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https://github.com/TomHarte/CLK.git
synced 2026-03-13 02:42:08 +00:00
Ensure copy shader compiles, at least.
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@@ -18,7 +18,8 @@ void main(void) {
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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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gl_Position = vec4)
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coordinate = vec2(lateral, longitudinal);
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gl_Position = vec4(
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lateral * 2.0 - 1.0,
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longitudinal * 2.0 - 1.0,
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0.0,
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@@ -12,6 +12,7 @@
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#include "Outputs/ScanTargets/FilterGenerator.hpp"
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#include "CompositionShader.hpp"
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#include "CopyShader.hpp"
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#include <algorithm>
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#include <cassert>
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@@ -262,6 +263,10 @@ void ScanTarget::setup_pipeline() {
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const float sample_multiplier =
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FilterGenerator::suggested_sample_multiplier(227.5f, 1320);
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if(copy_shader_.empty()) {
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copy_shader_ = copy_shader(api_, GL_TEXTURE4, {}, {});
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}
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if(
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!existing_modals_ ||
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existing_modals_->input_data_type != modals.input_data_type ||
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@@ -466,30 +471,30 @@ void ScanTarget::update(int, int output_height) {
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// Submit new scans.
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// First implementation: put all new scans at the start of the buffer, for a simple
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// glDrawArraysInstanced call below.
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// scans_.bind_buffer();
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// size_t buffer_destination = 0;
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// const auto submit = [&](const size_t begin, const size_t end) {
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// test_gl([&]{
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// glBufferSubData(
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// GL_ARRAY_BUFFER,
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// buffer_destination,
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// (end - begin) * sizeof(Scan),
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// &scan_buffer_[begin]
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// );
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// });
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// buffer_destination += (end - begin) * sizeof(Scan);
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// };
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// if(area.start.scan < area.end.scan) {
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// submit(area.start.scan, area.end.scan);
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// } else {
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// submit(area.start.scan, scan_buffer_.size());
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// submit(0, area.end.scan);
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// }
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scans_.bind_buffer();
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size_t buffer_destination = 0;
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const auto submit = [&](const size_t begin, const size_t end) {
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test_gl([&]{
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glBufferSubData(
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GL_ARRAY_BUFFER,
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buffer_destination,
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(end - begin) * sizeof(Scan),
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&scan_buffer_[begin]
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);
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});
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buffer_destination += (end - begin) * sizeof(Scan);
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};
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if(area.start.scan < area.end.scan) {
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submit(area.start.scan, area.end.scan);
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} else {
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submit(area.start.scan, scan_buffer_.size());
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submit(0, area.end.scan);
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}
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// Populate composition buffer.
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composition_buffer_.bind_framebuffer();
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// scans_.bind();
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// composition_shader_.bind();
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scans_.bind();
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composition_shader_.bind();
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test_gl([&]{ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans)); });
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}
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