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https://github.com/TomHarte/CLK.git
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Made further efforts to support throughput via memory barrier.
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@ -18,13 +18,14 @@
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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_texture_unit = GL_TEXTURE2;
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static const GLenum source_data_texture_unit = GL_TEXTURE3;
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static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE4;
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static const GLenum source_data_texture_unit = GL_TEXTURE0;
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static const GLenum pixel_accumulation_texture_unit = GL_TEXTURE1;
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static const GLenum work_texture_unit = GL_TEXTURE0;
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static const GLenum composite_texture_unit = GL_TEXTURE2;
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static const GLenum separated_texture_unit = GL_TEXTURE3;
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static const GLenum filtered_texture_unit = GL_TEXTURE4;
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static const GLenum work_texture_unit = GL_TEXTURE2;
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}
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OpenGLOutputBuilder::OpenGLOutputBuilder(size_t bytes_per_pixel) :
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@ -62,11 +63,11 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(size_t bytes_per_pixel) :
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}
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#endif
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if(supports_texture_barrier)
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{
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work_texture_.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight*2, work_texture_unit));
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}
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else
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// if(supports_texture_barrier)
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// {
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// work_texture_.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight*2, work_texture_unit));
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// }
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// else
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{
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composite_texture_.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, composite_texture_unit));
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separated_texture_.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, separated_texture_unit));
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@ -292,17 +293,27 @@ void OpenGLOutputBuilder::prepare_composite_input_shaders()
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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_input_shader_program_->set_vertical_offsets(0.0f, 0.0f);
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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(work_texture_ ? work_texture_unit : composite_texture_unit);
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composite_separation_filter_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_separation_filter_program_->set_vertical_offsets(0.0f, work_texture_ ? 0.5f : 0.0f);
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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(work_texture_ ? work_texture_unit : separated_texture_unit);
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composite_chrominance_filter_shader_program_->set_output_size(IntermediateBufferWidth, IntermediateBufferHeight);
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composite_chrominance_filter_shader_program_->set_vertical_offsets(work_texture_ ? 0.5f : 0.0f, 0.0f);
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if(work_texture_)
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{
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composite_input_shader_program_->set_is_double_height(true, 0.0f, 0.0f);
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composite_separation_filter_program_->set_is_double_height(true, 0.0f, 0.5f);
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composite_chrominance_filter_shader_program_->set_is_double_height(true, 0.5f, 0.0f);
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}
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else
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{
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composite_input_shader_program_->set_is_double_height(false);
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composite_separation_filter_program_->set_is_double_height(false);
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composite_chrominance_filter_shader_program_->set_is_double_height(false);
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}
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}
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void OpenGLOutputBuilder::prepare_rgb_input_shaders()
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@ -337,6 +348,7 @@ 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(work_texture_ ? work_texture_unit : filtered_texture_unit);
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output_shader_program_->set_origin_is_double_height(!!work_texture_);
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}
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void OpenGLOutputBuilder::prepare_output_vertex_array()
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@ -48,6 +48,7 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const char *
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"uniform vec2 widthScalers;"
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"uniform float inputVerticalOffset;"
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"uniform float outputVerticalOffset;"
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"uniform float textureHeightDivisor;"
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"out vec2 phaseAndAmplitudeVarying;"
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"out vec2 inputPositionsVarying[11];"
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@ -477,8 +478,9 @@ void IntermediateShader::set_width_scalers(float input_scaler, float output_scal
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set_uniform("widthScalers", input_scaler, output_scaler);
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}
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void IntermediateShader::set_vertical_offsets(float input, float output)
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void IntermediateShader::set_is_double_height(bool is_double_height, float input_offset, float output_offset)
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{
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set_uniform("inputVerticalOffset", input);
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set_uniform("outputVerticalOffset", output);
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set_uniform("textureHeightDivisor", is_double_height ? 2.0f : 1.0f);
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set_uniform("inputVerticalOffset", input_offset);
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set_uniform("outputVerticalOffset", output_offset);
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}
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@ -92,7 +92,7 @@ public:
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/*!
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Sets source and target vertical offsets.
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*/
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void set_vertical_offsets(float input, float output);
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void set_is_double_height(bool is_double_height, float input_offset = 0.0f, float output_offset = 0.0f);
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private:
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static std::unique_ptr<IntermediateShader> make_shader(const char *fragment_shader, bool use_usampler, bool input_is_inputPosition);
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@ -39,6 +39,7 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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"uniform vec2 scanNormal;"
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"uniform %s texID;"
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"uniform float inputScaler;"
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"uniform int textureHeightDivisor;"
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"out float lateralVarying;"
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"out vec2 srcCoordinatesVarying;"
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@ -53,9 +54,10 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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"lateralVarying = lateral - 0.5;"
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"vec2 vSrcCoordinates = vec2(x, vertical.y);"
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"ivec2 textureSize = textureSize(texID, 0);"
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"ivec2 textureSize = textureSize(texID, 0) * ivec2(1, textureHeightDivisor);"
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"iSrcCoordinatesVarying = vSrcCoordinates;"
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"srcCoordinatesVarying = vec2(inputScaler * vSrcCoordinates.x / textureSize.x, (vSrcCoordinates.y + 0.5) / textureSize.y);"
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"srcCoordinatesVarying.x = srcCoordinatesVarying.x - mod(srcCoordinatesVarying.x, 1.0 / textureSize.x);"
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"vec2 vPosition = vec2(x, vertical.x);"
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"vec2 floatingPosition = (vPosition / positionConversion) + lateral * scanNormal;"
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@ -123,3 +125,8 @@ void OutputShader::set_input_width_scaler(float input_scaler)
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{
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set_uniform("inputScaler", input_scaler);
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}
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void OutputShader::set_origin_is_double_height(bool is_double_height)
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{
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set_uniform("textureHeightDivisor", is_double_height ? 2 : 1);
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}
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@ -59,6 +59,10 @@ public:
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*/
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void set_timing(unsigned int height_of_display, unsigned int cycles_per_line, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider);
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/*!
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*/
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void set_origin_is_double_height(bool is_double_height);
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/*!
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Sets the proportion of the input area that should be considered the whole width — 1.0 means use all available
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space, 0.5 means use half, etc.
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