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https://github.com/TomHarte/CLK.git
synced 2024-11-26 08:49:37 +00:00
Fixed: the two shaders that use a common input array should use common bindings.
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commit
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@ -306,6 +306,10 @@ void ScanTarget::setup_pipeline() {
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write_pointers_.write_area = 0;
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write_pointers_.write_area = 0;
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}
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}
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// Prepare to bind line shaders.
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glBindVertexArray(line_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
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// Destroy or create a QAM buffer and shader, if appropriate.
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// Destroy or create a QAM buffer and shader, if appropriate.
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const bool needs_qam_buffer = (modals_.display_type == DisplayType::CompositeColour || modals_.display_type == DisplayType::SVideo);
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const bool needs_qam_buffer = (modals_.display_type == DisplayType::CompositeColour || modals_.display_type == DisplayType::SVideo);
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if(needs_qam_buffer) {
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if(needs_qam_buffer) {
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@ -314,8 +318,6 @@ void ScanTarget::setup_pipeline() {
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}
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}
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qam_separation_shader_ = qam_separation_shader();
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qam_separation_shader_ = qam_separation_shader();
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glBindVertexArray(line_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
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enable_vertex_attributes(ShaderType::QAMSeparation, *qam_separation_shader_);
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enable_vertex_attributes(ShaderType::QAMSeparation, *qam_separation_shader_);
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set_uniforms(ShaderType::QAMSeparation, *qam_separation_shader_);
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set_uniforms(ShaderType::QAMSeparation, *qam_separation_shader_);
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qam_separation_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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qam_separation_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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@ -326,8 +328,6 @@ void ScanTarget::setup_pipeline() {
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// Establish an output shader.
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// Establish an output shader.
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output_shader_ = conversion_shader();
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output_shader_ = conversion_shader();
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glBindVertexArray(line_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
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enable_vertex_attributes(ShaderType::Conversion, *output_shader_);
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enable_vertex_attributes(ShaderType::Conversion, *output_shader_);
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set_uniforms(ShaderType::Conversion, *output_shader_);
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set_uniforms(ShaderType::Conversion, *output_shader_);
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output_shader_->set_uniform("origin", modals_.visible_area.origin.x, modals_.visible_area.origin.y);
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output_shader_->set_uniform("origin", modals_.visible_area.origin.x, modals_.visible_area.origin.y);
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@ -577,7 +577,8 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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if(qam_separation_shader_) {
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if(qam_separation_shader_) {
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qam_separation_shader_->bind();
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qam_separation_shader_->bind();
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qam_chroma_texture_->bind_framebuffer();
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qam_chroma_texture_->bind_framebuffer();
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// glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT); // TODO: this is here as a hint that the old framebuffer doesn't need reloading;
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// test whether that's a valid optimisation on desktop OpenGL.
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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@ -608,8 +609,6 @@ void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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accumulation_texture_->bind_texture();
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accumulation_texture_->bind_texture();
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accumulation_texture_->draw(float(output_width) / float(output_height), 4.0f / 255.0f);
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accumulation_texture_->draw(float(output_width) / float(output_height), 4.0f / 255.0f);
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// qam_chroma_texture_->bind_texture();
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// qam_chroma_texture_->draw(float(output_width) / float(output_height));
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// All data now having been spooled to the GPU, update the read pointers to
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// All data now having been spooled to the GPU, update the read pointers to
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// the submit pointer location.
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// the submit pointer location.
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@ -178,7 +178,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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globals for shaders of @c type to @c target.
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globals for shaders of @c type to @c target.
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*/
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*/
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static void enable_vertex_attributes(ShaderType type, Shader &target);
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static void enable_vertex_attributes(ShaderType type, Shader &target);
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void set_uniforms(ShaderType type, Shader &target);
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void set_uniforms(ShaderType type, Shader &target) const;
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std::vector<std::string> bindings(ShaderType type) const;
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GLsync fence_ = nullptr;
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GLsync fence_ = nullptr;
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std::atomic_flag is_drawing_;
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std::atomic_flag is_drawing_;
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@ -14,7 +14,7 @@ using namespace Outputs::Display::OpenGL;
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// MARK: - State setup for compiled shaders.
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// MARK: - State setup for compiled shaders.
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void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
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void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) const {
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// Slightly over-amping rowHeight here is a cheap way to make sure that lines
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// Slightly over-amping rowHeight here is a cheap way to make sure that lines
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// converge even allowing for the fact that they may not be spaced by exactly
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// converge even allowing for the fact that they may not be spaced by exactly
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// the expected distance. Cf. the stencil-powered logic for making sure all
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// the expected distance. Cf. the stencil-powered logic for making sure all
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@ -144,6 +144,30 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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#undef rt_offset_of
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#undef rt_offset_of
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}
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}
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std::vector<std::string> ScanTarget::bindings(ShaderType type) const {
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switch(type) {
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case ShaderType::Composition: return {
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"startDataX",
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"startClock",
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"endDataX",
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"endClock",
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"dataY",
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"lineY"
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};
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default: return {
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"startPoint",
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"endPoint",
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"startClock",
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"endClock",
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"lineY",
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"lineCompositeAmplitude",
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"startCompositeAngle",
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"endCompositeAngle"
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};
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}
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}
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// MARK: - Shader code.
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// MARK: - Shader code.
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std::string ScanTarget::sampling_function() const {
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std::string ScanTarget::sampling_function() const {
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@ -421,16 +445,7 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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return std::unique_ptr<Shader>(new Shader(
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return std::unique_ptr<Shader>(new Shader(
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vertex_shader,
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vertex_shader,
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fragment_shader,
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fragment_shader,
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{
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bindings(ShaderType::Conversion)
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"startPoint",
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"endPoint",
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"startClock",
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"endClock",
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"lineY",
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"lineCompositeAmplitude",
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"startCompositeAngle",
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"endCompositeAngle"
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}
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));
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));
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}
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}
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@ -504,14 +519,7 @@ std::unique_ptr<Shader> ScanTarget::composition_shader() const {
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return std::unique_ptr<Shader>(new Shader(
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return std::unique_ptr<Shader>(new Shader(
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vertex_shader,
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vertex_shader,
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fragment_shader + "}",
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fragment_shader + "}",
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{
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bindings(ShaderType::Composition)
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"startDataX",
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"startClock",
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"endDataX",
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"endClock",
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"dataY",
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"lineY",
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}
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));
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));
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}
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}
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@ -624,14 +632,6 @@ std::unique_ptr<Shader> ScanTarget::qam_separation_shader() const {
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return std::unique_ptr<Shader>(new Shader(
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return std::unique_ptr<Shader>(new Shader(
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vertex_shader,
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vertex_shader,
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fragment_shader,
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fragment_shader,
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{
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bindings(ShaderType::QAMSeparation)
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"startClock",
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"startCompositeAngle",
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"endClock",
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"endCompositeAngle",
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"lineY",
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"lineCompositeAmplitude"
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}
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));
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));
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}
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}
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