1
0
mirror of https://github.com/TomHarte/CLK.git synced 2024-11-09 01:10:10 +00:00
Commit Graph

748 Commits

Author SHA1 Message Date
Thomas Harte
3d564d85fd Proves that per-pixel sine/cos evaluation avoids phase issues.
Even in PAL mode. But I'd rather not _require_ this as it kind of negates directly-sampled input.
2020-08-29 18:53:37 -04:00
Thomas Harte
02cea40ffa Attempts to avoid introducing phase error in scanToComposition.
Also brightens S-Video up to RGB levels.
2020-08-25 22:41:37 -04:00
Thomas Harte
e502d336db Having decided that these things probably need to be separate, starts drilling down on S-Video. 2020-08-25 22:05:19 -04:00
Thomas Harte
807cb99f6d Composite angles are signed. 2020-08-23 21:39:04 -04:00
Thomas Harte
7ca0362f23 Treads water.
Difficult current question: why does the Atari 2600's display change colours as the display tries to achieve horizontal lock? Phase should be unchanged. Ergo something is amiss.
2020-08-23 21:03:26 -04:00
Thomas Harte
56c7bd242a Marginally tidies. 2020-08-22 16:38:36 -04:00
Thomas Harte
5c6112415a Sets appropriate clear colour for composition render pass. 2020-08-21 22:41:54 -04:00
Thomas Harte
bf6a0c9fc4 Achieves a return of composite colour for RGB-producing machines. 2020-08-21 22:06:36 -04:00
Thomas Harte
d54b937ab6 Starts trying to do actual composite processing. 2020-08-21 21:11:25 -04:00
Thomas Harte
7c23c32e44 Corrects composition colour phase. 2020-08-20 20:45:45 -04:00
Thomas Harte
4e21d24b5f Corrects composition colour amplitude. 2020-08-20 20:34:37 -04:00
Thomas Harte
ad6fb85fda Corrects use of composition buffer.
Something is still very obviously amiss in colour processing somewhere down the line, but the correct forms are once again visibly in evidence.
2020-08-20 20:21:28 -04:00
Thomas Harte
5dc39a5d24 Adds the composition render pass.
Albeit that something here doesn't work at present.
2020-08-19 21:56:53 -04:00
Thomas Harte
3597f687de Continues sidling towards composite & S-Video handling. 2020-08-19 21:20:06 -04:00
Thomas Harte
8811506adf Starts towards building a compound[/composition?] buffer.
I now need to discover whether I can use natural integer texture coordinates.
2020-08-17 22:10:02 -04:00
Thomas Harte
11dec6fc0f Avoids a redundant clear. 2020-08-17 22:09:15 -04:00
Thomas Harte
59c4c8233f Generalises existing scanToDisplay to add lineToDisplay. 2020-08-17 21:15:19 -04:00
Thomas Harte
9da79d2d81 Clarifies scaling logic. 2020-08-17 20:29:46 -04:00
Thomas Harte
27e8a3a1b5 Obeys modals' zoom.
Subject to an attempt at factoring aspect ratio differences.
2020-08-16 21:11:43 -04:00
Thomas Harte
745797b596 Introduces a stencil buffer plus the inter-frame clearing it allows. 2020-08-16 16:42:32 -04:00
Thomas Harte
940e9e037e Adds first_scan to LineMetadata.
Also reorders `Line` fields to match `Scan` fields, just for visual consistency.
2020-08-16 08:59:37 -04:00
Thomas Harte
512c0079a9 Makes thread safe. 2020-08-15 21:52:55 -04:00
Thomas Harte
645c29f853 Adds an intermediate buffer to correct inter-frame smoothing.
Also goes someway back to the old scan output scheduling, albeit presently with limited thread safety.
2020-08-15 21:24:10 -04:00
Thomas Harte
e55945674d Reduces main thread blocking. 2020-08-14 22:16:49 -04:00
Thomas Harte
7ac88536dd Respects machine aspect ratio.
To an extent. Doesn't currently deal with cropping of machines when the window aspect ratio is smaller.
2020-08-14 21:24:25 -04:00
Thomas Harte
230b9fc9e6 Permits multiple simultaneous scan reading ranges.
Also updates the OpenGL scan target as per the latest movements of things.
2020-08-12 22:08:41 -04:00
Thomas Harte
27ca782cac Enables blending; attempts to enable frame preservation.
The latter seems to be evidencing a double buffer at play. More investigation required.

On the plus side, the direct route is still well within GPU budget at 4k on my Core M. So a huge improvement there.
2020-08-12 19:34:07 -04:00
Thomas Harte
a136a00a2f Takes a shot at adding RGB -> S-Video and composite conversion, for all RGB types. 2020-08-11 22:11:50 -04:00
Thomas Harte
4b55df1cb4 Starts upon a macro-oriented means of RGB input function generation. 2020-08-10 22:03:39 -04:00
Thomas Harte
8374a5e579 Adds superficially correct compositeSampleLuminance8Phase8 function.
Thereby uncovering a minor error in my decoding of colour phase.
2020-08-10 21:33:59 -04:00
Thomas Harte
525233e10b Ensures all input data types are parseable in Metal.
Though now I need to think a bit more about the best way to compose signal-type conversions, and whether output-type calculations (i.e. gamma, brightness) are applied.
2020-08-10 19:47:47 -04:00
Thomas Harte
eadda6a967 Further strips OpenGL from the macOS target. 2020-08-09 22:17:27 -04:00
Thomas Harte
3d6590af89 Throws out a little more OpenGL. 2020-08-09 22:11:31 -04:00
Thomas Harte
28d933d5d6 Does just enough to get 8-bit RGB and 1-bit luminance machines to display.
Assuming an 'RGB' output.
2020-08-09 21:19:07 -04:00
Thomas Harte
a118594c8b Hacks to make RGB1 visible (in a fashion). 2020-08-09 20:45:51 -04:00
Thomas Harte
93c6105442 Corrects calculation of dirty texture area. 2020-08-09 20:45:14 -04:00
Thomas Harte
57fecdc09e Ties everything together in an attempt to display RGB scans.
I'm actually just getting a mess of pixels, but it's something!
2020-08-09 18:41:15 -04:00
Thomas Harte
f16ad8f71d Takes a shot at submitting texture changes. 2020-08-09 17:59:52 -04:00
Thomas Harte
e340685a99 Seemingly proves that proper geometry is reaching Metal by drawing scans.
No in-buffer accumulation yet, but this is progress. If I can add accumulation and stencil clearing, I'm not doing badly.
2020-08-08 23:11:44 -04:00
Thomas Harte
df89a8771c Makes an attempt to have the emulator fill the actual GPU buffers.
Not that they're drawn from correctly yet. I might first take a run at a new quick-path output route for emulated RGB displays, that just seeks to use the scans directly. No intermediate buffers. Besides probably being a good feature, it'll be a good way to ramp further up with Metal.
2020-08-08 22:49:02 -04:00
Thomas Harte
bdcf266e45 Having learnt a bit more: eliminates Metal attribute tags, switches to more natural expression of structs.
Also thereby eliminates the need for a forced alignas(4) on various structs.
2020-08-08 17:27:32 -04:00
Thomas Harte
edf41b06fd Eliminates the quad buffer.
Vertices can be adduced from vertex ID.
2020-08-08 17:12:49 -04:00
Thomas Harte
38960a08d6 Adds adjustment for display aspect ratio.
While also realising that I appear to be getting away without an MTLVertexDescriptor for Scans. Maybe OpenGL has prejudiced me, and they're actually optional for interleaved data?
2020-08-07 22:29:24 -04:00
Thomas Harte
fbda7aab23 Does just enough to get the correct (aspect ratio aside) output of scan outlines.
So, up next, can I start streaming these things?
2020-08-07 22:20:01 -04:00
Thomas Harte
c575aa0640 Adds a buffer for scans, and posts two test instances. 2020-08-07 22:03:54 -04:00
Thomas Harte
4421acef34 Gets some uniforms in on the action.
With some effort towards scans, but incompletely so.
2020-08-07 21:19:17 -04:00
Thomas Harte
219923bd63 Reduces vertex size, draws a quad. 2020-08-05 21:33:25 -04:00
Thomas Harte
7551782a25 Switches to interleaved vertex data.
This more closely relates to what I actually want to do.
2020-08-05 17:27:43 -04:00
Thomas Harte
eff24a8726 My first baby steps in Metal continue; here's a triangle. 2020-08-04 21:49:01 -04:00
Thomas Harte
72df6e52cd This is possibly at least dispatching an empty command buffer correctly. 2020-08-04 19:44:56 -04:00
Thomas Harte
e235a45abb Breaks all output.
... by switching out NSOpenGLView for MKLView with no drawing infrastructure yet in place.
2020-08-04 18:22:14 -04:00
Thomas Harte
478d081095 Ensures machines take user-friendly default settings. 2020-06-23 23:27:56 -04:00
Thomas Harte
c5cad865d7 Tidies up: arranges initialisers into alphabetical order, shortens some enum references. 2020-06-18 23:34:28 -04:00
Thomas Harte
327b9051c8 Adds necessary layouts for Apple II type selection. 2020-06-18 20:30:50 -04:00
Thomas Harte
48afc54af6 Cuts down unused parameter warnings to just a few that may well indicate implementation errors. 2020-05-30 01:06:43 -04:00
Thomas Harte
267006782f Starts to add Qt target; resolves many build warnings. 2020-05-30 00:37:06 -04:00
Thomas Harte
f417fa82a4 Splits 'CRTMachine' into three parts: ScanProducer, AudioProducer, TimedMachine.
Simultaneously cleans up some of the naming conventions and tries to make things a bit more template-compatible.
2020-04-01 23:19:34 -04:00
Thomas Harte
0e502f6d5c Ensures the macOS version retains volume. 2020-03-23 00:10:56 -04:00
Thomas Harte
bd1b4b8a9f Increases volume fade-out speed. 2020-03-22 21:13:55 -04:00
Thomas Harte
38d81c394f Switches OSAtomics to stdatomics. The former were deprecated by macOS 10.12. 2020-03-22 21:11:04 -04:00
Thomas Harte
72103a4adb Corrects execution cap for splitAndSync ticks. 2020-03-22 19:25:02 -04:00
Thomas Harte
e6bae261c4 Ensures volume controls appear for mouse-capture machines when not capturing. 2020-03-22 19:06:38 -04:00
Thomas Harte
5edb0c0ee7 Adds animated fade-out to volume control. Bumps macOS version to 10.12.2. 2020-03-22 18:45:24 -04:00
Thomas Harte
442ce403f9 It's a bit jarring, but ensures volume control shows and hides according to mouse cursor. 2020-03-22 16:25:07 -04:00
Thomas Harte
7398cb44e2 Adds a functioning volume control for macOS, it just doesn't know how to hide yet. 2020-03-22 13:24:23 -04:00
Thomas Harte
0c689e85a5 Use screen number for spotting screen changes.
NSScreen implements Swift Equatable but doesn't seem officially to implement -isEqual:.
2020-03-21 17:01:57 -04:00
Thomas Harte
5a1bae8a9c Ensures proper NSScreen comparison, and no never-ending setupDisplayLink loop on exit. 2020-03-20 23:00:16 -04:00
Thomas Harte
9995d776de Attempts to fix the macOS version, plus some implicit type conversions. 2020-03-18 23:29:09 -04:00
Thomas Harte
f9c8470b20 Ensure targets always nominate a machine. 2020-03-15 00:13:38 -04:00
Thomas Harte
3c70f056ed Ensure race condition workaround is applied for all CVDisplayLinkStops.
This also centralises the workaround, the better for replacing it when I discover a safer alternative.
2020-03-11 22:09:36 -04:00
Thomas Harte
f08d500fd6 Attempts to factor out the latest keyboard logic and hook it in from SDL also. 2020-03-03 22:58:15 -05:00
Thomas Harte
1f41d9c5f5 Further improvement: if in physical mode, but pressing an unrecognised key, attempt to 'type' it. 2020-03-02 22:08:54 -05:00
Thomas Harte
575d0da4d1 Attempts better to describe options. 2020-03-01 21:31:40 -05:00
Thomas Harte
ed18092088 Extends logic for when to fall back on standard keypress logic even in logical mode. 2020-03-01 20:25:12 -05:00
Thomas Harte
560394fead Ensures keys without symbols are forwarded. 2020-02-29 22:37:15 -05:00
Thomas Harte
32b2026734 Alters shortcut. 2020-02-29 20:01:21 -05:00
Thomas Harte
d5e781e8e1 Adds macOS UI option to use logical keyboard input. 2020-02-29 18:30:58 -05:00
Thomas Harte
4572c86f0f Adds a third keyboard input mode, which maps to posting things as a typer. 2020-02-29 18:17:39 -05:00
Thomas Harte
91e7400bbb Avoids double-setting of the OpenGL view. 2020-02-18 22:33:16 -05:00
Thomas Harte
a8d082c7d2 Makes audioQueue atomic to avoid potential data race. 2020-02-18 22:31:24 -05:00
Thomas Harte
43740a4b2f Adds support for stereo output. 2020-02-16 14:14:10 -05:00
Thomas Harte
f99d672237 The macOS port now selects stereo output if appropriate. 2020-02-16 14:05:50 -05:00
Thomas Harte
49b8e771b5 Adds the messaging that would allow a Speaker to output stereo, semantically. 2020-02-15 13:40:19 -05:00
Thomas Harte
e1892ff370 Resolves crash upon File -> New..., Cancel; also ensures slow performance can't equal no progression. 2020-02-14 23:16:44 -05:00
Thomas Harte
109d072cb6 Avoids trying to paper over huge gaps in running time. Also attempts to improve SDL shutdown reliability. 2020-02-12 23:47:04 -05:00
Thomas Harte
0b0a7e241b Factors out the stuff of time warping. 2020-02-09 22:11:06 -05:00
Thomas Harte
2ea1e059a8 Softens swings in emulated machine speed. 2020-02-09 16:34:13 -05:00
Thomas Harte
dac217c98c Defers starting the macOS audio queue, and attempts to restart it upon packet loss.
Hopefully forever to vanish permanent audio loss?
2020-02-08 22:08:27 -05:00
Thomas Harte
c26c8992ae Reintroduces joystick support; eliminates CSBestEffortUpdater. 2020-02-08 21:27:04 -05:00
Thomas Harte
b76a5870b3 Moves drawing into the next timer tick after retrace if sync locked.
... which should mean it occurs within 1/600th of a second of announced retrace, which I assume always will be less than the retrace period. So: does the frame buffer update during retrace.

This should completely eliminate tearing for machines that can be synced to the native output rate.
2020-02-08 18:07:13 -05:00
Thomas Harte
7c0f3bb237 Gets to slightly adjusting execution speed and matching up respective vertical syncs.
I probably still need to move the ->draw inline.
2020-02-08 18:01:48 -05:00
Thomas Harte
f615d096ca Switch to obtaining refresh periods ephemerally.
Which simplifies the necessary delegate protocol.
2020-02-08 15:03:18 -05:00
Thomas Harte
09132306e4 Removes two temporary debugging steps. 2020-02-06 23:35:23 -05:00
Thomas Harte
f95b07efea Continues edging towards raster racing and/or time warping. 2020-02-06 23:35:03 -05:00
Thomas Harte
14d976eecb Starts towards an implementation of time warping. 2020-02-04 23:08:54 -05:00
Thomas Harte
e1cbad0b6d Ensures new displayLinkDelegates get a nudge with the initial display link. 2020-02-04 23:08:25 -05:00
Thomas Harte
e7410b8ed8 Uses objective clock for updates. 2020-02-04 22:24:54 -05:00
Thomas Harte
01fd1b1a2e Pulls out ticks as a macro constant.
For playing.
2020-02-03 22:44:39 -05:00
Thomas Harte
96769c52f6 Prevents an endless queue of backlogged updates. 2020-02-03 22:08:07 -05:00
Thomas Harte
cf9729c74f Takes a first shot at running OpenGL work throughout a frame.
Rather than en masse at the end. But it seems I've been lazy with my threading. Work to do!
2020-02-03 21:58:29 -05:00