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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-23 03:32:32 +00:00

Switching momentarily back to monitor mode, resolved why I was suddenly getting no output upon creating some texture targets.

This commit is contained in:
Thomas Harte 2016-03-07 18:55:15 -05:00
parent eefd17ed4c
commit 3b6c9c15a1
4 changed files with 66 additions and 35 deletions

View File

@ -40,7 +40,7 @@ Machine::Machine() :
"float texValue = texture(texID, coordinate).r;"
"return vec3(step(4.0/256.0, mod(texValue, 8.0/256.0)), step(2.0/256.0, mod(texValue, 4.0/256.0)), step(1.0/256.0, mod(texValue, 2.0/256.0)));"
"}");
_crt->set_output_device(Outputs::CRT::Television);
_crt->set_output_device(Outputs::CRT::Monitor);
// _crt->set_visible_area(Outputs::Rect(0.23108f, 0.0f, 0.8125f, 0.98f)); //1875
memset(_key_states, 0, sizeof(_key_states));

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@ -71,15 +71,20 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
{
_openGL_state = new OpenGLState;
glGenTextures(1, &_openGL_state->textureName);
glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// generate and bind textures for every one of the requested buffers
for(unsigned int buffer = 0; buffer < _buffer_builder->number_of_buffers; buffer++)
{
glGenTextures(1, &_openGL_state->textureName);
glActiveTexture(GL_TEXTURE3 + buffer);
glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLenum format = formatForDepth(_buffer_builder->buffers[0].bytes_per_pixel);
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight, 0, format, GL_UNSIGNED_BYTE, _buffer_builder->buffers[0].data);
GLenum format = formatForDepth(_buffer_builder->buffers[buffer].bytes_per_pixel);
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight, 0, format, GL_UNSIGNED_BYTE, _buffer_builder->buffers[buffer].data);
}
glGenVertexArrays(1, &_openGL_state->vertexArray);
glGenBuffers(1, &_openGL_state->arrayBuffer);
@ -91,13 +96,24 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
glBindVertexArray(_openGL_state->vertexArray);
prepare_vertex_array();
// This should return either an actual framebuffer number, if this is a target with a framebuffer intended for output,
// or 0 if no framebuffer is bound, in which case 0 is also what we want to supply to bind the implied framebuffer. So
// it works either way.
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&_openGL_state->defaultFramebuffer);
// _openGL_state->compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(2048, kCRTFrameIntermediateBufferHeight));
// _openGL_state->filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(2048, kCRTFrameIntermediateBufferHeight));
// _openGL_state->filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(2048, kCRTFrameIntermediateBufferHeight));
// Create intermediate textures and bind to slots 0, 1 and 2
glActiveTexture(GL_TEXTURE0);
_openGL_state->compositeTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(CRTIntermediateBufferWidth, CRTIntermediateBufferHeight));
glActiveTexture(GL_TEXTURE1);
_openGL_state->filteredYTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(CRTIntermediateBufferWidth, CRTIntermediateBufferHeight));
glActiveTexture(GL_TEXTURE2);
_openGL_state->filteredTexture = std::unique_ptr<OpenGL::TextureTarget>(new OpenGL::TextureTarget(CRTIntermediateBufferWidth, CRTIntermediateBufferHeight));
}
// glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *)&_openGL_state->defaultFramebuffer);
//
// printf("%d", glIsFramebuffer(_openGL_state->defaultFramebuffer));
// lock down any further work on the current frame
_output_mutex->lock();
@ -107,27 +123,35 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
// clear the buffer
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, _openGL_state->defaultFramebuffer);
// glBindTexture(GL_TEXTURE_2D, _openGL_state->textureName);
// glGetIntegerv(GL_VIEWPORT, results);
// upload more source pixel data if any; we'll always resubmit the last line submitted last
// time as it may have had extra data appended to it
GLenum format = formatForDepth(_buffer_builder->buffers[0].bytes_per_pixel);
if(_buffer_builder->_next_write_y_position < _buffer_builder->last_uploaded_line)
for(unsigned int buffer = 0; buffer < _buffer_builder->number_of_buffers; buffer++)
{
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, (GLint)_buffer_builder->last_uploaded_line,
CRTInputBufferBuilderWidth, (GLint)(CRTInputBufferBuilderHeight - _buffer_builder->last_uploaded_line),
format, GL_UNSIGNED_BYTE,
&_buffer_builder->buffers[0].data[_buffer_builder->last_uploaded_line * CRTInputBufferBuilderWidth * _buffer_builder->buffers[0].bytes_per_pixel]);
_buffer_builder->last_uploaded_line = 0;
}
glActiveTexture(GL_TEXTURE3 + buffer);
GLenum format = formatForDepth(_buffer_builder->buffers[0].bytes_per_pixel);
if(_buffer_builder->_next_write_y_position < _buffer_builder->last_uploaded_line)
{
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, (GLint)_buffer_builder->last_uploaded_line,
CRTInputBufferBuilderWidth, (GLint)(CRTInputBufferBuilderHeight - _buffer_builder->last_uploaded_line),
format, GL_UNSIGNED_BYTE,
&_buffer_builder->buffers[0].data[_buffer_builder->last_uploaded_line * CRTInputBufferBuilderWidth * _buffer_builder->buffers[0].bytes_per_pixel]);
_buffer_builder->last_uploaded_line = 0;
}
if(_buffer_builder->_next_write_y_position > _buffer_builder->last_uploaded_line)
{
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, (GLint)_buffer_builder->last_uploaded_line,
CRTInputBufferBuilderWidth, (GLint)(1 + _buffer_builder->_next_write_y_position - _buffer_builder->last_uploaded_line),
format, GL_UNSIGNED_BYTE,
&_buffer_builder->buffers[0].data[_buffer_builder->last_uploaded_line * CRTInputBufferBuilderWidth * _buffer_builder->buffers[0].bytes_per_pixel]);
_buffer_builder->last_uploaded_line = _buffer_builder->_next_write_y_position;
if(_buffer_builder->_next_write_y_position > _buffer_builder->last_uploaded_line)
{
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, (GLint)_buffer_builder->last_uploaded_line,
CRTInputBufferBuilderWidth, (GLint)(1 + _buffer_builder->_next_write_y_position - _buffer_builder->last_uploaded_line),
format, GL_UNSIGNED_BYTE,
&_buffer_builder->buffers[0].data[_buffer_builder->last_uploaded_line * CRTInputBufferBuilderWidth * _buffer_builder->buffers[0].bytes_per_pixel]);
_buffer_builder->last_uploaded_line = _buffer_builder->_next_write_y_position;
}
}
// ensure array buffer is up to date
@ -149,6 +173,8 @@ void CRT::draw_frame(unsigned int output_width, unsigned int output_height, bool
}
}
glBindFramebuffer(GL_FRAMEBUFFER, _openGL_state->defaultFramebuffer);
// draw all sitting frames
unsigned int run = (unsigned int)_run_write_pointer;
// printf("%d: %zu v %zu\n", run, _run_builders[run]->uploaded_vertices, _run_builders[run]->number_of_vertices);
@ -368,7 +394,7 @@ void CRT::prepare_shader()
GLint scanNormalUniform = _openGL_state->shaderProgram->get_uniform_location("scanNormal");
GLint positionConversionUniform = _openGL_state->shaderProgram->get_uniform_location("positionConversion");
glUniform1i(texIDUniform, 0);
glUniform1i(texIDUniform, 3);
glUniform1i(shadowMaskTexIDUniform, 1);
glUniform2f(textureSizeUniform, CRTInputBufferBuilderWidth, CRTInputBufferBuilderHeight);
glUniform1f(ticksPerFrameUniform, (GLfloat)(_cycles_per_line * _height_of_display));

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@ -10,7 +10,7 @@
using namespace OpenGL;
TextureTarget::TextureTarget(unsigned int width, unsigned int height)
TextureTarget::TextureTarget(GLsizei width, GLsizei height) : _width(width), _height(height)
{
glGenFramebuffers(1, &_framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
@ -24,9 +24,8 @@ TextureTarget::TextureTarget(unsigned int width, unsigned int height)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
// TODO: raise an exception if check framebuffer status fails.
// if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
// return nil;
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
throw ErrorFramebufferIncomplete;
}
TextureTarget::~TextureTarget()
@ -38,6 +37,7 @@ TextureTarget::~TextureTarget()
void TextureTarget::bind_framebuffer()
{
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glViewport(0, 0, _width, _height);
}
void TextureTarget::bind_texture()

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@ -15,14 +15,19 @@ namespace OpenGL {
class TextureTarget {
public:
TextureTarget(unsigned int width, unsigned int height);
TextureTarget(GLsizei width, GLsizei height);
~TextureTarget();
void bind_framebuffer();
void bind_texture();
enum {
ErrorFramebufferIncomplete
};
private:
GLuint _framebuffer, _texture;
GLsizei _width, _height;
};
}