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mirror of https://github.com/TomHarte/CLK.git synced 2024-07-05 10:28:58 +00:00

Switched to integer textures, likely to simplify for most use cases.

This commit is contained in:
Thomas Harte 2016-04-04 19:39:01 -04:00
parent a6ef78862c
commit 729fddea1c
2 changed files with 24 additions and 15 deletions

View File

@ -61,11 +61,10 @@ void Machine::setup_output()
_crt->set_rgb_sampling_function(
"vec4 rgb_sample(vec2 coordinate)"
"{"
"float texValue = texture(texID, coordinate).r;"
"return vec4(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)), 1.0);"
"uint texValue = texture(texID, coordinate).r;"
"return vec4(texValue & 4u, texValue & 2u, texValue & 1u, 1.0);"
"}");
_crt->set_output_device(Outputs::CRT::Monitor);
// _crt->set_visible_area(Outputs::Rect(0.23108f, 0.0f, 0.8125f, 0.98f)); //1875
_speaker.set_input_rate(125000);
}

View File

@ -58,15 +58,27 @@ OpenGLOutputBuilder::~OpenGLOutputBuilder()
free(_rgb_shader);
}
static GLenum formatForDepth(size_t depth)
static const GLint internalFormatForDepth(size_t depth)
{
switch(depth)
{
default: return GL_FALSE;
case 1: return GL_RED;
case 2: return GL_RG;
case 3: return GL_RGB;
case 4: return GL_RGBA;
case 1: return GL_R8UI;
case 2: return GL_RG8UI;
case 3: return GL_RGB8UI;
case 4: return GL_RGBA8UI;
}
}
static const GLenum formatForDepth(size_t depth)
{
switch(depth)
{
default: return GL_FALSE;
case 1: return GL_RED_INTEGER;
case 2: return GL_RG_INTEGER;
case 3: return GL_RGB_INTEGER;
case 4: return GL_RGBA_INTEGER;
}
}
@ -84,13 +96,12 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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->bytes_per_pixel);
glGenBuffers(1, &_input_texture_array);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _input_texture_array);
_input_texture_array_size = (GLsizeiptr)(InputBufferBuilderWidth * InputBufferBuilderHeight * _buffer_builder->bytes_per_pixel);
glBufferData(GL_PIXEL_UNPACK_BUFFER, _input_texture_array_size, NULL, GL_STREAM_DRAW);
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, InputBufferBuilderWidth, InputBufferBuilderHeight, 0, format, GL_UNSIGNED_BYTE, nullptr);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(_buffer_builder->bytes_per_pixel), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE, nullptr);
prepare_composite_input_shader();
prepare_rgb_output_shader();
@ -137,13 +148,12 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
// for(unsigned int buffer = 0; buffer < _buffer_builder->number_of_buffers; buffer++)
// {
// glActiveTexture(GL_TEXTURE0 + first_supplied_buffer_texture_unit + buffer);
GLenum format = formatForDepth(_buffer_builder->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,
InputBufferBuilderWidth, (GLint)(InputBufferBuilderHeight - _buffer_builder->last_uploaded_line),
format, GL_UNSIGNED_BYTE,
formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
_buffer_builder->last_uploaded_line = 0;
}
@ -153,7 +163,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, (GLint)_buffer_builder->last_uploaded_line,
InputBufferBuilderWidth, (GLint)(1 + _buffer_builder->_next_write_y_position - _buffer_builder->last_uploaded_line),
format, GL_UNSIGNED_BYTE,
formatForDepth(_buffer_builder->bytes_per_pixel), GL_UNSIGNED_BYTE,
(void *)(_buffer_builder->last_uploaded_line * InputBufferBuilderWidth * _buffer_builder->bytes_per_pixel));
_buffer_builder->last_uploaded_line = _buffer_builder->_next_write_y_position;
}
@ -303,7 +313,7 @@ char *OpenGLOutputBuilder::get_input_fragment_shader()
"out vec4 fragColour;"
"uniform sampler2D texID;"
"uniform usampler2D texID;"
"\n%s\n"
@ -396,7 +406,7 @@ char *OpenGLOutputBuilder::get_output_fragment_shader(const char *sampling_funct
"out vec4 fragColour;"
"uniform sampler2D texID;"
"uniform usampler2D texID;"
"uniform sampler2D shadowMaskTexID;"
"\n%s\n"