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https://github.com/TomHarte/CLK.git
synced 2024-11-23 03:32:32 +00:00
Dropped the size per output run back down to 8 bytes.
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b0f0315f12
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1d0bcb416d
@ -96,12 +96,10 @@ Flywheel::SyncEvent CRT::get_next_horizontal_sync_event(bool hsync_is_requested,
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return _horizontal_flywheel->get_next_event_in_period(hsync_is_requested, cycles_to_run_for, cycles_advanced);
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}
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#define output_position_x1() (*(uint16_t *)&next_run[OutputVertexOffsetOfPosition + 0])
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#define output_position_x2() (*(uint16_t *)&next_run[OutputVertexOffsetOfTerminators + 0])
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#define output_position_y() (*(uint16_t *)&next_run[OutputVertexOffsetOfPosition + 2])
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#define output_tex_x1() (*(uint16_t *)&next_run[OutputVertexOffsetOfTexCoord + 0])
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#define output_tex_x2() (*(uint16_t *)&next_run[OutputVertexOffsetOfTerminators + 2])
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#define output_tex_y() (*(uint16_t *)&next_run[OutputVertexOffsetOfTexCoord + 2])
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#define output_x1() (*(uint16_t *)&next_run[OutputVertexOffsetOfHorizontal + 0])
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#define output_x2() (*(uint16_t *)&next_run[OutputVertexOffsetOfHorizontal + 2])
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#define output_position_y() (*(uint16_t *)&next_run[OutputVertexOffsetOfVertical + 0])
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#define output_tex_y() (*(uint16_t *)&next_run[OutputVertexOffsetOfVertical + 2])
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#define source_input_position_x(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfInputPosition + 0])
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#define source_input_position_y(v) (*(uint16_t *)&next_run[SourceVertexSize*v + SourceVertexOffsetOfInputPosition + 2])
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@ -198,15 +196,13 @@ void CRT::advance_cycles(unsigned int number_of_cycles, unsigned int source_divi
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{
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if(_did_start_run)
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{
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output_position_x1() = (uint16_t)_horizontal_flywheel->get_current_output_position();
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output_x1() = (uint16_t)_horizontal_flywheel->get_current_output_position();
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output_position_y() = (uint16_t)(_vertical_flywheel->get_current_output_position() / _vertical_flywheel_output_divider);
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output_tex_x1() = (uint16_t)_horizontal_flywheel->get_current_output_position();
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output_tex_y() = _openGL_output_builder->get_composite_output_y();
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}
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else
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{
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output_position_x2() = (uint16_t)_horizontal_flywheel->get_current_output_position();
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output_tex_x2() = (uint16_t)_horizontal_flywheel->get_current_output_position();
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output_x2() = (uint16_t)_horizontal_flywheel->get_current_output_position();
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_openGL_output_builder->complete_output_run();
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}
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@ -237,11 +233,10 @@ void CRT::advance_cycles(unsigned int number_of_cycles, unsigned int source_divi
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}
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}
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#undef output_position_x
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#undef output_x1
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#undef output_x2
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#undef output_position_y
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#undef output_tex_x
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#undef output_tex_y
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#undef output_lateral
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#undef input_input_position_x
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#undef input_input_position_y
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@ -17,11 +17,10 @@ namespace CRT {
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// Output vertices are those used to copy from an input buffer — whether it describes data that maps directly to RGB
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// or is one of the intermediate buffers that we've used to convert from composite towards RGB.
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const GLsizei OutputVertexOffsetOfPosition = 0;
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const GLsizei OutputVertexOffsetOfTexCoord = 4;
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const GLsizei OutputVertexOffsetOfTerminators = 8;
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const GLsizei OutputVertexOffsetOfHorizontal = 0;
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const GLsizei OutputVertexOffsetOfVertical = 4;
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const GLsizei OutputVertexSize = 12;
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const GLsizei OutputVertexSize = 8;
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// Input vertices, used only in composite mode, map from the input buffer to temporary buffer locations; such
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// remapping occurs to ensure a continous stream of data for each scan, giving correct out-of-bounds behaviour
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@ -424,25 +424,23 @@ void OpenGLOutputBuilder::prepare_output_vertex_array()
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{
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if(output_shader_program)
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{
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GLint positionAttribute = output_shader_program->get_attrib_location("position");
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GLint textureCoordinatesAttribute = output_shader_program->get_attrib_location("srcCoordinates");
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GLint terminatorsAttribute = output_shader_program->get_attrib_location("terminators");
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glBindVertexArray(output_vertex_array);
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glEnableVertexAttribArray((GLuint)positionAttribute);
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glEnableVertexAttribArray((GLuint)textureCoordinatesAttribute);
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glEnableVertexAttribArray((GLuint)terminatorsAttribute);
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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const GLsizei vertexStride = OutputVertexSize;
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glBindBuffer(GL_ARRAY_BUFFER, output_array_buffer);
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glVertexAttribPointer((GLuint)positionAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfPosition);
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glVertexAttribPointer((GLuint)textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfTexCoord);
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glVertexAttribPointer((GLuint)terminatorsAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)OutputVertexOffsetOfTerminators);
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size_t offset = 0;
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glVertexAttribDivisor((GLuint)positionAttribute, 1);
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glVertexAttribDivisor((GLuint)textureCoordinatesAttribute, 1);
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glVertexAttribDivisor((GLuint)terminatorsAttribute, 1);
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const char *attributes[] = {"horizontal", "vertical", nullptr};
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const char **attribute = attributes;
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while(*attribute)
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{
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GLint attributeLocation = output_shader_program->get_attrib_location(*attribute);
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glEnableVertexAttribArray((GLuint)attributeLocation);
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glVertexAttribPointer((GLuint)attributeLocation, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)offset);
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glVertexAttribDivisor((GLuint)attributeLocation, 1);
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offset += 4;
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attribute++;
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}
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}
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}
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@ -30,9 +30,8 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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asprintf(&vertex_shader,
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"#version 150\n"
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"in vec2 position;"
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"in vec2 srcCoordinates;"
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"in vec2 terminators;"
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"in vec2 horizontal;"
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"in vec2 vertical;"
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"uniform vec2 boundsOrigin;"
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"uniform vec2 boundsSize;"
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@ -48,15 +47,16 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
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"{"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"float x = mix(horizontal.x, horizontal.y, longitudinal);"
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"lateralVarying = lateral - 0.5;"
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"vec2 vSrcCoordinates = vec2(mix(srcCoordinates.x, terminators.y, longitudinal), srcCoordinates.y);"
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"vec2 vSrcCoordinates = vec2(x, vertical.y);"
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"ivec2 textureSize = textureSize(texID, 0);"
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"iSrcCoordinatesVarying = vSrcCoordinates;"
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"srcCoordinatesVarying = vec2(vSrcCoordinates.x / textureSize.x, (vSrcCoordinates.y + 0.5) / textureSize.y);"
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"vec2 vPosition = vec2(mix(position.x, terminators.x, longitudinal), position.y);"
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"vec2 vPosition = vec2(x, vertical.x);"
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"vec2 floatingPosition = (vPosition / positionConversion) + lateral * scanNormal;"
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"vec2 mappedPosition = (floatingPosition - boundsOrigin) / boundsSize;"
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"gl_Position = vec4(mappedPosition.x * 2.0 - 1.0, 1.0 - mappedPosition.y * 2.0, 0.0, 1.0);"
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