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https://github.com/TomHarte/CLK.git
synced 2026-04-20 10:17:05 +00:00
Switches back to working on the scan shaders.
Pixels from the emulated machine are now starting to appear.
This commit is contained in:
@@ -91,18 +91,25 @@ ScanTarget::ScanTarget() :
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glGenTextures(1, &write_area_texture_name_);
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test_shader_.reset(new Shader(
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glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
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glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan),
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"#version 150\n"
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"out vec4 fragColour;"
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"in vec2 textureCoordinate;"
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"uniform usampler2D textureName;"
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"void main(void) {"
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"fragColour = vec4(1.0);"
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"fragColour = vec4(float(texture(textureName, textureCoordinate).r), 0.0, 0.0, 1.0);"
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"}"
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));
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glBindVertexArray(line_vertex_array_);
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enable_vertex_attributes(ShaderType::Line, *test_shader_);
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glBindVertexArray(scan_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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enable_vertex_attributes(ShaderType::Scan, *test_shader_);
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}
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ScanTarget::~ScanTarget() {
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while(is_drawing_.test_and_set()) {}
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glDeleteBuffers(1, &scan_buffer_name_);
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glDeleteTextures(1, &write_area_texture_name_);
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glDeleteVertexArrays(1, &scan_vertex_array_);
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@@ -127,6 +134,7 @@ void ScanTarget::set_modals(Modals modals) {
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// TODO: this, but not to the test shader.
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test_shader_->set_uniform("scale", GLfloat(modals.output_scale.x), GLfloat(modals.output_scale.y));
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test_shader_->set_uniform("rowHeight", GLfloat(1.0f / modals.expected_vertical_lines));
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test_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
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}
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Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
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@@ -155,6 +163,7 @@ Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
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void ScanTarget::end_scan() {
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if(vended_scan_) {
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vended_scan_->data_y = TextureAddressGetY(vended_write_area_pointer_);
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vended_scan_->line = write_pointers_.line;
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vended_scan_->scan.end_points[0].data_offset += TextureAddressGetX(vended_write_area_pointer_);
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vended_scan_->scan.end_points[1].data_offset += TextureAddressGetX(vended_write_area_pointer_);
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}
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@@ -203,6 +212,8 @@ uint8_t *ScanTarget::begin_data(size_t required_length, size_t required_alignmen
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void ScanTarget::end_data(size_t actual_length) {
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if(allocation_has_failed_) return;
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// memset(&write_area_texture_[size_t(write_pointers_.write_area) * data_type_size_], 0xff, actual_length * data_type_size_);
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// The write area was allocated in the knowledge that there's sufficient
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// distance left on the current line, so there's no need to worry about carry.
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write_pointers_.write_area += actual_length + 1;
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@@ -248,6 +259,9 @@ void ScanTarget::announce(Event event, uint16_t x, uint16_t y) {
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}
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} break;
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}
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// TODO: any lines that include any portion of vertical sync should be hidden.
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// (maybe set a flag and zero out the line coordinates?)
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}
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template <typename T> void ScanTarget::submit_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer) {
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@@ -295,6 +309,8 @@ void ScanTarget::draw(bool synchronous) {
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fence_ = nullptr;
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}
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if(is_drawing_.test_and_set()) return;
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// Grab the current read and submit pointers.
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const auto submit_pointers = submit_pointers_.load();
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const auto read_pointers = read_pointers_.load();
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@@ -305,11 +321,16 @@ void ScanTarget::draw(bool synchronous) {
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// Submit texture.
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if(submit_pointers.write_area != read_pointers.write_area) {
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glActiveTexture(SourceData1BppTextureUnit);
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glBindTexture(GL_TEXTURE_2D, write_area_texture_name_);
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// Create storage for the texture if it doesn't yet exist; this was deferred until here
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// because the pixel format wasn't initially known.
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if(!texture_exists_) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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@@ -366,9 +387,10 @@ void ScanTarget::draw(bool synchronous) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindVertexArray(line_vertex_array_);
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glBindVertexArray(scan_vertex_array_);
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test_shader_->bind();
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(scan_buffer_.size()));
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fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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is_drawing_.clear();
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}
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