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Ensures a proper black fill for Luminance8Phase8 input data.

This commit is contained in:
Thomas Harte 2019-02-25 21:32:15 -05:00
parent 7030abca97
commit 4c5dee866b

View File

@ -96,7 +96,6 @@ ScanTarget::ScanTarget(GLuint target_framebuffer, float output_gamma) :
// write straight into it.
test_gl(glGenTextures, 1, &write_area_texture_name_);
test_gl(glClearColor, 0.0f, 0.0f, 0.0f, 0.0f);
test_gl(glBlendFunc, GL_SRC_ALPHA, GL_CONSTANT_COLOR);
test_gl(glBlendColor, 0.4f, 0.4f, 0.4f, 1.0f);
@ -382,6 +381,15 @@ void ScanTarget::setup_pipeline() {
enable_vertex_attributes(ShaderType::Composition, *input_shader_);
set_uniforms(ShaderType::Composition, *input_shader_);
input_shader_->set_uniform("textureName", GLint(SourceDataTextureUnit - GL_TEXTURE0));
// Determine the proper clear colour — this needs to be anything that describes black
// in the input colour encoding at use.
if(modals_.input_data_type == InputDataType::Luminance8Phase8) {
// Supply both a zero luminance and a colour-subcarrier-disengaging phase.
test_gl(glClearColor, 0.0f, 1.0f, 0.0f, 0.0f);
} else {
test_gl(glClearColor, 0.0f, 0.0f, 0.0f, 0.0f);
}
}
void ScanTarget::draw(bool synchronous, int output_width, int output_height) {