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Increased parallelism, allowing a simplification in the GL view.
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@ -86,9 +86,10 @@ class MachineDocument: NSDocument, CSOpenGLViewDelegate, CSOpenGLViewResponderDe
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skippedFrames = 0
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}
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if skippedFrames > 4 {
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numberOfCycles = min(numberOfCycles, Int64(Double(intendedCyclesPerSecond) * frequency))
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}
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// run for at most three frames up to and until that causes overshoots in the
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// permitted processing window for at least four consecutive frames, in which
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// case limit to one
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numberOfCycles = min(numberOfCycles, Int64(Double(intendedCyclesPerSecond) * frequency * ((skippedFrames > 4) ? 3.0 : 1.0)))
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runForNumberOfCycles(Int32(numberOfCycles))
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}
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lastTime = time
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@ -56,7 +56,6 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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- (void)drawAtTime:(const CVTimeStamp *)now frequency:(double)frequency
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{
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const uint32_t processingMask = 0x01;
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const uint32_t drawingMask = 0x02;
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// Always post an -openGLView:didUpdateToTime: if a previous one isn't still ongoing. This is the hook upon which the substantial processing occurs.
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if(!OSAtomicTestAndSet(processingMask, &_updateIsOngoing))
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@ -68,24 +67,14 @@ static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeSt
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OSAtomicTestAndClear(processingMask, &_updateIsOngoing);
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});
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_hasSkipped = NO;
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NSLog(@"+");
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}
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else
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{
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_hasSkipped = YES;
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NSLog(@"-");
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}
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// Draw the display only if a previous draw is not still ongoing. -drawViewOnlyIfDirty: is guaranteed
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// to be safe to call concurrently with -openGLView:updateToTime: so there's no need to worry about
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// the above interrupting the below or vice versa.
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if(!OSAtomicTestAndSet(drawingMask, &_updateIsOngoing))
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{
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dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{
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// Draw the display now regardless of other activity.
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[self drawViewOnlyIfDirty:YES];
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OSAtomicTestAndClear(drawingMask, &_updateIsOngoing);
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});
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}
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}
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- (void)invalidate
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@ -108,6 +108,7 @@ namespace {
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OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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_output_mutex(new std::mutex),
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_draw_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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@ -172,8 +173,8 @@ OpenGLOutputBuilder::~OpenGLOutputBuilder()
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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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// lock down any other draw_frames
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_draw_mutex->lock();
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// establish essentials
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if(!output_shader_program)
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@ -195,21 +196,6 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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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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GLsizei submitted_output_data = submitArrayData(output_array_buffer, _output_buffer_data.get(), &_output_buffer_data_pointer);
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// bind and flush the source array buffer
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GLsizei submitted_source_data = submitArrayData(source_array_buffer, _source_buffer_data.get(), &_source_buffer_data_pointer);
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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];
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// the clearing zones for the composite output Y are calculated with a fixed offset of '1' which has the effect of clearing
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// one ahead of the expected drawing area this frame; that's because the current _composite_src_output_y may or may not have been
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// written to during the last update, so we want it to have been cleared during the last update.
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int number_of_clearing_zones = getCircularRanges(&_cleared_composite_output_y, &_composite_src_output_y, IntermediateBufferHeight, 1, 1, clearing_zones);
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uint16_t completed_texture_y = _buffer_builder->get_and_finalise_current_line();
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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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@ -228,6 +214,24 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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framebuffer = std::move(new_framebuffer);
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}
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// lock out the machine emulation until data is copied
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_output_mutex->lock();
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// release the mapping, giving up on trying to draw if data has been lost
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GLsizei submitted_output_data = submitArrayData(output_array_buffer, _output_buffer_data.get(), &_output_buffer_data_pointer);
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// bind and flush the source array buffer
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GLsizei submitted_source_data = submitArrayData(source_array_buffer, _source_buffer_data.get(), &_source_buffer_data_pointer);
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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];
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// the clearing zones for the composite output Y are calculated with a fixed offset of '1' which has the effect of clearing
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// one ahead of the expected drawing area this frame; that's because the current _composite_src_output_y may or may not have been
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// written to during the last update, so we want it to have been cleared during the last update.
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int number_of_clearing_zones = getCircularRanges(&_cleared_composite_output_y, &_composite_src_output_y, IntermediateBufferHeight, 1, 1, clearing_zones);
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uint16_t completed_texture_y = _buffer_builder->get_and_finalise_current_line();
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// upload new source pixels
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if(completed_texture_y)
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{
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@ -239,6 +243,9 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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_buffer_builder->get_image_pointer());
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}
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// data having been grabbed, allow the machine to continue
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_output_mutex->unlock();
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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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@ -330,7 +337,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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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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_draw_mutex->unlock();
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}
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void OpenGLOutputBuilder::reset_all_OpenGL_state()
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@ -58,6 +58,7 @@ class OpenGLOutputBuilder {
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// the run and input data buffers
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std::unique_ptr<CRTInputBufferBuilder> _buffer_builder;
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std::unique_ptr<std::mutex> _output_mutex;
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std::unique_ptr<std::mutex> _draw_mutex;
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// transient buffers indicating composite data not yet decoded
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GLsizei _composite_src_output_y, _cleared_composite_output_y;
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