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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 08:49:37 +00:00

Proceeds as drawing to the unprocessed line buffer and drawing from it.

Very, very slowly, and without yet clearing.
This commit is contained in:
Thomas Harte 2018-11-13 21:15:33 -05:00
parent 02f9cada43
commit bf3ab4e260
4 changed files with 104 additions and 28 deletions

View File

@ -244,7 +244,7 @@ struct ActivityObserver: public Activity::Observer {
} }
- (void)drawViewForPixelSize:(CGSize)pixelSize onlyIfDirty:(BOOL)onlyIfDirty { - (void)drawViewForPixelSize:(CGSize)pixelSize onlyIfDirty:(BOOL)onlyIfDirty {
_scanTarget->draw(onlyIfDirty ? false : true); _scanTarget->draw(onlyIfDirty ? false : true, (int)pixelSize.width, (int)pixelSize.height);
// _machine->crt_machine()->get_crt()->draw_frame((unsigned int)pixelSize.width, (unsigned int)pixelSize.height, onlyIfDirty ? true : false); // _machine->crt_machine()->get_crt()->draw_frame((unsigned int)pixelSize.width, (unsigned int)pixelSize.height, onlyIfDirty ? true : false);
} }

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@ -90,7 +90,7 @@ ScanTarget::ScanTarget() :
glGenTextures(1, &write_area_texture_name_); glGenTextures(1, &write_area_texture_name_);
test_shader_.reset(new Shader( input_shader_.reset(new Shader(
glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan), glsl_globals(ShaderType::Scan) + glsl_default_vertex_shader(ShaderType::Scan),
"#version 150\n" "#version 150\n"
@ -103,9 +103,28 @@ ScanTarget::ScanTarget() :
"fragColour = vec4(float(texture(textureName, textureCoordinate).r), 0.0, 0.0, 1.0);" "fragColour = vec4(float(texture(textureName, textureCoordinate).r), 0.0, 0.0, 1.0);"
"}" "}"
)); ));
glBindVertexArray(scan_vertex_array_); glBindVertexArray(scan_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_); glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
enable_vertex_attributes(ShaderType::Scan, *test_shader_); enable_vertex_attributes(ShaderType::Scan, *input_shader_);
output_shader_.reset(new Shader(
glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
"#version 150\n"
"out vec4 fragColour;"
"in vec2 textureCoordinate;"
"uniform sampler2D textureName;"
"void main(void) {"
"fragColour = texture(textureName, textureCoordinate);"
"}"
));
glBindVertexArray(line_vertex_array_);
glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
enable_vertex_attributes(ShaderType::Line, *output_shader_);
} }
ScanTarget::~ScanTarget() { ScanTarget::~ScanTarget() {
@ -140,10 +159,17 @@ void ScanTarget::set_modals(Modals modals) {
processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0); processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
processing_width_ = std::min(processing_width_, 2048); processing_width_ = std::min(processing_width_, 2048);
// TODO: this, but not to the test shader. set_uniforms(Outputs::Display::OpenGL::ScanTarget::ShaderType::Scan, *output_shader_);
test_shader_->set_uniform("scale", GLfloat(modals.output_scale.x), GLfloat(modals.output_scale.y)); set_uniforms(Outputs::Display::OpenGL::ScanTarget::ShaderType::Line, *input_shader_);
test_shader_->set_uniform("rowHeight", GLfloat(1.0f / modals.expected_vertical_lines));
test_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0)); input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
}
void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
target.set_uniform("rowHeight", GLfloat(1.0f / modals_.expected_vertical_lines));
target.set_uniform("processingWidth", GLfloat(processing_width_) / 2048.0f);
} }
Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() { Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
@ -273,7 +299,7 @@ void ScanTarget::announce(Event event, uint16_t x, uint16_t y) {
// (maybe set a flag and zero out the line coordinates?) // (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) { template <typename T> void ScanTarget::patch_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer) {
if(submit_pointer != read_pointer) { if(submit_pointer != read_pointer) {
// Bind the buffer and map it into CPU space. // Bind the buffer and map it into CPU space.
glBindBuffer(GL_ARRAY_BUFFER, target); glBindBuffer(GL_ARRAY_BUFFER, target);
@ -283,7 +309,7 @@ template <typename T> void ScanTarget::submit_buffer(const T &array, GLuint targ
); );
assert(destination); assert(destination);
if(submit_pointer > read_pointer) { if(read_pointer < submit_pointer) {
// Submit the direct region from the submit pointer to the read pointer. // Submit the direct region from the submit pointer to the read pointer.
const size_t offset = read_pointer * sizeof(array[0]); const size_t offset = read_pointer * sizeof(array[0]);
const size_t length = (submit_pointer - read_pointer) * sizeof(array[0]); const size_t length = (submit_pointer - read_pointer) * sizeof(array[0]);
@ -309,7 +335,7 @@ template <typename T> void ScanTarget::submit_buffer(const T &array, GLuint targ
} }
} }
void ScanTarget::draw(bool synchronous) { void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
if(fence_ != nullptr) { if(fence_ != nullptr) {
// if the GPU is still busy, don't wait; we'll catch it next time // if the GPU is still busy, don't wait; we'll catch it next time
if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, synchronous ? GL_TIMEOUT_IGNORED : 0) == GL_TIMEOUT_EXPIRED) { if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, synchronous ? GL_TIMEOUT_IGNORED : 0) == GL_TIMEOUT_EXPIRED) {
@ -324,9 +350,31 @@ void ScanTarget::draw(bool synchronous) {
const auto submit_pointers = submit_pointers_.load(); const auto submit_pointers = submit_pointers_.load();
const auto read_pointers = read_pointers_.load(); const auto read_pointers = read_pointers_.load();
// Submit scans and lines. // Submit scans and lines; TODO: for lines, rotate in.
submit_buffer(scan_buffer_, scan_buffer_name_, submit_pointers.scan_buffer, read_pointers.scan_buffer); patch_buffer(line_buffer_, line_buffer_name_, submit_pointers.line, read_pointers.line);
submit_buffer(line_buffer_, line_buffer_name_, submit_pointers.line, read_pointers.line);
size_t new_scans = (submit_pointers.scan_buffer + scan_buffer_.size() - read_pointers.scan_buffer) % scan_buffer_.size();
if(new_scans) {
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
// Map only the required portion of the buffer.
const size_t new_scans_size = new_scans * sizeof(Scan);
uint8_t *const destination = static_cast<uint8_t *>(
glMapBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(new_scans_size), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT)
);
if(read_pointers.scan_buffer < submit_pointers.scan_buffer) {
memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], new_scans_size);
} else {
const size_t first_portion_length = (scan_buffer_.size() - read_pointers.scan_buffer) * sizeof(Scan);
memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], first_portion_length);
memcpy(&destination[first_portion_length], &scan_buffer_[0], new_scans_size - first_portion_length);
}
// Unmap the buffer.
glUnmapBuffer(GL_ARRAY_BUFFER);
}
// patch_buffer(scan_buffer_, scan_buffer_name_, submit_pointers.scan_buffer, read_pointers.scan_buffer);
// Submit texture. // Submit texture.
if(submit_pointers.write_area != read_pointers.write_area) { if(submit_pointers.write_area != read_pointers.write_area) {
@ -384,22 +432,32 @@ void ScanTarget::draw(bool synchronous) {
} }
} }
// TODO: clear composite buffer (if needed). // Push new input to the unprocessed line buffer.
// TODO: drawing (!) if(new_scans) {
unprocessed_line_texture_.bind_framebuffer();
glBindVertexArray(scan_vertex_array_);
input_shader_->bind();
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
}
// Clear the target framebuffer (TODO: don't assume 0).
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
glClear(GL_COLOR_BUFFER_BIT);
// unprocessed_line_texture_.draw(1.0f);
// Output all lines.
glBindVertexArray(line_vertex_array_);
output_shader_->bind();
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(line_buffer_.size()));
// All data now having been spooled to the GPU, update the read pointers to // All data now having been spooled to the GPU, update the read pointers to
// the submit pointer location. // the submit pointer location.
read_pointers_.store(submit_pointers); read_pointers_.store(submit_pointers);
// TEST: draw all lines. // Grab a fence sync object to avoid busy waiting upon the next extry into this
glBindFramebuffer(GL_FRAMEBUFFER, 0); // function, and reset the is_drawing_ flag.
glClear(GL_COLOR_BUFFER_BIT);
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); fence_ = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
is_drawing_.clear(); is_drawing_.clear();
} }

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@ -27,7 +27,7 @@ class ScanTarget: public Outputs::Display::ScanTarget {
public: public:
ScanTarget(); ScanTarget();
~ScanTarget(); ~ScanTarget();
void draw(bool synchronous); void draw(bool synchronous, int output_width, int output_height);
private: private:
// Outputs::Display::ScanTarget overrides. // Outputs::Display::ScanTarget overrides.
@ -87,7 +87,7 @@ class ScanTarget: public Outputs::Display::ScanTarget {
GLuint line_buffer_name_ = 0, line_vertex_array_ = 0; GLuint line_buffer_name_ = 0, line_vertex_array_ = 0;
template <typename T> void allocate_buffer(const T &array, GLuint &buffer_name, GLuint &vertex_array_name); template <typename T> void allocate_buffer(const T &array, GLuint &buffer_name, GLuint &vertex_array_name);
template <typename T> void submit_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer); template <typename T> void patch_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer);
// Uses a texture to vend write areas. // Uses a texture to vend write areas.
std::vector<uint8_t> write_area_texture_; std::vector<uint8_t> write_area_texture_;
@ -128,12 +128,14 @@ class ScanTarget: public Outputs::Display::ScanTarget {
globals for shaders of @c type to @c target. globals for shaders of @c type to @c target.
*/ */
void enable_vertex_attributes(ShaderType type, Shader &target); void enable_vertex_attributes(ShaderType type, Shader &target);
void set_uniforms(ShaderType type, Shader &target);
GLsync fence_ = nullptr; GLsync fence_ = nullptr;
std::atomic_flag is_drawing_; std::atomic_flag is_drawing_;
int processing_width_ = 0; int processing_width_ = 0;
std::unique_ptr<Shader> test_shader_; std::unique_ptr<Shader> input_shader_;
std::unique_ptr<Shader> output_shader_;
}; };
} }

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@ -20,6 +20,7 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
"uniform float rowHeight;" "uniform float rowHeight;"
"uniform mat3 lumaChromaToRGB;" "uniform mat3 lumaChromaToRGB;"
"uniform mat3 rgbToLumaChroma;" "uniform mat3 rgbToLumaChroma;"
"uniform float processingWidth;"
"in vec2 startPoint;" "in vec2 startPoint;"
"in float startDataX;" "in float startDataX;"
@ -38,9 +39,12 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
"uniform vec2 scale;" "uniform vec2 scale;"
"uniform float rowHeight;" "uniform float rowHeight;"
"uniform float processingWidth;"
"in vec2 startPoint;" "in vec2 startPoint;"
"in vec2 endPoint;"; "in vec2 endPoint;"
"in float lineY;";
} }
} }
@ -57,16 +61,21 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);" "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);" "vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);"
"gl_Position = vec4(eyePosition*2 - vec2(1.0), 0.0, 1.0);" "gl_Position = vec4(eyePosition*2 - vec2(1.0), 0.0, 1.0);"
"}"; "}";
case ShaderType::Line: case ShaderType::Line:
return return
"out vec2 textureCoordinate;"
"uniform sampler2D textureName;"
"void main(void) {" "void main(void) {"
"float lateral = float(gl_VertexID & 1);" "float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);" "float longitudinal = float((gl_VertexID & 2) >> 1);"
"textureCoordinate = vec2(lateral * processingWidth, lineY) / vec2(1.0, textureSize(textureName, 0).y);"
"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;" "vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;" "vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
"vec2 eyePosition = vec2(-0.9, 0.9) + vec2(1.8, -1.8) * (centrePoint + height);" "vec2 eyePosition = vec2(-0.9, 0.9) + vec2(1.8, -1.8) * (centrePoint + height);"
@ -126,6 +135,13 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
reinterpret_cast<void *>(offsetof(Line, end_points[c].x)), reinterpret_cast<void *>(offsetof(Line, end_points[c].x)),
1); 1);
} }
target.enable_vertex_attribute_with_pointer(
"lineY",
1, GL_UNSIGNED_SHORT, GL_FALSE,
sizeof(Line),
reinterpret_cast<void *>(offsetof(Line, line)),
1);
break; break;
} }
} }