1
0
mirror of https://github.com/TomHarte/CLK.git synced 2024-07-05 10:28:58 +00:00

Merge branch 'TrigonometricDecode' into ScanTarget

This commit is contained in:
Thomas Harte 2019-01-13 23:08:21 -05:00
commit f373a3fbb1
4 changed files with 9 additions and 11 deletions

View File

@ -68,7 +68,7 @@
</AdditionalOptions>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
buildConfiguration = "Release"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
enableASanStackUseAfterReturn = "YES"

View File

@ -282,8 +282,8 @@ void ScanTarget::setup_pipeline() {
output_shader_ = conversion_shader(modals_.input_data_type, modals_.display_type, modals_.composite_colour_space);
glBindVertexArray(line_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
enable_vertex_attributes(ShaderType::Line, *output_shader_);
set_uniforms(ShaderType::Line, *output_shader_);
enable_vertex_attributes(ShaderType::Conversion, *output_shader_);
set_uniforms(ShaderType::Conversion, *output_shader_);
output_shader_->set_uniform("origin", modals_.visible_area.origin.x, modals_.visible_area.origin.y);
output_shader_->set_uniform("size", modals_.visible_area.size.width, modals_.visible_area.size.height);
output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
@ -292,8 +292,8 @@ void ScanTarget::setup_pipeline() {
input_shader_ = composition_shader(modals_.input_data_type);
glBindVertexArray(scan_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
set_uniforms(ShaderType::InputScan, *input_shader_);
enable_vertex_attributes(ShaderType::Composition, *input_shader_);
set_uniforms(ShaderType::Composition, *input_shader_);
input_shader_->set_uniform("textureName", GLint(SourceDataTextureUnit - GL_TEXTURE0));
}

View File

@ -152,9 +152,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
void setup_pipeline();
enum class ShaderType {
InputScan,
ProcessedScan,
Line
Composition,
Conversion
};
/*!

View File

@ -22,8 +22,7 @@ void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader
void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
switch(type) {
case ShaderType::InputScan:
case ShaderType::ProcessedScan:
case ShaderType::Composition:
for(int c = 0; c < 2; ++c) {
const std::string prefix = c ? "end" : "start";
@ -57,7 +56,7 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
1);
break;
case ShaderType::Line:
case ShaderType::Conversion:
for(int c = 0; c < 2; ++c) {
const std::string prefix = c ? "end" : "start";