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CLK/Outputs/OpenGL/ScanTarget.hpp

204 lines
6.5 KiB
C++

//
// ScanTarget.hpp
// Clock Signal
//
// Created by Thomas Harte on 05/11/2018.
// Copyright © 2018 Thomas Harte. All rights reserved.
//
#ifndef ScanTarget_hpp
#define ScanTarget_hpp
#include "../ScanTarget.hpp"
#include "OpenGL.hpp"
#include "Primitives/TextureTarget.hpp"
#include "Primitives/Rectangle.hpp"
#include "../../SignalProcessing/FIRFilter.hpp"
#include <array>
#include <atomic>
#include <cstdint>
#include <list>
#include <memory>
#include <string>
#include <vector>
namespace Outputs {
namespace Display {
namespace OpenGL {
/*!
Provides a ScanTarget that uses OpenGL to render its output;
this uses various internal buffers so that the only geometry
drawn to the target framebuffer is a quad.
*/
class ScanTarget: public Outputs::Display::ScanTarget {
public:
ScanTarget();
~ScanTarget();
void draw(bool synchronous, int output_width, int output_height);
private:
static constexpr int WriteAreaWidth = 2048;
static constexpr int WriteAreaHeight = 2048;
static constexpr int LineBufferWidth = 2048;
static constexpr int LineBufferHeight = 2048;
// Outputs::Display::ScanTarget overrides.
void set_modals(Modals) override;
Scan *begin_scan() override;
void end_scan() override;
uint8_t *begin_data(size_t required_length, size_t required_alignment) override;
void end_data(size_t actual_length) override;
void submit() override;
void announce(Event event, uint16_t x, uint16_t y) override;
// Extends the definition of a Scan to include two extra fields,
// relevant to the way that this scan target processes video.
struct Scan {
Outputs::Display::ScanTarget::Scan scan;
/// Stores the y coordinate that this scan's data is at, within the write area texture.
uint16_t data_y;
/// Stores the y coordinate of this scan within the line buffer.
uint16_t line;
};
struct PointerSet {
// The sizes below might be less hassle as something more natural like ints,
// but squeezing this struct into 64 bits makes the std::atomics more likely
// to be lock free; they are under LLVM x86-64.
int write_area = 0;
uint16_t scan_buffer = 0;
uint16_t line = 0;
};
/// A pointer to the next thing that should be provided to the caller for data.
PointerSet write_pointers_;
/// A pointer to the final thing currently cleared for submission.
std::atomic<PointerSet> submit_pointers_;
/// A pointer to the first thing not yet submitted for display.
std::atomic<PointerSet> read_pointers_;
// Maintains a buffer of the most recent 3072 scans.
std::array<Scan, 3072> scan_buffer_;
// Maintains a list of composite scan buffer coordinates; the Line struct
// is transported to the GPU in its entirety; the LineMetadatas live in CPU
// space only.
struct Line {
struct EndPoint {
uint16_t x, y;
} end_points[2];
uint16_t line;
};
struct LineMetadata {
bool is_first_in_frame;
bool previous_frame_was_complete;
};
std::array<Line, LineBufferHeight> line_buffer_;
std::array<LineMetadata, LineBufferHeight> line_metadata_buffer_;
// Contains the first composition of scans into lines;
// they're accumulated prior to output to allow for continuous
// application of any necessary conversions — e.g. composite processing —
// which happen progressively from here to the RGB texture.
TextureTarget unprocessed_line_texture_;
// Scans are accumulated to the accumulation texture; the full-display
// rectangle is used to ensure untouched pixels properly decay.
std::unique_ptr<TextureTarget> accumulation_texture_;
Rectangle full_display_rectangle_;
bool stencil_is_valid_ = false;
// Ephemeral state that helps in line composition.
Line *active_line_ = nullptr;
int provided_scans_ = 0;
bool is_first_in_frame_ = true;
bool frame_was_complete_ = true;
// OpenGL storage handles for buffer data.
GLuint scan_buffer_name_ = 0, scan_vertex_array_ = 0;
GLuint line_buffer_name_ = 0, line_vertex_array_ = 0;
template <typename T> void allocate_buffer(const T &array, GLuint &buffer_name, GLuint &vertex_array_name);
template <typename T> void patch_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer);
// Uses a texture to vend write areas.
std::vector<uint8_t> write_area_texture_;
size_t data_type_size_ = 0;
GLuint write_area_texture_name_ = 0;
bool texture_exists_ = false;
// Ephemeral information for the begin/end functions.
Scan *vended_scan_ = nullptr;
int vended_write_area_pointer_ = 0;
// Track allocation failures.
bool allocation_has_failed_ = false;
// Receives scan target modals.
Modals modals_;
enum class ShaderType {
InputScan,
ProcessedScan,
Line
};
/*!
@returns A string containing GLSL code describing the standard set of
@c in and @c uniform variables to bind to the relevant struct
from [...]OpenGL::ScanTarget and a vertex function to provide
the standard varyings.
*/
static std::string glsl_globals(ShaderType type);
/*!
*/
static std::string glsl_default_vertex_shader(ShaderType type);
/*!
Calls @c taret.enable_vertex_attribute_with_pointer to attach all
globals for shaders of @c type to @c target.
*/
static void enable_vertex_attributes(ShaderType type, Shader &target);
static std::vector<Shader::AttributeBinding> attribute_bindings(ShaderType type);
void set_uniforms(ShaderType type, Shader &target);
GLsync fence_ = nullptr;
std::atomic_flag is_drawing_;
int processing_width_ = 0;
std::unique_ptr<Shader> input_shader_;
std::unique_ptr<Shader> output_shader_;
static std::unique_ptr<Shader> input_shader(InputDataType input_data_type, DisplayType display_type);
static std::unique_ptr<Shader> composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
static std::unique_ptr<Shader> svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
static SignalProcessing::FIRFilter colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff);
struct PipelineStage {
PipelineStage(Shader *shader, GLenum texture_unit, GLint magnification_filter) :
shader(shader),
target(LineBufferWidth, LineBufferHeight, texture_unit, magnification_filter, false) {}
std::unique_ptr<Shader> shader;
TextureTarget target;
};
// A list is used here to avoid requiring a copy constructor on PipelineStage.
std::list<PipelineStage> pipeline_stages_;
};
}
}
}
#endif /* ScanTarget_hpp */