mirror of
https://github.com/TomHarte/CLK.git
synced 2024-12-27 01:31:42 +00:00
Made attempts (i) to flush buffers before unmapping them; and (ii) to bring texture uploads within the new orthodoxy.
This commit is contained in:
parent
fc1a67c157
commit
2541711061
@ -293,8 +293,8 @@ void CRT::output_level(unsigned int number_of_cycles)
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Scan scan {
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.type = Scan::Type::Level,
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.number_of_cycles = number_of_cycles,
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.tex_x = _openGL_output_builder->get_last_write_x_posiiton(),
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.tex_y = _openGL_output_builder->get_last_write_y_posiiton()
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.tex_x = _openGL_output_builder->get_last_write_x_posititon(),
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.tex_y = _openGL_output_builder->get_last_write_y_posititon()
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};
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output_scan(&scan);
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}
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@ -316,8 +316,8 @@ void CRT::output_data(unsigned int number_of_cycles, unsigned int source_divider
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Scan scan {
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.type = Scan::Type::Data,
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.number_of_cycles = number_of_cycles,
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.tex_x = _openGL_output_builder->get_last_write_x_posiiton(),
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.tex_y = _openGL_output_builder->get_last_write_y_posiiton(),
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.tex_x = _openGL_output_builder->get_last_write_x_posititon(),
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.tex_y = _openGL_output_builder->get_last_write_y_posititon(),
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.source_divider = source_divider
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};
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output_scan(&scan);
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@ -240,18 +240,6 @@ class CRT {
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_openGL_output_builder->set_rgb_sampling_function(shader);
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}
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/*! Optionally sets a function that will map from an input cycle count to a colour carrier phase.
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If this function is not supplied then the colour phase is determined from
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the input clock rate and the the colour cycle clock rate. Machines whose per-line clock rate
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is not intended exactly to match the normal line time may prefer to supply a custom function.
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@param A GLSL fragent including a function with the signature
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`float phase_for_clock_cycle(int cycle)` that returns the colour phase at the beginning of
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the supplied cycle.
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*/
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// void set_phase_function(const char *shader);
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inline void set_output_device(OutputDevice output_device)
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{
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_openGL_output_builder->set_output_device(output_device);
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@ -16,13 +16,11 @@ CRTInputBufferBuilder::CRTInputBufferBuilder(size_t bytes_per_pixel) :
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bytes_per_pixel(bytes_per_pixel),
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_next_write_x_position(0),
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_next_write_y_position(0),
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last_uploaded_line(0),
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_wraparound_sync(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0))
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last_uploaded_line(0)
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{}
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CRTInputBufferBuilder::~CRTInputBufferBuilder()
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{
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glDeleteSync(_wraparound_sync);
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}
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void CRTInputBufferBuilder::allocate_write_area(size_t required_length)
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@ -31,12 +29,13 @@ void CRTInputBufferBuilder::allocate_write_area(size_t required_length)
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if(_next_write_x_position + required_length + 2 > InputBufferBuilderWidth)
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{
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move_to_new_line();
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_next_write_x_position = 0;
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_next_write_y_position++;
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}
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_write_x_position = _next_write_x_position + 1;
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_write_y_position = _next_write_y_position;
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_write_target_pointer = (_write_y_position * InputBufferBuilderWidth) + _write_x_position;
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_write_target_pointer = ((_write_y_position % InputBufferBuilderHeight) * InputBufferBuilderWidth) + _write_x_position;
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_next_write_x_position += required_length + 2;
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}
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@ -25,30 +25,52 @@ struct CRTInputBufferBuilder {
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void allocate_write_area(size_t required_length);
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void reduce_previous_allocation_to(size_t actual_length, uint8_t *buffer);
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// a pointer to the section of content buffer currently being
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// returned and to where the next section will begin
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uint16_t _next_write_x_position, _next_write_y_position;
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uint16_t _write_x_position, _write_y_position;
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size_t _write_target_pointer;
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size_t _last_allocation_amount;
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size_t bytes_per_pixel;
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// Storage for the amount of buffer uploaded so far; initialised correctly by the buffer
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// builder but otherwise entrusted to the CRT to update.
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unsigned int last_uploaded_line;
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GLsync _wraparound_sync;
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inline void move_to_new_line()
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inline uint16_t get_and_finalise_current_line()
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{
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uint16_t result = _write_y_position;
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_next_write_x_position = 0;
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_next_write_y_position = (_next_write_y_position+1)%InputBufferBuilderHeight;
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_next_write_y_position++;
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_next_write_y_position %= InputBufferBuilderHeight;
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return result;
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}
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inline uint8_t *get_write_target(uint8_t *buffer)
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{
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return &buffer[_write_target_pointer * bytes_per_pixel];
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}
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inline uint16_t get_last_write_x_position()
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{
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return _write_x_position;
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}
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inline uint16_t get_last_write_y_position()
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{
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return _write_y_position;
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}
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inline size_t get_bytes_per_pixel()
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{
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return bytes_per_pixel;
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}
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private:
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// where pixel data will be put to the next time a write is requested
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uint16_t _next_write_x_position, _next_write_y_position;
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// the most recent position returned for pixel data writing
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uint16_t _write_x_position, _write_y_position;
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// details of the most recent allocation
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size_t _write_target_pointer;
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size_t _last_allocation_amount;
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// the buffer size
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size_t bytes_per_pixel;
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// Storage for the amount of buffer uploaded so far; initialised correctly by the buffer
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// builder but otherwise entrusted to the CRT to update.
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unsigned int last_uploaded_line;
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};
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}
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@ -118,12 +118,12 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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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->bytes_per_pixel), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE, nullptr);
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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 a pixel unpack buffer
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glGenBuffers(1, &_input_texture_array);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _input_texture_array);
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_input_texture_array_size = (GLsizeiptr)(InputBufferBuilderWidth * InputBufferBuilderHeight * _buffer_builder->bytes_per_pixel);
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_input_texture_array_size = (GLsizeiptr)(InputBufferBuilderWidth * InputBufferBuilderHeight * _buffer_builder->get_bytes_per_pixel());
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glBufferData(GL_PIXEL_UNPACK_BUFFER, _input_texture_array_size, NULL, GL_STREAM_DRAW);
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// map the buffer for clients
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@ -205,11 +205,48 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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defaultFramebuffer = 0;
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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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GLsizei clearing_zones[4], source_drawing_zones[4];
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GLsizei output_drawing_zones[4], texture_upload_zones[4];
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int number_of_clearing_zones = getCircularRanges(_cleared_composite_output_y+1, _composite_src_output_y+1, 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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int number_of_texture_upload_zones = getCircularRanges(_uploaded_texture_y, completed_texture_y, InputBufferBuilderHeight, 1, texture_upload_zones);
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_composite_src_output_y %= IntermediateBufferHeight;
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_source_buffer_data_pointer %= SourceVertexBufferDataSize;
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_output_buffer_data_pointer %= OutputVertexBufferDataSize;
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_cleared_composite_output_y = _composite_src_output_y;
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_drawn_source_buffer_data_pointer = _source_buffer_data_pointer;
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_drawn_output_buffer_data_pointer = _output_buffer_data_pointer;
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_uploaded_texture_y = completed_texture_y % InputBufferBuilderHeight;
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// release the mapping, giving up on trying to draw if data has been lost
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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for(int c = 0; c < number_of_output_drawing_zones; c++)
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{
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, output_drawing_zones[c*2], output_drawing_zones[c*2 + 1]);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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// bind and flush the source array buffer
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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for(int c = 0; c < number_of_source_drawing_zones; c++)
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{
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, source_drawing_zones[c*2], source_drawing_zones[c*2 + 1]);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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if(number_of_texture_upload_zones)
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{
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for(int c = 0; c < number_of_texture_upload_zones; c++)
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{
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, (GLsizeiptr)texture_upload_zones[c*2] * InputBufferBuilderWidth * (GLsizeiptr)_buffer_builder->get_bytes_per_pixel(), (GLsizeiptr)texture_upload_zones[c*2 + 1] * InputBufferBuilderWidth * (GLsizeiptr)_buffer_builder->get_bytes_per_pixel());
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}
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}
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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// make sure there's a target to draw to
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@ -233,26 +270,14 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _input_texture_array);
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}
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// upload more source pixel data if any; we'll always resubmit the last line submitted last
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// time as it may have had extra data appended to it
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if(_buffer_builder->_write_y_position < _buffer_builder->last_uploaded_line)
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// upload new source pixels
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for(int c = 0; c < number_of_texture_upload_zones; c++)
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{
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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InputBufferBuilderWidth, (GLint)(InputBufferBuilderHeight - _buffer_builder->last_uploaded_line),
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formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
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(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
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_buffer_builder->last_uploaded_line = 0;
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}
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if(_buffer_builder->_write_y_position > _buffer_builder->last_uploaded_line)
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{
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, (GLint)_buffer_builder->last_uploaded_line,
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InputBufferBuilderWidth, (GLint)(1 + _buffer_builder->_next_write_y_position - _buffer_builder->last_uploaded_line),
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formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
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(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
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_buffer_builder->last_uploaded_line = _buffer_builder->_next_write_y_position;
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0, texture_upload_zones[c*2],
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InputBufferBuilderWidth, texture_upload_zones[c*2 + 1],
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formatForDepth(_buffer_builder->get_bytes_per_pixel()), GL_UNSIGNED_BYTE,
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(void *)((size_t)texture_upload_zones[c*2] * InputBufferBuilderWidth * _buffer_builder->get_bytes_per_pixel()));
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}
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struct RenderStage {
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@ -280,29 +305,12 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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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(_drawn_source_buffer_data_pointer != _source_buffer_data_pointer)
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if(number_of_source_drawing_zones)
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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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GLsizei clearing_zones[4], drawing_zones[4];
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int number_of_clearing_zones = getCircularRanges(_cleared_composite_output_y+1, _composite_src_output_y+1, IntermediateBufferHeight, 1, clearing_zones);
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int number_of_drawing_zones = getCircularRanges(_drawn_source_buffer_data_pointer, _source_buffer_data_pointer, SourceVertexBufferDataSize, 2*SourceVertexSize, drawing_zones);
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_composite_src_output_y %= IntermediateBufferHeight;
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_cleared_composite_output_y = _composite_src_output_y;
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_source_buffer_data_pointer %= SourceVertexBufferDataSize;
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_drawn_source_buffer_data_pointer = _source_buffer_data_pointer;
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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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// flush the source data
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, drawing_zones[c*2] / SourceVertexSize, drawing_zones[c*2 + 1] / SourceVertexSize);
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}
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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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@ -323,9 +331,9 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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}
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// draw as desired
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for(int c = 0; c < number_of_drawing_zones; c++)
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for(int c = 0; c < number_of_source_drawing_zones; c++)
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{
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glDrawArrays(GL_LINES, drawing_zones[c*2] / SourceVertexSize, drawing_zones[c*2 + 1] / SourceVertexSize);
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glDrawArrays(GL_LINES, source_drawing_zones[c*2] / SourceVertexSize, source_drawing_zones[c*2 + 1] / SourceVertexSize);
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}
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active_pipeline++;
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@ -335,22 +343,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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// transfer to framebuffer
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framebuffer->bind_framebuffer();
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// draw all pending lines
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GLsizei drawing_zones[4];
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int number_of_drawing_zones = getCircularRanges(_drawn_output_buffer_data_pointer, _output_buffer_data_pointer, OutputVertexBufferDataSize, 6*OutputVertexSize, drawing_zones);
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// flush the buffer data
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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for(int c = 0; c < number_of_drawing_zones; c++)
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{
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, drawing_zones[c*2] / OutputVertexSize, drawing_zones[c*2 + 1] / OutputVertexSize);
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}
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_output_buffer_data_pointer %= SourceVertexBufferDataSize;
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_output_buffer_data_pointer -= (_output_buffer_data_pointer%(6*OutputVertexSize));
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_drawn_output_buffer_data_pointer = _output_buffer_data_pointer;
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if(number_of_drawing_zones > 0)
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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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@ -367,9 +360,9 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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output_shader_program->bind();
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// draw
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for(int c = 0; c < number_of_drawing_zones; c++)
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for(int c = 0; c < number_of_output_drawing_zones; c++)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, drawing_zones[c*2] / OutputVertexSize, drawing_zones[c*2 + 1] / OutputVertexSize);
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glDrawArrays(GL_TRIANGLE_STRIP, output_drawing_zones[c*2] / OutputVertexSize, output_drawing_zones[c*2 + 1] / OutputVertexSize);
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}
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}
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@ -387,7 +380,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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glBindBuffer(GL_ARRAY_BUFFER, source_array_buffer);
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_source_buffer_data = (uint8_t *)glMapBufferRange(GL_ARRAY_BUFFER, 0, SourceVertexBufferDataSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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_input_texture_data = (uint8_t *)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _input_texture_array_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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_input_texture_data = (uint8_t *)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _input_texture_array_size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT );
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_output_mutex->unlock();
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}
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@ -157,14 +157,14 @@ class OpenGLOutputBuilder {
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_buffer_builder->reduce_previous_allocation_to(actual_length, _input_texture_data);
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}
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inline uint16_t get_last_write_x_posiiton()
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inline uint16_t get_last_write_x_posititon()
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{
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return _buffer_builder->_write_x_position;
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return _buffer_builder->get_last_write_x_position();
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}
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inline uint16_t get_last_write_y_posiiton()
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inline uint16_t get_last_write_y_posititon()
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{
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return _buffer_builder->_write_y_position;
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return _buffer_builder->get_last_write_y_position();
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}
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void draw_frame(unsigned int output_width, unsigned int output_height, bool only_if_dirty);
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@ -186,6 +186,8 @@ class OpenGLOutputBuilder {
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uint8_t *_output_buffer_data;
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GLsizei _output_buffer_data_pointer;
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GLsizei _drawn_output_buffer_data_pointer;
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uint16_t _uploaded_texture_y;
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};
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}
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@ -37,6 +37,8 @@ TextureTarget::TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit)
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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throw ErrorFramebufferIncomplete;
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glClear(GL_COLOR_BUFFER_BIT);
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}
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TextureTarget::~TextureTarget()
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