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https://github.com/TomHarte/CLK.git
synced 2024-12-26 09:29:45 +00:00
Switched back to a single array and vertex buffer.
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2b8fb5b615
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@ -17,7 +17,8 @@ using namespace Outputs;
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struct CRT::OpenGLState {
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std::unique_ptr<OpenGL::Shader> shaderProgram;
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GLuint arrayBuffers[kCRTNumberOfFrames], vertexArrays[kCRTNumberOfFrames];
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GLuint arrayBuffer, vertexArray;
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size_t verticesPerSlice;
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GLint positionAttribute;
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GLint textureCoordinatesAttribute;
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@ -79,17 +80,15 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
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GLenum format = formatForDepth(_buffer_builder->buffers[0].bytes_per_pixel);
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glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight, 0, format, GL_UNSIGNED_BYTE, _buffer_builder->buffers[0].data);
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glGenVertexArrays(kCRTNumberOfFrames, _openGL_state->vertexArrays);
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glGenBuffers(kCRTNumberOfFrames, _openGL_state->arrayBuffers);
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glGenVertexArrays(1, &_openGL_state->vertexArray);
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glGenBuffers(1, &_openGL_state->arrayBuffer);
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_openGL_state->verticesPerSlice = 0;
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prepare_shader();
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for(int c = 0; c < kCRTNumberOfFrames; c++)
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{
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glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffers[c]);
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glBindVertexArray(_openGL_state->vertexArrays[c]);
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prepare_vertex_array();
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}
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glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffer);
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glBindVertexArray(_openGL_state->vertexArray);
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prepare_vertex_array();
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&_openGL_state->defaultFramebuffer);
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@ -130,8 +129,27 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
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_buffer_builder->last_uploaded_line = _buffer_builder->_next_write_y_position;
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}
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// ensure array buffer is up to date
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size_t max_number_of_vertices = 0;
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for(int c = 0; c < kCRTNumberOfFrames; c++)
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{
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max_number_of_vertices = std::max(max_number_of_vertices, _run_builders[c]->number_of_vertices);
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}
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if(_openGL_state->verticesPerSlice < max_number_of_vertices)
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{
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_openGL_state->verticesPerSlice = max_number_of_vertices;
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(max_number_of_vertices * kCRTSizeOfVertex * kCRTNumberOfFrames), NULL, GL_DYNAMIC_DRAW);
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for(unsigned int c = 0; c < kCRTNumberOfFrames; c++)
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{
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uint8_t *data = &_run_builders[c]->_input_runs[0];
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glBufferSubData(GL_ARRAY_BUFFER, (GLsizeiptr)(c * _openGL_state->verticesPerSlice * kCRTSizeOfVertex), (GLsizeiptr)(_run_builders[c]->number_of_vertices * kCRTSizeOfVertex), data);
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_run_builders[c]->uploaded_vertices = _run_builders[c]->number_of_vertices;
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}
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}
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// draw all sitting frames
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int run = _run_write_pointer;
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unsigned int run = (unsigned int)_run_write_pointer;
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// printf("%d: %zu v %zu\n", run, _run_builders[run]->uploaded_vertices, _run_builders[run]->number_of_vertices);
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GLint total_age = 0;
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for(int c = 0; c < kCRTNumberOfFrames; c++)
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@ -143,21 +161,17 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
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{
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glUniform1f(_openGL_state->timestampBaseUniform, (GLfloat)total_age);
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// bind the vertex array
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glBindVertexArray(_openGL_state->vertexArrays[run]);
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// bind this frame's array buffer
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glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffers[run]);
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if(_run_builders[run]->uploaded_vertices != _run_builders[run]->number_of_vertices)
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{
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// glBufferSubData can only replace existing data, not grow the pool, so for now we'll just take this hit
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uint8_t *data = &_run_builders[run]->_input_runs[0];
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(_run_builders[run]->number_of_vertices * kCRTSizeOfVertex), data, GL_DYNAMIC_DRAW);
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uint8_t *data = &_run_builders[run]->_input_runs[_run_builders[run]->uploaded_vertices * kCRTSizeOfVertex];
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glBufferSubData(GL_ARRAY_BUFFER,
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(GLsizeiptr)(((run * _openGL_state->verticesPerSlice) + _run_builders[run]->uploaded_vertices) * kCRTSizeOfVertex),
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(GLsizeiptr)((_run_builders[run]->number_of_vertices - _run_builders[run]->uploaded_vertices) * kCRTSizeOfVertex), data);
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_run_builders[run]->uploaded_vertices = _run_builders[run]->number_of_vertices;
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}
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// draw this frame
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glDrawArrays(GL_TRIANGLES, 0, (GLsizei)_run_builders[run]->number_of_vertices);
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glDrawArrays(GL_TRIANGLES, (GLint)(run * _openGL_state->verticesPerSlice), (GLsizei)_run_builders[run]->number_of_vertices);
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}
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// advance back in time
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