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mirror of https://github.com/TomHarte/CLK.git synced 2024-12-26 09:29:45 +00:00

The attribute locations don't really need to be stored. They can be transient.

This commit is contained in:
Thomas Harte 2016-03-07 21:42:21 -05:00
parent 6dfe877c43
commit bb09a5f58c
2 changed files with 72 additions and 33 deletions

View File

@ -374,7 +374,7 @@ class CRT {
// Methods used by the OpenGL code
void prepare_rgb_output_shader();
void prepare_composite_input_shader();
void prepare_vertex_array();
void prepare_output_vertex_array();
void push_size_uniforms(unsigned int output_width, unsigned int output_height);
char *get_output_vertex_shader();

View File

@ -19,13 +19,9 @@ using namespace Outputs;
struct CRT::OpenGLState {
std::unique_ptr<OpenGL::Shader> rgb_shader_program;
std::unique_ptr<OpenGL::Shader> composite_input_shader_program, composite_output_shader_program;
GLuint arrayBuffer, vertexArray;
size_t verticesPerSlice;
GLint positionAttribute;
GLint textureCoordinatesAttribute;
GLint lateralAttribute;
GLint timestampAttribute;
GLuint output_array_buffer, output_vertex_array;
size_t output_vertices_per_slice;
GLint windowSizeUniform, timestampBaseUniform;
GLint boundsOriginUniform, boundsSizeUniform;
@ -91,16 +87,16 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight, 0, format, GL_UNSIGNED_BYTE, _buffer_builder->buffers[buffer].data);
}
glGenVertexArrays(1, &_openGL_state->vertexArray);
glGenBuffers(1, &_openGL_state->arrayBuffer);
_openGL_state->verticesPerSlice = 0;
glGenVertexArrays(1, &_openGL_state->output_vertex_array);
glGenBuffers(1, &_openGL_state->output_array_buffer);
_openGL_state->output_vertices_per_slice = 0;
prepare_composite_input_shader();
prepare_rgb_output_shader();
glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->arrayBuffer);
glBindVertexArray(_openGL_state->vertexArray);
prepare_vertex_array();
glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->output_array_buffer);
glBindVertexArray(_openGL_state->output_vertex_array);
prepare_output_vertex_array();
// This should return either an actual framebuffer number, if this is a target with a framebuffer intended for output,
// or 0 if no framebuffer is bound, in which case 0 is also what we want to supply to bind the implied framebuffer. So
@ -165,20 +161,21 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
// glGetIntegerv(GL_VIEWPORT, results);
// ensure array buffer is up to date
glBindBuffer(GL_ARRAY_BUFFER, _openGL_state->output_array_buffer);
size_t max_number_of_vertices = 0;
for(int c = 0; c < kCRTNumberOfFields; c++)
{
max_number_of_vertices = std::max(max_number_of_vertices, _run_builders[c]->number_of_vertices);
}
if(_openGL_state->verticesPerSlice < max_number_of_vertices)
if(_openGL_state->output_vertices_per_slice < max_number_of_vertices)
{
_openGL_state->verticesPerSlice = max_number_of_vertices;
_openGL_state->output_vertices_per_slice = max_number_of_vertices;
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(max_number_of_vertices * kCRTOutputVertexSize * kCRTOutputVertexSize), NULL, GL_STREAM_DRAW);
for(unsigned int c = 0; c < kCRTNumberOfFields; c++)
{
uint8_t *data = &_run_builders[c]->_runs[0];
glBufferSubData(GL_ARRAY_BUFFER, (GLsizeiptr)(c * _openGL_state->verticesPerSlice * kCRTOutputVertexSize), (GLsizeiptr)(_run_builders[c]->number_of_vertices * kCRTOutputVertexSize), data);
glBufferSubData(GL_ARRAY_BUFFER, (GLsizeiptr)(c * _openGL_state->output_vertices_per_slice * kCRTOutputVertexSize), (GLsizeiptr)(_run_builders[c]->number_of_vertices * kCRTOutputVertexSize), data);
_run_builders[c]->uploaded_vertices = _run_builders[c]->number_of_vertices;
}
}
@ -214,13 +211,13 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
{
uint8_t *data = &_run_builders[run]->_runs[_run_builders[run]->uploaded_vertices * kCRTOutputVertexSize];
glBufferSubData(GL_ARRAY_BUFFER,
(GLsizeiptr)(((run * _openGL_state->verticesPerSlice) + _run_builders[run]->uploaded_vertices) * kCRTOutputVertexSize),
(GLsizeiptr)(((run * _openGL_state->output_vertices_per_slice) + _run_builders[run]->uploaded_vertices) * kCRTOutputVertexSize),
(GLsizeiptr)((_run_builders[run]->number_of_vertices - _run_builders[run]->uploaded_vertices) * kCRTOutputVertexSize), data);
_run_builders[run]->uploaded_vertices = _run_builders[run]->number_of_vertices;
}
// draw this frame
glDrawArrays(GL_TRIANGLE_STRIP, (GLint)(run * _openGL_state->verticesPerSlice), (GLsizei)_run_builders[run]->number_of_vertices);
glDrawArrays(GL_TRIANGLE_STRIP, (GLint)(run * _openGL_state->output_vertices_per_slice), (GLsizei)_run_builders[run]->number_of_vertices);
}
// advance back in time
@ -448,6 +445,45 @@ void CRT::prepare_composite_input_shader()
free(fragment_shader);
}
/*void CRT::prepare_output_shader(char *fragment_shader)
{
char *vertex_shader = get_output_vertex_shader();
if(vertex_shader && fragment_shader)
{
_openGL_state->rgb_shader_program = std::unique_ptr<OpenGL::Shader>(new OpenGL::Shader(vertex_shader, fragment_shader));
_openGL_state->rgb_shader_program->bind();
_openGL_state->windowSizeUniform = _openGL_state->rgb_shader_program->get_uniform_location("windowSize");
_openGL_state->boundsSizeUniform = _openGL_state->rgb_shader_program->get_uniform_location("boundsSize");
_openGL_state->boundsOriginUniform = _openGL_state->rgb_shader_program->get_uniform_location("boundsOrigin");
_openGL_state->timestampBaseUniform = _openGL_state->rgb_shader_program->get_uniform_location("timestampBase");
GLint texIDUniform = _openGL_state->rgb_shader_program->get_uniform_location("texID");
GLint shadowMaskTexIDUniform = _openGL_state->rgb_shader_program->get_uniform_location("shadowMaskTexID");
GLint textureSizeUniform = _openGL_state->rgb_shader_program->get_uniform_location("textureSize");
GLint ticksPerFrameUniform = _openGL_state->rgb_shader_program->get_uniform_location("ticksPerFrame");
GLint scanNormalUniform = _openGL_state->rgb_shader_program->get_uniform_location("scanNormal");
GLint positionConversionUniform = _openGL_state->rgb_shader_program->get_uniform_location("positionConversion");
glUniform1i(texIDUniform, first_supplied_buffer_texture_unit);
glUniform1i(shadowMaskTexIDUniform, 1);
glUniform2f(textureSizeUniform, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight);
glUniform1f(ticksPerFrameUniform, (GLfloat)(_cycles_per_line * _height_of_display));
glUniform2f(positionConversionUniform, _horizontal_flywheel->get_scan_period(), _vertical_flywheel->get_scan_period() / (unsigned int)_vertical_flywheel_output_divider);
float scan_angle = atan2f(1.0f / (float)_height_of_display, 1.0f);
float scan_normal[] = { -sinf(scan_angle), cosf(scan_angle)};
float multiplier = (float)_horizontal_flywheel->get_standard_period() / ((float)_height_of_display * (float)_horizontal_flywheel->get_scan_period());
scan_normal[0] *= multiplier;
scan_normal[1] *= multiplier;
glUniform2f(scanNormalUniform, scan_normal[0], scan_normal[1]);
}
free(vertex_shader);
free(fragment_shader);
}*/
void CRT::prepare_rgb_output_shader()
{
char *vertex_shader = get_output_vertex_shader();
@ -459,11 +495,6 @@ void CRT::prepare_rgb_output_shader()
_openGL_state->rgb_shader_program->bind();
_openGL_state->positionAttribute = _openGL_state->rgb_shader_program->get_attrib_location("position");
_openGL_state->textureCoordinatesAttribute = _openGL_state->rgb_shader_program->get_attrib_location("srcCoordinates");
_openGL_state->lateralAttribute = _openGL_state->rgb_shader_program->get_attrib_location("lateral");
_openGL_state->timestampAttribute = _openGL_state->rgb_shader_program->get_attrib_location("timestamp");
_openGL_state->windowSizeUniform = _openGL_state->rgb_shader_program->get_uniform_location("windowSize");
_openGL_state->boundsSizeUniform = _openGL_state->rgb_shader_program->get_uniform_location("boundsSize");
_openGL_state->boundsOriginUniform = _openGL_state->rgb_shader_program->get_uniform_location("boundsOrigin");
@ -494,18 +525,26 @@ void CRT::prepare_rgb_output_shader()
free(fragment_shader);
}
void CRT::prepare_vertex_array()
void CRT::prepare_output_vertex_array()
{
glEnableVertexAttribArray((GLuint)_openGL_state->positionAttribute);
glEnableVertexAttribArray((GLuint)_openGL_state->textureCoordinatesAttribute);
glEnableVertexAttribArray((GLuint)_openGL_state->lateralAttribute);
glEnableVertexAttribArray((GLuint)_openGL_state->timestampAttribute);
if(_openGL_state->rgb_shader_program)
{
GLint positionAttribute = _openGL_state->rgb_shader_program->get_attrib_location("position");
GLint textureCoordinatesAttribute = _openGL_state->rgb_shader_program->get_attrib_location("srcCoordinates");
GLint lateralAttribute = _openGL_state->rgb_shader_program->get_attrib_location("lateral");
GLint timestampAttribute = _openGL_state->rgb_shader_program->get_attrib_location("timestamp");
const GLsizei vertexStride = kCRTOutputVertexSize;
glVertexAttribPointer((GLuint)_openGL_state->positionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTOutputVertexOffsetOfPosition);
glVertexAttribPointer((GLuint)_openGL_state->textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTOutputVertexOffsetOfTexCoord);
glVertexAttribPointer((GLuint)_openGL_state->timestampAttribute, 4, GL_UNSIGNED_INT, GL_FALSE, vertexStride, (void *)kCRTOutputVertexOffsetOfTimestamp);
glVertexAttribPointer((GLuint)_openGL_state->lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTOutputVertexOffsetOfLateral);
glEnableVertexAttribArray((GLuint)positionAttribute);
glEnableVertexAttribArray((GLuint)textureCoordinatesAttribute);
glEnableVertexAttribArray((GLuint)lateralAttribute);
glEnableVertexAttribArray((GLuint)timestampAttribute);
const GLsizei vertexStride = kCRTOutputVertexSize;
glVertexAttribPointer((GLuint)positionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTOutputVertexOffsetOfPosition);
glVertexAttribPointer((GLuint)textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTOutputVertexOffsetOfTexCoord);
glVertexAttribPointer((GLuint)timestampAttribute, 4, GL_UNSIGNED_INT, GL_FALSE, vertexStride, (void *)kCRTOutputVertexOffsetOfTimestamp);
glVertexAttribPointer((GLuint)lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTOutputVertexOffsetOfLateral);
}
}
#pragma mark - Configuration