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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 08:49:37 +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:
Thomas Harte 2018-11-12 22:52:26 -05:00
parent ecb5504bd1
commit 654a19ea15
3 changed files with 41 additions and 6 deletions

View File

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

View File

@ -131,6 +131,7 @@ class ScanTarget: public Outputs::Display::ScanTarget {
std::unique_ptr<Shader> test_shader_;
GLsync fence_ = nullptr;
std::atomic_flag is_drawing_;
};
}

View File

@ -47,7 +47,19 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
switch(type) {
case ShaderType::Scan:
return "";
return
"out vec2 textureCoordinate;"
"uniform usampler2D textureName;"
"void main(void) {"
"float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);"
"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);"
"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral), lineY + longitudinal) / vec2(scale.x, 2048.0);"
"gl_Position = vec4(eyePosition*2 - vec2(1.0), 0.0, 1.0);"
"}";
case ShaderType::Line:
return