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517 lines
19 KiB
C++
517 lines
19 KiB
C++
// CRTOpenGL.cpp
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// Clock Signal
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//
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// Created by Thomas Harte on 03/02/2016.
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// Copyright © 2016 Thomas Harte. All rights reserved.
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//
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#include "CRT.hpp"
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#include <stdlib.h>
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#include <math.h>
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#include "CRTOpenGL.hpp"
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#include "../../../SignalProcessing/FIRFilter.hpp"
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#include "Shaders/OutputShader.hpp"
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static const GLint internalFormatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_R8UI;
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case 2: return GL_RG8UI;
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case 3: return GL_RGB8UI;
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case 4: return GL_RGBA8UI;
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}
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}
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static const GLenum formatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_RED_INTEGER;
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case 2: return GL_RG_INTEGER;
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case 3: return GL_RGB_INTEGER;
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case 4: return GL_RGBA_INTEGER;
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}
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}
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struct Range {
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GLsizei location, length;
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};
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static int getCircularRanges(GLsizei *start_pointer, GLsizei *end_pointer, GLsizei buffer_length, GLsizei granularity, Range *ranges)
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{
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GLsizei start = *start_pointer;
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GLsizei end = *end_pointer;
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*end_pointer %= buffer_length;
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*start_pointer = *end_pointer;
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start -= start%granularity;
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end -= end%granularity;
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GLsizei length = end - start;
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if(!length) return 0;
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if(length >= buffer_length)
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{
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ranges[0].location = 0;
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ranges[0].length = buffer_length;
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return 1;
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}
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else
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{
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ranges[0].location = start % buffer_length;
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if(ranges[0].location + length <= buffer_length)
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{
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ranges[0].length = length;
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return 1;
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}
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else
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{
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ranges[0].length = buffer_length - ranges[0].location;
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ranges[1].location = 0;
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ranges[1].length = length - ranges[0].length;
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return 2;
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}
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}
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}
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static inline void drawArrayRanges(GLenum mode, GLsizei vertex_size, int number_of_ranges, Range *ranges)
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{
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for(int c = 0; c < number_of_ranges; c++)
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{
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glDrawArrays(mode, ranges[c].location / vertex_size, ranges[c].length / vertex_size);
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}
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}
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static void submitArrayData(GLuint buffer, uint8_t *source, int number_of_ranges, Range *ranges)
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{
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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for(int c = 0; c < number_of_ranges; c++)
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{
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uint8_t *data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, ranges[c].location, ranges[c].length, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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memcpy(data, &source[ranges[c].location], (size_t)ranges[c].length);
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, ranges[c].location, ranges[c].length);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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}
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using namespace Outputs::CRT;
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namespace {
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static const GLenum composite_texture_unit = GL_TEXTURE0;
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static const GLenum separated_texture_unit = GL_TEXTURE1;
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static const GLenum filtered_y_texture_unit = GL_TEXTURE2;
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static const GLenum filtered_texture_unit = GL_TEXTURE3;
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static const GLenum source_data_texture_unit = GL_TEXTURE4;
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static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE5;
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}
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OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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_output_mutex(new std::mutex),
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_visible_area(Rect(0, 0, 1, 1)),
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_composite_src_output_y(0),
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_cleared_composite_output_y(0),
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_composite_shader(nullptr),
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_rgb_shader(nullptr),
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_output_buffer_data(new uint8_t[OutputVertexBufferDataSize]),
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_source_buffer_data(new uint8_t[SourceVertexBufferDataSize]),
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_output_buffer_data_pointer(0),
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_drawn_output_buffer_data_pointer(0),
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_source_buffer_data_pointer(0),
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_drawn_source_buffer_data_pointer(0),
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_last_output_width(0),
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_last_output_height(0),
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_fence(nullptr)
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{
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_buffer_builder = std::unique_ptr<CRTInputBufferBuilder>(new CRTInputBufferBuilder(buffer_depth));
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glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR);
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glBlendColor(0.6f, 0.6f, 0.6f, 1.0f);
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// Create intermediate textures and bind to slots 0, 1 and 2
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compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit));
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separatedTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, separated_texture_unit));
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filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_y_texture_unit));
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filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit));
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// create the surce texture
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glGenTextures(1, &textureName);
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glActiveTexture(source_data_texture_unit);
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glBindTexture(GL_TEXTURE_2D, textureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(_buffer_builder->get_bytes_per_pixel()), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(_buffer_builder->get_bytes_per_pixel()), GL_UNSIGNED_BYTE, nullptr);
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// create the output vertex array
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glGenVertexArrays(1, &output_vertex_array);
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// create a buffer for output vertex attributes
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glGenBuffers(1, &output_array_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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glBufferData(GL_ARRAY_BUFFER, OutputVertexBufferDataSize, NULL, GL_STREAM_DRAW);
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// create the source vertex array
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glGenVertexArrays(1, &source_vertex_array);
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// create a buffer for source vertex attributes
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glGenBuffers(1, &source_array_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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glBufferData(GL_ARRAY_BUFFER, SourceVertexBufferDataSize, NULL, GL_STREAM_DRAW);
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}
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OpenGLOutputBuilder::~OpenGLOutputBuilder()
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{
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glDeleteTextures(1, &textureName);
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glDeleteBuffers(1, &output_array_buffer);
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glDeleteBuffers(1, &source_array_buffer);
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glDeleteVertexArrays(1, &output_vertex_array);
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free(_composite_shader);
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free(_rgb_shader);
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}
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void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty)
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{
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// lock down any further work on the current frame
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_output_mutex->lock();
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// establish essentials
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if(!output_shader_program)
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{
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prepare_composite_input_shaders();
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prepare_rgb_input_shaders();
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prepare_source_vertex_array();
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prepare_output_shader();
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prepare_output_vertex_array();
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set_timing_uniforms();
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set_colour_space_uniforms();
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}
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// determine how many lines are newly reclaimed; they'll need to be cleared
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Range clearing_zones[2], source_drawing_zones[2];
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Range output_drawing_zones[2];
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int number_of_clearing_zones = getCircularRanges(&_cleared_composite_output_y, &_composite_src_output_y, IntermediateBufferHeight, 1, clearing_zones);
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int number_of_source_drawing_zones = getCircularRanges(&_drawn_source_buffer_data_pointer, &_source_buffer_data_pointer, SourceVertexBufferDataSize, 2*SourceVertexSize, source_drawing_zones);
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int number_of_output_drawing_zones = getCircularRanges(&_drawn_output_buffer_data_pointer, &_output_buffer_data_pointer, OutputVertexBufferDataSize, 6*OutputVertexSize, output_drawing_zones);
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uint16_t completed_texture_y = _buffer_builder->get_and_finalise_current_line();
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if(_fence != nullptr)
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{
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glClientWaitSync(_fence, GL_SYNC_FLUSH_COMMANDS_BIT, GL_TIMEOUT_IGNORED);
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glDeleteSync(_fence);
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}
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// release the mapping, giving up on trying to draw if data has been lost
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submitArrayData(output_array_buffer, _output_buffer_data.get(), number_of_output_drawing_zones, output_drawing_zones);
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// bind and flush the source array buffer
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submitArrayData(source_array_buffer, _source_buffer_data.get(), number_of_source_drawing_zones, source_drawing_zones);
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// make sure there's a target to draw to
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if(!framebuffer || framebuffer->get_height() != output_height || framebuffer->get_width() != output_width)
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{
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std::unique_ptr<OpenGL::TextureTarget> new_framebuffer = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget((GLsizei)output_width, (GLsizei)output_height, pixel_accumulation_texture_unit));
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if(framebuffer)
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{
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new_framebuffer->bind_framebuffer();
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glClear(GL_COLOR_BUFFER_BIT);
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glActiveTexture(pixel_accumulation_texture_unit);
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framebuffer->bind_texture();
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framebuffer->draw((float)output_width / (float)output_height);
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new_framebuffer->bind_texture();
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}
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framebuffer = std::move(new_framebuffer);
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}
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// upload new source pixels
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if(completed_texture_y)
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{
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glActiveTexture(source_data_texture_unit);
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, 0,
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InputBufferBuilderWidth, completed_texture_y,
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formatForDepth(_buffer_builder->get_bytes_per_pixel()), GL_UNSIGNED_BYTE,
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_buffer_builder->get_image_pointer());
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}
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struct RenderStage {
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OpenGL::TextureTarget *const target;
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OpenGL::Shader *const shader;
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float clear_colour[3];
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};
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RenderStage composite_render_stages[] =
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{
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{compositeTexture.get(), composite_input_shader_program.get(), {0.0, 0.0, 0.0}},
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{separatedTexture.get(), composite_separation_filter_program.get(), {0.0, 0.5, 0.5}},
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{filteredYTexture.get(), composite_y_filter_shader_program.get(), {0.0, 0.5, 0.5}},
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{filteredTexture.get(), composite_chrominance_filter_shader_program.get(), {0.0, 0.0, 0.0}},
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{nullptr}
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};
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RenderStage rgb_render_stages[] =
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{
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{compositeTexture.get(), rgb_input_shader_program.get(), {0.0, 0.0, 0.0}},
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{filteredTexture.get(), rgb_filter_shader_program.get(), {0.0, 0.0, 0.0}},
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{nullptr}
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};
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RenderStage *active_pipeline = (_output_device == Television || !rgb_input_shader_program) ? composite_render_stages : rgb_render_stages;
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// for television, update intermediate buffers and then draw; for a monitor, just draw
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if(number_of_source_drawing_zones)
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{
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// all drawing will be from the source vertex array and without blending
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glBindVertexArray(source_vertex_array);
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glDisable(GL_BLEND);
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while(active_pipeline->target)
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{
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// switch to the initial texture
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active_pipeline->target->bind_framebuffer();
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active_pipeline->shader->bind();
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// clear as desired
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if(number_of_clearing_zones)
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{
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glEnable(GL_SCISSOR_TEST);
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glClearColor(active_pipeline->clear_colour[0], active_pipeline->clear_colour[1], active_pipeline->clear_colour[2], 1.0);
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for(int c = 0; c < number_of_clearing_zones; c++)
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{
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glScissor(0, clearing_zones[c].location, IntermediateBufferWidth, clearing_zones[c].length);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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// draw as desired
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drawArrayRanges(GL_LINES, SourceVertexSize, number_of_source_drawing_zones, source_drawing_zones);
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active_pipeline++;
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}
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}
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// transfer to framebuffer
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framebuffer->bind_framebuffer();
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if(number_of_output_drawing_zones)
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{
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glEnable(GL_BLEND);
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// Ensure we're back on the output framebuffer, drawing from the output array buffer
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glBindVertexArray(output_vertex_array);
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// update uniforms (implicitly binding the shader)
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if(_last_output_width != output_width || _last_output_height != output_height)
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{
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output_shader_program->set_output_size(output_width, output_height, _visible_area);
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_last_output_width = output_width;
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_last_output_height = output_height;
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}
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output_shader_program->bind();
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// draw
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drawArrayRanges(GL_TRIANGLE_STRIP, OutputVertexSize, number_of_output_drawing_zones, output_drawing_zones);
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}
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// copy framebuffer to the intended place
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
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glClear(GL_COLOR_BUFFER_BIT);
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framebuffer->draw((float)output_width / (float)output_height);
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_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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_output_mutex->unlock();
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}
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void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_resources)
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{
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}
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void OpenGLOutputBuilder::set_composite_sampling_function(const char *shader)
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{
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_composite_shader = strdup(shader);
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}
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void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
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{
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_rgb_shader = strdup(shader);
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}
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#pragma mark - Program compilation
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void OpenGLOutputBuilder::prepare_composite_input_shaders()
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{
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composite_input_shader_program = OpenGL::IntermediateShader::make_source_conversion_shader(_composite_shader, _rgb_shader);
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composite_input_shader_program->set_source_texture_unit(source_data_texture_unit);
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composite_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_separation_filter_program = OpenGL::IntermediateShader::make_chroma_luma_separation_shader();
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composite_separation_filter_program->set_source_texture_unit(composite_texture_unit);
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composite_separation_filter_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_y_filter_shader_program = OpenGL::IntermediateShader::make_luma_filter_shader();
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composite_y_filter_shader_program->set_source_texture_unit(separated_texture_unit);
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composite_y_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_chrominance_filter_shader_program = OpenGL::IntermediateShader::make_chroma_filter_shader();
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composite_chrominance_filter_shader_program->set_source_texture_unit(filtered_y_texture_unit);
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composite_chrominance_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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}
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void OpenGLOutputBuilder::prepare_rgb_input_shaders()
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{
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if(_rgb_shader)
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{
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rgb_input_shader_program = OpenGL::IntermediateShader::make_rgb_source_shader(_rgb_shader);
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rgb_input_shader_program->set_source_texture_unit(source_data_texture_unit);
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rgb_input_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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rgb_filter_shader_program = OpenGL::IntermediateShader::make_rgb_filter_shader();
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rgb_filter_shader_program->set_source_texture_unit(composite_texture_unit);
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rgb_filter_shader_program->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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}
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}
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void OpenGLOutputBuilder::prepare_source_vertex_array()
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{
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if(composite_input_shader_program)
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{
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GLint inputPositionAttribute = composite_input_shader_program->get_attrib_location("inputPosition");
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GLint outputPositionAttribute = composite_input_shader_program->get_attrib_location("outputPosition");
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GLint phaseAndAmplitudeAttribute = composite_input_shader_program->get_attrib_location("phaseAndAmplitude");
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GLint phaseTimeAttribute = composite_input_shader_program->get_attrib_location("phaseTime");
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glBindVertexArray(source_vertex_array);
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glEnableVertexAttribArray((GLuint)inputPositionAttribute);
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glEnableVertexAttribArray((GLuint)outputPositionAttribute);
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glEnableVertexAttribArray((GLuint)phaseAndAmplitudeAttribute);
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glEnableVertexAttribArray((GLuint)phaseTimeAttribute);
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const GLsizei vertexStride = SourceVertexSize;
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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glVertexAttribPointer((GLuint)inputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfInputPosition);
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glVertexAttribPointer((GLuint)outputPositionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfOutputPosition);
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glVertexAttribPointer((GLuint)phaseAndAmplitudeAttribute, 2, GL_UNSIGNED_BYTE, GL_TRUE, vertexStride, (void *)SourceVertexOffsetOfPhaseAndAmplitude);
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glVertexAttribPointer((GLuint)phaseTimeAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)SourceVertexOffsetOfPhaseTime);
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}
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}
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void OpenGLOutputBuilder::prepare_output_shader()
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{
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output_shader_program = OpenGL::OutputShader::make_shader("", "texture(texID, srcCoordinatesVarying).rgb", false);
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output_shader_program->set_source_texture_unit(filtered_texture_unit);
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}
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void OpenGLOutputBuilder::prepare_output_vertex_array()
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{
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if(output_shader_program)
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{
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GLint positionAttribute = output_shader_program->get_attrib_location("position");
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GLint textureCoordinatesAttribute = output_shader_program->get_attrib_location("srcCoordinates");
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glBindVertexArray(output_vertex_array);
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glEnableVertexAttribArray((GLuint)positionAttribute);
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glEnableVertexAttribArray((GLuint)textureCoordinatesAttribute);
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const GLsizei vertexStride = OutputVertexSize;
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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glVertexAttribPointer((GLuint)positionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfPosition);
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glVertexAttribPointer((GLuint)textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfTexCoord);
|
|
}
|
|
}
|
|
|
|
#pragma mark - Public Configuration
|
|
|
|
void OpenGLOutputBuilder::set_output_device(OutputDevice output_device)
|
|
{
|
|
if(_output_device != output_device)
|
|
{
|
|
_output_device = output_device;
|
|
_composite_src_output_y = 0;
|
|
_last_output_width = 0;
|
|
_last_output_height = 0;
|
|
}
|
|
}
|
|
|
|
void OpenGLOutputBuilder::set_timing(unsigned int input_frequency, unsigned int cycles_per_line, unsigned int height_of_display, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider)
|
|
{
|
|
_output_mutex->lock();
|
|
_input_frequency = input_frequency;
|
|
_cycles_per_line = cycles_per_line;
|
|
_height_of_display = height_of_display;
|
|
_horizontal_scan_period = horizontal_scan_period;
|
|
_vertical_scan_period = vertical_scan_period;
|
|
_vertical_period_divider = vertical_period_divider;
|
|
|
|
set_timing_uniforms();
|
|
_output_mutex->unlock();
|
|
}
|
|
|
|
#pragma mark - Internal Configuration
|
|
|
|
void OpenGLOutputBuilder::set_colour_space_uniforms()
|
|
{
|
|
GLfloat rgbToYUV[] = {0.299f, -0.14713f, 0.615f, 0.587f, -0.28886f, -0.51499f, 0.114f, 0.436f, -0.10001f};
|
|
GLfloat yuvToRGB[] = {1.0f, 1.0f, 1.0f, 0.0f, -0.39465f, 2.03211f, 1.13983f, -0.58060f, 0.0f};
|
|
|
|
GLfloat rgbToYIQ[] = {0.299f, 0.596f, 0.211f, 0.587f, -0.274f, -0.523f, 0.114f, -0.322f, 0.312f};
|
|
GLfloat yiqToRGB[] = {1.0f, 1.0f, 1.0f, 0.956f, -0.272f, -1.106f, 0.621f, -0.647f, 1.703f};
|
|
|
|
GLfloat *fromRGB, *toRGB;
|
|
|
|
switch(_colour_space)
|
|
{
|
|
case ColourSpace::YIQ:
|
|
fromRGB = rgbToYIQ;
|
|
toRGB = yiqToRGB;
|
|
break;
|
|
|
|
case ColourSpace::YUV:
|
|
fromRGB = rgbToYUV;
|
|
toRGB = yuvToRGB;
|
|
break;
|
|
}
|
|
|
|
if(composite_input_shader_program) composite_input_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
|
|
if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_colour_conversion_matrices(fromRGB, toRGB);
|
|
}
|
|
|
|
void OpenGLOutputBuilder::set_timing_uniforms()
|
|
{
|
|
OpenGL::IntermediateShader *intermediate_shaders[] = {
|
|
composite_input_shader_program.get(),
|
|
composite_separation_filter_program.get(),
|
|
composite_y_filter_shader_program.get(),
|
|
composite_chrominance_filter_shader_program.get()
|
|
};
|
|
bool extends = false;
|
|
float phaseCyclesPerTick = (float)_colour_cycle_numerator / (float)(_colour_cycle_denominator * _cycles_per_line);
|
|
for(int c = 0; c < 3; c++)
|
|
{
|
|
if(intermediate_shaders[c]) intermediate_shaders[c]->set_phase_cycles_per_sample(phaseCyclesPerTick, extends);
|
|
extends = true;
|
|
}
|
|
|
|
if(output_shader_program) output_shader_program->set_timing(_height_of_display, _cycles_per_line, _horizontal_scan_period, _vertical_scan_period, _vertical_period_divider);
|
|
|
|
float colour_subcarrier_frequency = (float)_colour_cycle_numerator / (float)_colour_cycle_denominator;
|
|
if(composite_separation_filter_program) composite_separation_filter_program->set_separation_frequency(_cycles_per_line, colour_subcarrier_frequency);
|
|
if(composite_y_filter_shader_program) composite_y_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.66f);
|
|
if(composite_chrominance_filter_shader_program) composite_chrominance_filter_shader_program->set_filter_coefficients(_cycles_per_line, colour_subcarrier_frequency * 0.5f);
|
|
if(rgb_filter_shader_program) rgb_filter_shader_program->set_filter_coefficients(_cycles_per_line, (float)_input_frequency * 0.5f);
|
|
}
|