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https://github.com/TomHarte/CLK.git
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Makes an attempt at pre-emptive line buffer clearing.
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commit
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@ -329,28 +329,7 @@ template <typename T> void ScanTarget::patch_buffer(const T &array, GLuint targe
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memcpy(&destination[0], &array[submit_pointer+1], end_length);
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memcpy(&destination[end_length], &array[0], buffer_length - end_length);
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/* if(read_pointer < submit_pointer) {
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// Submit the direct region from the submit pointer to the read pointer.
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const size_t offset = read_pointer * sizeof(array[0]);
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const size_t length = (submit_pointer - read_pointer) * sizeof(array[0]);
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glBufferSubData(GL_ARRAY_BUFFER, GLintptr(offset), GLsizeiptr(length), &array[read_pointer]);
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} else {
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// The circular buffer wrapped around; submit the data from the read pointer to the end of
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// the buffer and from the start of the buffer to the submit pointer.
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const size_t offset = read_pointer * sizeof(array[0]);
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const size_t end_length = (array.size() - read_pointer) * sizeof(array[0]);
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const size_t start_length = submit_pointer * sizeof(array[0]);
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memcpy(&destination[offset], &array[read_pointer], end_length);
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memcpy(&destination[0], &array[0], start_length);
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, GLintptr(offset), GLsizeiptr(end_length));
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(start_length));*/
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// }
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// Unmap the buffer.
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// glBufferSubData(GL_ARRAY_BUFFER, GLintptr(offset), GLsizeiptr(length), &array[read_pointer]);
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// Flush and unmap the buffer.
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size));
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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@ -457,6 +436,27 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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// Push new input to the unprocessed line buffer.
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if(new_scans) {
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unprocessed_line_texture_.bind_framebuffer();
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// Clear newly-touched lines; that is everything from (read+1) to submit.
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const uint16_t first_line_to_clear = (read_pointers.line+1)%line_buffer_.size();
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const uint16_t final_line_to_clear = submit_pointers.line;
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if(first_line_to_clear != final_line_to_clear) {
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glEnable(GL_SCISSOR_TEST);
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if(first_line_to_clear < final_line_to_clear) {
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glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), final_line_to_clear - first_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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} else {
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glScissor(0, 0, unprocessed_line_texture_.get_width(), final_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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glScissor(0, first_line_to_clear, unprocessed_line_texture_.get_width(), 2048 - first_line_to_clear);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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glDisable(GL_SCISSOR_TEST);
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}
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// Apply new spans.
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glBindVertexArray(scan_vertex_array_);
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input_shader_->bind();
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
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@ -467,8 +467,6 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
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glClear(GL_COLOR_BUFFER_BIT);
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// unprocessed_line_texture_.draw(1.0f);
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// Output all lines except the one currently being worked on.
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glBindVertexArray(line_vertex_array_);
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output_shader_->bind();
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