shader> composition_shader() const;
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/*!
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Produces a shader that reads from a composition buffer and converts to host
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output RGB, decoding composite or S-Video as necessary.
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*/
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std::unique_ptr<Shader> conversion_shader() const;
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/*!
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Produces a shader that writes separated but not-yet filtered QAM components
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from the unprocessed line texture to the QAM chroma texture, at a fixed
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size of four samples per colour clock, point sampled.
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*/
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std::unique_ptr<Shader> qam_separation_shader() const;
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void set_sampling_window(int output_Width, int output_height, Shader &target);
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std::string sampling_function() const;
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/*!
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@returns true if the current display type is a 'soft' one, i.e. one in which
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contrast tends to be low, such as a composite colour display.
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*/
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bool is_soft_display_type();
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// Storage for the various buffers.
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std::vector<uint8_t> write_area_texture_;
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std::array<Scan, LineBufferHeight*5> scan_buffer_;
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std::array<Line, LineBufferHeight> line_buffer_;
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std::array<LineMetadata, LineBufferHeight> line_metadata_buffer_;
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};
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}
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}
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}
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#endif /* ScanTarget_hpp */
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