mirror of
https://github.com/TomHarte/CLK.git
synced 2024-12-25 18:30:21 +00:00
Starts towards picking an input shader based on data type and pipeline.
This commit is contained in:
parent
15b1176841
commit
8f6664f0d7
@ -48,12 +48,6 @@ VideoOutput::VideoOutput(uint8_t *memory) :
|
||||
setup_screen_map();
|
||||
setup_base_address();
|
||||
|
||||
// crt_->set_rgb_sampling_function(
|
||||
// "vec3 rgb_sample(usampler2D sampler, vec2 coordinate)"
|
||||
// "{"
|
||||
// "uint texValue = texture(sampler, coordinate).r;"
|
||||
// "return vec3( uvec3(texValue) & uvec3(4u, 2u, 1u));"
|
||||
// "}");
|
||||
// TODO: as implied below, I've introduced a clock's latency into the graphics pipeline somehow. Investigate.
|
||||
crt_.set_visible_area(crt_.get_rect_for_area(first_graphics_line - 1, 256, (first_graphics_cycle+1) * crt_cycles_multiplier, 80 * crt_cycles_multiplier, 4.0f / 3.0f));
|
||||
}
|
||||
|
@ -107,8 +107,6 @@ class CRT {
|
||||
in multiples of half a line.
|
||||
|
||||
@param data_type The format that the caller will use for input data.
|
||||
|
||||
@param scan_target The destination for generated scans.
|
||||
*/
|
||||
CRT(int cycles_per_line,
|
||||
int clocks_per_pixel_greatest_common_divisor,
|
||||
|
@ -89,24 +89,6 @@ ScanTarget::ScanTarget() :
|
||||
|
||||
glGenTextures(1, &write_area_texture_name_);
|
||||
|
||||
input_shader_.reset(new Shader(
|
||||
glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan),
|
||||
"#version 150\n"
|
||||
|
||||
"out vec4 fragColour;"
|
||||
"in vec2 textureCoordinate;"
|
||||
|
||||
"uniform usampler2D textureName;"
|
||||
|
||||
"void main(void) {"
|
||||
"fragColour = vec4(float(texture(textureName, textureCoordinate).r), 0.0, 0.0, 1.0);"
|
||||
"}"
|
||||
));
|
||||
|
||||
glBindVertexArray(scan_vertex_array_);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
|
||||
enable_vertex_attributes(ShaderType::Scan, *input_shader_);
|
||||
|
||||
output_shader_.reset(new Shader(
|
||||
glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
|
||||
"#version 150\n"
|
||||
@ -160,6 +142,26 @@ void ScanTarget::set_modals(Modals modals) {
|
||||
processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
|
||||
processing_width_ = std::min(processing_width_, 2048);
|
||||
|
||||
// Establish an input shader.
|
||||
input_shader_ = input_shader(modals_.input_data_type, OutputType::RGB);
|
||||
// input_shader_ = reset(new Shader(
|
||||
// glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan),
|
||||
// "#version 150\n"
|
||||
//
|
||||
// "out vec4 fragColour;"
|
||||
// "in vec2 textureCoordinate;"
|
||||
//
|
||||
// "uniform usampler2D textureName;"
|
||||
//
|
||||
// "void main(void) {"
|
||||
// "fragColour = vec4(vec3(texture(textureName, textureCoordinate).rgb), 1.0);"
|
||||
// "}"
|
||||
// ));
|
||||
|
||||
glBindVertexArray(scan_vertex_array_);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
|
||||
enable_vertex_attributes(ShaderType::Scan, *input_shader_);
|
||||
|
||||
set_uniforms(Outputs::Display::OpenGL::ScanTarget::ShaderType::Scan, *output_shader_);
|
||||
set_uniforms(Outputs::Display::OpenGL::ScanTarget::ShaderType::Line, *input_shader_);
|
||||
|
||||
@ -412,7 +414,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
|
||||
1 + end_y - start_y,
|
||||
formatForDepth(data_type_size_),
|
||||
GL_UNSIGNED_BYTE,
|
||||
&write_area_texture_[size_t(TextureAddress(0, start_y))]);
|
||||
&write_area_texture_[size_t(TextureAddress(0, start_y)) * data_type_size_]);
|
||||
} else {
|
||||
// The circular buffer wrapped around; submit the data from the read pointer to the end of
|
||||
// the buffer and from the start of the buffer to the submit pointer.
|
||||
@ -429,7 +431,7 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
|
||||
WriteAreaHeight - start_y,
|
||||
formatForDepth(data_type_size_),
|
||||
GL_UNSIGNED_BYTE,
|
||||
&write_area_texture_[size_t(TextureAddress(0, start_y))]);
|
||||
&write_area_texture_[size_t(TextureAddress(0, start_y)) * data_type_size_]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -123,11 +123,11 @@ class ScanTarget: public Outputs::Display::ScanTarget {
|
||||
from [...]OpenGL::ScanTarget and a vertex function to provide
|
||||
the standard varyings.
|
||||
*/
|
||||
std::string glsl_globals(ShaderType type);
|
||||
static std::string glsl_globals(ShaderType type);
|
||||
|
||||
/*!
|
||||
*/
|
||||
std::string glsl_default_vertex_shader(ShaderType type);
|
||||
static std::string glsl_default_vertex_shader(ShaderType type, bool unsigned_sampler = false);
|
||||
|
||||
/*!
|
||||
Calls @c taret.enable_vertex_attribute_with_pointer to attach all
|
||||
@ -142,6 +142,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
|
||||
int processing_width_ = 0;
|
||||
std::unique_ptr<Shader> input_shader_;
|
||||
std::unique_ptr<Shader> output_shader_;
|
||||
|
||||
static std::unique_ptr<Shader> input_shader(InputDataType input_data_type, OutputType output_type);
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -48,12 +48,13 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
|
||||
}
|
||||
}
|
||||
|
||||
std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
|
||||
std::string ScanTarget::glsl_default_vertex_shader(ShaderType type, bool unsigned_sampler) {
|
||||
const std::string prefix = unsigned_sampler ? "uniform usampler2D textureName;" : "uniform sampler2D textureName;";
|
||||
switch(type) {
|
||||
case ShaderType::Scan:
|
||||
return
|
||||
prefix +
|
||||
"out vec2 textureCoordinate;"
|
||||
"uniform usampler2D textureName;"
|
||||
|
||||
"void main(void) {"
|
||||
"float lateral = float(gl_VertexID & 1);"
|
||||
@ -67,8 +68,8 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
|
||||
|
||||
case ShaderType::Line:
|
||||
return
|
||||
prefix +
|
||||
"out vec2 textureCoordinate;"
|
||||
"uniform sampler2D textureName;"
|
||||
|
||||
"void main(void) {"
|
||||
"float lateral = float(gl_VertexID & 1);"
|
||||
@ -145,3 +146,88 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<Shader> ScanTarget::input_shader(InputDataType input_data_type, OutputType output_type) {
|
||||
bool unsigned_sampler = false;
|
||||
std::string fragment_shader =
|
||||
"#version 150\n"
|
||||
|
||||
"out vec4 fragColour;"
|
||||
"in vec2 textureCoordinate;";
|
||||
|
||||
switch(input_data_type) {
|
||||
case InputDataType::Luminance1:
|
||||
unsigned_sampler = true;
|
||||
case InputDataType::Luminance8:
|
||||
fragment_shader +=
|
||||
unsigned_sampler ? "uniform usampler2D" : "uniform sampler2D";
|
||||
|
||||
fragment_shader +=
|
||||
" textureName;"
|
||||
"void main(void) {";
|
||||
|
||||
switch(output_type) {
|
||||
case OutputType::RGB:
|
||||
fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).rrr, 1.0);";
|
||||
break;
|
||||
default:
|
||||
fragment_shader += "fragColour = vec4(texture(textureName, textureCoordinate).r, 0.0, 0.0, 1.0);";
|
||||
break;
|
||||
}
|
||||
|
||||
fragment_shader += "}";
|
||||
break;
|
||||
|
||||
// SVideo,
|
||||
// CompositeColour,
|
||||
// CompositeMonochrome
|
||||
|
||||
case InputDataType::Phase8Luminance8:
|
||||
return nullptr;
|
||||
// fragment_shader +=
|
||||
// "uniform sampler2D textureName;"
|
||||
// "void main(void) {";
|
||||
//
|
||||
// switch(output_type) {
|
||||
// default: return nullptr;
|
||||
//
|
||||
// case OutputType::SVideo:
|
||||
// break;
|
||||
//// CompositeColour,
|
||||
//// CompositeMonochrome
|
||||
// }
|
||||
//
|
||||
// fragment_shader += "}";
|
||||
// break;
|
||||
|
||||
case InputDataType::Red1Green1Blue1:
|
||||
// TODO: write encoding functions for RGB -> composite/s-video.
|
||||
unsigned_sampler = true;
|
||||
fragment_shader +=
|
||||
"uniform usampler2D textureName;"
|
||||
"void main(void) {"
|
||||
"uint textureValue = texture(textureName, textureCoordinate).r;"
|
||||
"fragColour = vec4(uvec3(textureValue) & uvec3(4u, 2u, 1u), 1.0);"
|
||||
"}";
|
||||
break;
|
||||
|
||||
case InputDataType::Red2Green2Blue2:
|
||||
break;
|
||||
|
||||
case InputDataType::Red4Green4Blue4:
|
||||
break;
|
||||
|
||||
case InputDataType::Red8Green8Blue8:
|
||||
fragment_shader +=
|
||||
"uniform sampler2D textureName;"
|
||||
"void main(void) {"
|
||||
"fragColour = vec4(texture(textureName, textureCoordinate).rgb, 1.0);"
|
||||
"}";
|
||||
break;
|
||||
}
|
||||
|
||||
return std::unique_ptr<Shader>(new Shader(
|
||||
glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan, unsigned_sampler),
|
||||
fragment_shader
|
||||
));
|
||||
}
|
||||
|
@ -48,6 +48,13 @@ enum class ColourSpace {
|
||||
YUV
|
||||
};
|
||||
|
||||
enum class OutputType {
|
||||
RGB,
|
||||
SVideo,
|
||||
CompositeColour,
|
||||
CompositeMonochrome
|
||||
};
|
||||
|
||||
/*!
|
||||
Enumerates the potential formats of input data.
|
||||
*/
|
||||
|
Loading…
Reference in New Issue
Block a user