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https://github.com/TomHarte/CLK.git
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Smoothed output device changes, killing some dead state. Added an explicit glFinish to suggest that the problem is synchronisation rather than any sort of data or shader error.
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7aa87723a9
commit
145c0b3b71
@ -226,6 +226,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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{
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{
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glDrawArrays(GL_LINES, 0, (GLsizei)((new_data_size - first_data_length) / SourceVertexSize));
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glDrawArrays(GL_LINES, 0, (GLsizei)((new_data_size - first_data_length) / SourceVertexSize));
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}
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}
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glFinish();
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}
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}
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// transfer to screen
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// transfer to screen
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@ -286,7 +287,6 @@ void OpenGLOutputBuilder::perform_output_stage(unsigned int output_width, unsign
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{
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{
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// draw
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// draw
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glUniform4fv(timestampBaseUniform, 1, timestampBases);
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glUniform4fv(timestampBaseUniform, 1, timestampBases);
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glFlush();
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GLsizei primitive_count = (GLsizei)(count / OutputVertexSize);
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GLsizei primitive_count = (GLsizei)(count / OutputVertexSize);
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GLsizei max_count = (GLsizei)((OutputVertexBufferDataSize - start) / OutputVertexSize);
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GLsizei max_count = (GLsizei)((OutputVertexBufferDataSize - start) / OutputVertexSize);
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@ -688,11 +688,11 @@ void OpenGLOutputBuilder::set_output_device(OutputDevice output_device)
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{
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{
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_output_device = output_device;
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_output_device = output_device;
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// for(int builder = 0; builder < NumberOfFields; builder++)
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for(int builder = 0; builder < NumberOfFields; builder++)
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// {
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{
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// _run_builders[builder]->reset();
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_run_builders[builder]->reset();
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// }
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}
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// _composite_src_runs->reset();
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_composite_src_output_y = 0;
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_composite_src_output_y = 0;
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}
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}
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}
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}
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@ -60,7 +60,6 @@ class OpenGLOutputBuilder {
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std::shared_ptr<std::mutex> _output_mutex;
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std::shared_ptr<std::mutex> _output_mutex;
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// transient buffers indicating composite data not yet decoded
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// transient buffers indicating composite data not yet decoded
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std::unique_ptr<CRTRunBuilder> _composite_src_runs;
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uint16_t _composite_src_output_y;
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uint16_t _composite_src_output_y;
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char *get_output_vertex_shader(const char *header);
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char *get_output_vertex_shader(const char *header);
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