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Starts girding for a third pipeline.
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@ -16,6 +16,78 @@
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#include "BufferingScanTarget.hpp"
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#include "FIRFilter.hpp"
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/*
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RGB and composite monochrome
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----------------------------
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Source data is converted to 32bpp RGB or to composite directly from its input, at output resolution.
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Gamma correction is applied unless the inputs are 1bpp (e.g. Macintosh-style black/white, TTL-style RGB).
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TODO: filtering when the output size is 'small'.
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S-Video
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-------
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Source data is pasted together with a common clock in the composition buffer. Colour phase is baked in
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at this point. Format within the composition buffer is:
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.r = luminance
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.g = 0.5 + 0.5 * chrominance * cos(phase)
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.b = 0.5 + 0.5 * chrominance * sin(phase)
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Contents of the composition buffer are then drawn into the finalised line texture; at this point a suitable
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low-filter is applied to the two chrominance channels, colours are converted to RGB and gamma corrected.
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Contents from the finalised line texture are then painted to the display.
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Composite colour
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----------------
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Source data is pasted together with a common clock in the composition buffer. Colour phase and amplitude are
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recorded at this point. Format within the composition buffer is:
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.r = composite value
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.g = phase
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.b = amplitude
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Contents of the composition buffer are transferred to the separated-luma buffer, subject to a low-paass filter
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that has sought to separate luminance and chrominance, and with phase and amplitude now baked into the latter:
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.r = luminance
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.g = 0.5 + 0.5 * chrominance * cos(phase)
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.b = 0.5 + 0.5 * chrominance * sin(phase)
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The process now continues as per the corresponding S-Video steps.
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NOTES
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-----
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1) for many of the input pixel formats it would be possible to do the trigonometric side of things at
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arbitrary precision. Since it would always be necessary to support fixed-precision processing because
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of the directly-sampled input formats, I've used fixed throughout to reduce the number of permutations
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and combinations of code I need to support. The precision is always selected to be at least four times
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the colour clock.
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2) I experimented with skipping the separated-luma buffer for composite colour based on the observation that
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just multiplying the raw signal by sin and cos and then filtering well below the colour subcarrier frequency
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should be sufficient. It wasn't in practice because the bits of luminance that don't quite separate are then
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of such massive amplitude that you get huge bands of bright colour in place of the usual chroma dots.
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3) I also initially didn't want to have a finalied-line texture, but processing costs changed my mind on that.
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If you accept that output will be fixed precision, anyway. In that case, processing for a typical NTSC frame
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in its original resolution means applying filtering (i.e. at least 15 samples per pixel) likely between
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218,400 and 273,000 times per output frame, then upscaling from there at 1 sample per pixel. Count the second
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sample twice for the original store and you're talking between 16*218,400 = 3,494,400 to 16*273,000 = 4,368,000
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total pixel accesses. Though that's not a perfect way to measure cost, roll with it.
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On my 4k monitor, doing it at actual output resolution would instead cost 3840*2160*15 = 124,416,000 total
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accesses. Which doesn't necessarily mean "more than 28 times as much", but does mean "a lot more".
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(going direct-to-display for composite monochrome means evaluating sin/cos a lot more often than it might
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with more buffering in between, but that doesn't provisionally seem to be as much of a bottleneck)
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*/
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namespace {
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struct Uniforms {
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@ -110,7 +182,23 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// properly adjoin their neighbours and everything is converted to a common clock.
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id<MTLTexture> _compositionTexture;
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MTLRenderPassDescriptor *_compositionRenderPass; // The render pass for _drawing to_ the composition buffer.
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BOOL _isUsingCompositionPipeline; // Whether the composition pipeline is in use.
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enum class Pipeline {
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/// Scans are painted directly to the frame buffer.
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DirectToDisplay,
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/// Scans are painted to the composition buffer, which is processed to the finalised line buffer,
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/// from which lines are painted to the frame buffer.
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SVideo,
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/// Scans are painted to the composition buffer, which is processed to the separated luma buffer and then the finalised line buffer,
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/// from which lines are painted to the frame buffer.
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CompositeColour
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// TODO: decide what to do for downard-scaled direct-to-display. Obvious options are to include lowpass
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// filtering into the scan outputter and contine hoping that the vertical takes care of itself, or maybe
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// to stick with DirectToDisplay but with a minimum size for the frame buffer and apply filtering from
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// there to the screen.
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};
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Pipeline _pipeline;
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// Textures: additional storage used when processing S-Video and composite colour input.
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id<MTLTexture> _finalisedLineTexture;
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@ -177,16 +265,6 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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depthStencilDescriptor.frontFaceStencil.stencilFailureOperation = MTLStencilOperationReplace;
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_clearStencilState = [view.device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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// Create a composition texture up front. (TODO: is it worth switching to an 8bpp texture in composite mode?)
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MTLTextureDescriptor *const textureDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
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width:2048 // This 'should do'.
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height:NumBufferedLines // TODO: I want to turn this down _considerably_. A frame and a bit should be sufficient, though probably I'd also want to adjust the buffering scan target to keep most recent data?
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mipmapped:NO];
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textureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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textureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
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_compositionTexture = [view.device newTextureWithDescriptor:textureDescriptor];
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// Ensure the is-drawing flag is initially clear.
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_isDrawing.clear();
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}
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@ -204,93 +282,97 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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- (void)mtkView:(nonnull MTKView *)view drawableSizeWillChange:(CGSize)size {
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[self setAspectRatio];
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// TODO: consider multisampling here? But it seems like you'd need another level of indirection
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// in order to maintain an ongoing buffer that supersamples only at the end.
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// TODO: Do I need to multiply by contents scale here?
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const NSUInteger frameBufferWidth = NSUInteger(size.width * view.layer.contentsScale);
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const NSUInteger frameBufferHeight = NSUInteger(size.height * view.layer.contentsScale);
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@synchronized(self) {
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// Generate a framebuffer and a stencil.
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MTLTextureDescriptor *const textureDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:view.colorPixelFormat
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width:frameBufferWidth
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height:frameBufferHeight
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mipmapped:NO];
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textureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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textureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
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_frameBuffer = [view.device newTextureWithDescriptor:textureDescriptor];
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MTLTextureDescriptor *const stencilTextureDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:MTLPixelFormatStencil8
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width:frameBufferWidth
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height:frameBufferHeight
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mipmapped:NO];
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stencilTextureDescriptor.usage = MTLTextureUsageRenderTarget;
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stencilTextureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
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_frameBufferStencil = [view.device newTextureWithDescriptor:stencilTextureDescriptor];
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// Generate a render pass with that framebuffer and stencil.
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_frameBufferRenderPass = [[MTLRenderPassDescriptor alloc] init];
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_frameBufferRenderPass.colorAttachments[0].texture = _frameBuffer;
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_frameBufferRenderPass.colorAttachments[0].loadAction = MTLLoadActionLoad;
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_frameBufferRenderPass.colorAttachments[0].storeAction = MTLStoreActionStore;
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_frameBufferRenderPass.stencilAttachment.clearStencil = 0;
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_frameBufferRenderPass.stencilAttachment.texture = _frameBufferStencil;
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_frameBufferRenderPass.stencilAttachment.loadAction = MTLLoadActionLoad;
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_frameBufferRenderPass.stencilAttachment.storeAction = MTLStoreActionStore;
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// Establish intended stencil useage; it's only to track which pixels haven't been painted
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// at all at the end of every frame. So: always paint, and replace the stored stencil value
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// (which is seeded as 0) with the nominated one (a 1).
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MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
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depthStencilDescriptor.frontFaceStencil.stencilCompareFunction = MTLCompareFunctionAlways;
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depthStencilDescriptor.frontFaceStencil.depthStencilPassOperation = MTLStencilOperationReplace;
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_drawStencilState = [view.device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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// TODO: old framebuffer should be resized onto the new one.
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[self updateSizeAndModalBuffers];
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[self updateSizeBuffers];
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}
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}
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- (void)updateSizeAndModalBuffers {
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// Buffers are required only for the composition pipeline; so if this isn't that then release anything
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// currently being held and return.
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if(!_isUsingCompositionPipeline) {
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_finalisedLineTexture = nil;
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_finalisedLineRenderPass = nil;
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_separatedLumaTexture = nil;
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_separatedLumaRenderPass = nil;
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return;
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}
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const auto modals = _scanTarget.modals();
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- (void)updateSizeBuffers {
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// TODO: consider multisampling here? But it seems like you'd need another level of indirection
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// in order to maintain an ongoing buffer that supersamples only at the end.
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const NSUInteger frameBufferWidth = NSUInteger(_view.drawableSize.width * _view.layer.contentsScale);
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const NSUInteger maximumDetail = NSUInteger(modals.cycles_per_line) * NSUInteger(uniforms()->cyclesMultiplier);
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const NSUInteger frameBufferHeight = NSUInteger(_view.drawableSize.height * _view.layer.contentsScale);
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// maximumDetail = 0 => the modals haven't been set yet. So there's nothing to create buffers for.
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if(!maximumDetail) {
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return;
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}
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// Generate a framebuffer and a stencil.
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MTLTextureDescriptor *const textureDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:_view.colorPixelFormat
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width:frameBufferWidth
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height:frameBufferHeight
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mipmapped:NO];
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textureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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textureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
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_frameBuffer = [_view.device newTextureWithDescriptor:textureDescriptor];
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MTLTextureDescriptor *const stencilTextureDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:MTLPixelFormatStencil8
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width:frameBufferWidth
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height:frameBufferHeight
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mipmapped:NO];
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stencilTextureDescriptor.usage = MTLTextureUsageRenderTarget;
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stencilTextureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
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_frameBufferStencil = [_view.device newTextureWithDescriptor:stencilTextureDescriptor];
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// Generate a render pass with that framebuffer and stencil.
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_frameBufferRenderPass = [[MTLRenderPassDescriptor alloc] init];
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_frameBufferRenderPass.colorAttachments[0].texture = _frameBuffer;
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_frameBufferRenderPass.colorAttachments[0].loadAction = MTLLoadActionLoad;
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_frameBufferRenderPass.colorAttachments[0].storeAction = MTLStoreActionStore;
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_frameBufferRenderPass.stencilAttachment.clearStencil = 0;
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_frameBufferRenderPass.stencilAttachment.texture = _frameBufferStencil;
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_frameBufferRenderPass.stencilAttachment.loadAction = MTLLoadActionLoad;
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_frameBufferRenderPass.stencilAttachment.storeAction = MTLStoreActionStore;
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// Establish intended stencil useage; it's only to track which pixels haven't been painted
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// at all at the end of every frame. So: always paint, and replace the stored stencil value
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// (which is seeded as 0) with the nominated one (a 1).
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MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
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depthStencilDescriptor.frontFaceStencil.stencilCompareFunction = MTLCompareFunctionAlways;
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depthStencilDescriptor.frontFaceStencil.depthStencilPassOperation = MTLStencilOperationReplace;
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_drawStencilState = [_view.device newDepthStencilStateWithDescriptor:depthStencilDescriptor];
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// TODO: old framebuffer should be resized onto the new one.
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}
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- (void)updateModalBuffers {
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// Build a descriptor for any intermediate line texture.
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MTLTextureDescriptor *const lineTextureDescriptor = [MTLTextureDescriptor
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texture2DDescriptorWithPixelFormat:_view.colorPixelFormat
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width:std::min(frameBufferWidth, maximumDetail)
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texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
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width:2048 // This 'should do'.
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height:NumBufferedLines
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mipmapped:NO];
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lineTextureDescriptor.usage = MTLTextureUsageRenderTarget | MTLTextureUsageShaderRead;
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lineTextureDescriptor.resourceOptions = MTLResourceStorageModePrivate;
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// The finalised texture will definitely exist given that this is the composition pipeline.
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_finalisedLineTexture = [_view.device newTextureWithDescriptor:lineTextureDescriptor];
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if(_pipeline == Pipeline::DirectToDisplay) {
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// Buffers are not required when outputting direct to display; so if this isn't that then release anything
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// currently being held and return.
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_finalisedLineTexture = nil;
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_finalisedLineRenderPass = nil;
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_separatedLumaTexture = nil;
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_separatedLumaRenderPass = nil;
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_compositionTexture = nil;
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_compositionRenderPass = nil;
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return;
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}
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// Create a composition texture if one does not yet exist.
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if(!_compositionTexture) {
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_compositionTexture = [_view.device newTextureWithDescriptor:lineTextureDescriptor];
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}
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// The finalised texture will definitely exist.
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if(!_finalisedLineTexture) {
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_finalisedLineTexture = [_view.device newTextureWithDescriptor:lineTextureDescriptor];
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}
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// A luma separation texture will exist only for composite colour.
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if(modals.display_type == Outputs::Display::DisplayType::CompositeColour) {
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_separatedLumaTexture = [_view.device newTextureWithDescriptor:lineTextureDescriptor];
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if(_pipeline == Pipeline::CompositeColour) {
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if(!_separatedLumaTexture) {
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_separatedLumaTexture = [_view.device newTextureWithDescriptor:lineTextureDescriptor];
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}
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} else {
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_separatedLumaTexture = nil;
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}
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}
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@ -386,12 +468,23 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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//
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// (i) input and output are both RGB; or
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// (i) output is composite monochrome.
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_isUsingCompositionPipeline =
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const bool isComposition =
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(
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(natural_display_type_for_data_type(modals.input_data_type) != Outputs::Display::DisplayType::RGB) ||
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(modals.display_type != Outputs::Display::DisplayType::RGB)
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) && modals.display_type != Outputs::Display::DisplayType::CompositeMonochrome;
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const bool isSVideoOutput = modals.display_type == Outputs::Display::DisplayType::SVideo;
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if(!isComposition) {
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_pipeline = Pipeline::DirectToDisplay;
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} else {
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_pipeline = isSVideoOutput ? Pipeline::SVideo : Pipeline::CompositeColour;
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}
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// Update intermediate storage.
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[self updateModalBuffers];
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// TODO: factor in gamma, which may or may not be a factor (it isn't for 1-bit formats).
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struct FragmentSamplerDictionary {
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/// Fragment shader that outputs to the composition buffer for composite processing.
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NSString *const compositionComposite;
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@ -403,9 +496,6 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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/// Fragment shader that outputs directly as RGB.
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NSString *const directRGB;
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};
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// TODO: create fragment shaders to apply composite multiplication.
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// TODO: incorporate gamma correction into all direct outputters.
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const FragmentSamplerDictionary samplerDictionary[8] = {
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// Luminance1
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{@"sampleLuminance1", nullptr, @"sampleLuminance1", nullptr},
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@ -427,19 +517,17 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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if(samplerDictionary[c].directRGB) assert([library newFunctionWithName:samplerDictionary[c].directRGB]);
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}
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#endif
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// Pick a suitable cycle multiplier.
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uniforms()->cyclesMultiplier = 1.0f;
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if(_isUsingCompositionPipeline) {
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if(_pipeline != Pipeline::DirectToDisplay) {
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// Pick a suitable cycle multiplier.
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const float minimumSize = 4.0f * float(modals.colour_cycle_numerator) / float(modals.colour_cycle_denominator);
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while(uniforms()->cyclesMultiplier * modals.cycles_per_line < minimumSize) {
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uniforms()->cyclesMultiplier += 1.0f;
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}
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}
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// Build the composition pipeline if one is in use.
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const bool isSVideoOutput = modals.display_type == Outputs::Display::DisplayType::SVideo;
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if(_isUsingCompositionPipeline) {
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pipelineDescriptor.colorAttachments[0].pixelFormat = _compositionTexture.pixelFormat;
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// Create the composition render pass.
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pipelineDescriptor.colorAttachments[0].pixelFormat = _compositionTexture.pixelFormat;
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pipelineDescriptor.vertexFunction = [library newFunctionWithName:@"scanToComposition"];
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pipelineDescriptor.fragmentFunction =
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[library newFunctionWithName:isSVideoOutput ? samplerDictionary[int(modals.input_data_type)].compositionSVideo : samplerDictionary[int(modals.input_data_type)].compositionComposite];
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@ -452,6 +540,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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_compositionRenderPass.colorAttachments[0].storeAction = MTLStoreActionStore;
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_compositionRenderPass.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.5, 0.5, 1.0);
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// Create suitable FIR filters.
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auto *const firCoefficients = uniforms()->firCoefficients;
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const float cyclesPerLine = float(modals.cycles_per_line) * uniforms()->cyclesMultiplier;
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const float colourCyclesPerLine = float(modals.colour_cycle_numerator) / float(modals.colour_cycle_denominator);
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@ -483,9 +572,9 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// Build the output pipeline.
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pipelineDescriptor.colorAttachments[0].pixelFormat = _view.colorPixelFormat;
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pipelineDescriptor.vertexFunction = [library newFunctionWithName:_isUsingCompositionPipeline ? @"lineToDisplay" : @"scanToDisplay"];
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pipelineDescriptor.vertexFunction = [library newFunctionWithName:_pipeline == Pipeline::DirectToDisplay ? @"scanToDisplay" : @"lineToDisplay"];
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if(_isUsingCompositionPipeline) {
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if(_pipeline != Pipeline::DirectToDisplay) {
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pipelineDescriptor.fragmentFunction = [library newFunctionWithName:isSVideoOutput ? @"filterSVideoFragment" : @"filterCompositeFragment"];
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} else {
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const bool isRGBOutput = modals.display_type == Outputs::Display::DisplayType::RGB;
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@ -503,9 +592,6 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// Finish.
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_outputPipeline = [_view.device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:nil];
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// Update intermediate storage that is a function of both modals and current window size.
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[self updateSizeAndModalBuffers];
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}
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- (void)outputFrom:(size_t)start to:(size_t)end commandBuffer:(id<MTLCommandBuffer>)commandBuffer {
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@ -515,7 +601,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// Final output. Could be scans or lines.
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[encoder setRenderPipelineState:_outputPipeline];
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if(_isUsingCompositionPipeline) {
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if(_pipeline != Pipeline::DirectToDisplay) {
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[encoder setFragmentTexture:_compositionTexture atIndex:0];
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[encoder setVertexBuffer:_linesBuffer offset:0 atIndex:0];
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} else {
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@ -534,7 +620,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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#endif
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#define OutputStrips(start, size) [encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4 instanceCount:size baseInstance:start]
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RangePerform(start, end, (_isUsingCompositionPipeline ? NumBufferedLines : NumBufferedScans), OutputStrips);
|
||||
RangePerform(start, end, (_pipeline != Pipeline::DirectToDisplay ? NumBufferedLines : NumBufferedScans), OutputStrips);
|
||||
#undef OutputStrips
|
||||
|
||||
// Complete encoding.
|
||||
@ -595,7 +681,7 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
|
||||
// Hence every pixel is touched every frame, regardless of the machine's output.
|
||||
//
|
||||
|
||||
if(_isUsingCompositionPipeline) {
|
||||
if(_pipeline != Pipeline::DirectToDisplay) {
|
||||
// Output all scans to the composition buffer.
|
||||
id<MTLRenderCommandEncoder> encoder = [commandBuffer renderCommandEncoderWithDescriptor:_compositionRenderPass];
|
||||
[encoder setRenderPipelineState:_composePipeline];
|
||||
|
Loading…
Reference in New Issue
Block a user