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:
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02f9cada43
commit
bf3ab4e260
@ -244,7 +244,7 @@ struct ActivityObserver: public Activity::Observer {
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}
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- (void)drawViewForPixelSize:(CGSize)pixelSize onlyIfDirty:(BOOL)onlyIfDirty {
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_scanTarget->draw(onlyIfDirty ? false : true);
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_scanTarget->draw(onlyIfDirty ? false : true, (int)pixelSize.width, (int)pixelSize.height);
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// _machine->crt_machine()->get_crt()->draw_frame((unsigned int)pixelSize.width, (unsigned int)pixelSize.height, onlyIfDirty ? true : false);
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}
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@ -90,7 +90,7 @@ 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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input_shader_.reset(new Shader(
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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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@ -103,9 +103,28 @@ ScanTarget::ScanTarget() :
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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(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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enable_vertex_attributes(ShaderType::Scan, *input_shader_);
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output_shader_.reset(new Shader(
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glsl_globals(ShaderType::Line) + glsl_default_vertex_shader(ShaderType::Line),
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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 sampler2D textureName;"
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"void main(void) {"
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"fragColour = texture(textureName, textureCoordinate);"
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"}"
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));
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glBindVertexArray(line_vertex_array_);
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glBindBuffer(GL_ARRAY_BUFFER, line_buffer_name_);
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enable_vertex_attributes(ShaderType::Line, *output_shader_);
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}
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ScanTarget::~ScanTarget() {
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@ -140,10 +159,17 @@ void ScanTarget::set_modals(Modals modals) {
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processing_width_ = colour_cycle_width + (overflow ? dot_clock - overflow : 0);
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processing_width_ = std::min(processing_width_, 2048);
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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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set_uniforms(Outputs::Display::OpenGL::ScanTarget::ShaderType::Scan, *output_shader_);
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set_uniforms(Outputs::Display::OpenGL::ScanTarget::ShaderType::Line, *input_shader_);
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input_shader_->set_uniform("textureName", GLint(SourceData1BppTextureUnit - GL_TEXTURE0));
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output_shader_->set_uniform("textureName", GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0));
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}
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void Outputs::Display::OpenGL::ScanTarget::set_uniforms(ShaderType type, Shader &target) {
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target.set_uniform("scale", GLfloat(modals_.output_scale.x), GLfloat(modals_.output_scale.y));
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target.set_uniform("rowHeight", GLfloat(1.0f / modals_.expected_vertical_lines));
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target.set_uniform("processingWidth", GLfloat(processing_width_) / 2048.0f);
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}
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Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
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@ -273,7 +299,7 @@ void ScanTarget::announce(Event event, uint16_t x, uint16_t y) {
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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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template <typename T> void ScanTarget::patch_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer) {
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if(submit_pointer != read_pointer) {
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// Bind the buffer and map it into CPU space.
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glBindBuffer(GL_ARRAY_BUFFER, target);
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@ -283,7 +309,7 @@ template <typename T> void ScanTarget::submit_buffer(const T &array, GLuint targ
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);
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assert(destination);
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if(submit_pointer > read_pointer) {
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if(read_pointer < submit_pointer) {
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// Submit the direct region from the submit pointer to the read pointer.
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const size_t offset = read_pointer * sizeof(array[0]);
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const size_t length = (submit_pointer - read_pointer) * sizeof(array[0]);
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@ -309,7 +335,7 @@ template <typename T> void ScanTarget::submit_buffer(const T &array, GLuint targ
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}
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}
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void ScanTarget::draw(bool synchronous) {
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void ScanTarget::draw(bool synchronous, int output_width, int output_height) {
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if(fence_ != nullptr) {
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// if the GPU is still busy, don't wait; we'll catch it next time
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if(glClientWaitSync(fence_, GL_SYNC_FLUSH_COMMANDS_BIT, synchronous ? GL_TIMEOUT_IGNORED : 0) == GL_TIMEOUT_EXPIRED) {
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@ -324,9 +350,31 @@ void ScanTarget::draw(bool synchronous) {
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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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// Submit scans and lines.
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submit_buffer(scan_buffer_, scan_buffer_name_, submit_pointers.scan_buffer, read_pointers.scan_buffer);
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submit_buffer(line_buffer_, line_buffer_name_, submit_pointers.line, read_pointers.line);
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// Submit scans and lines; TODO: for lines, rotate in.
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patch_buffer(line_buffer_, line_buffer_name_, submit_pointers.line, read_pointers.line);
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size_t new_scans = (submit_pointers.scan_buffer + scan_buffer_.size() - read_pointers.scan_buffer) % scan_buffer_.size();
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if(new_scans) {
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glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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// Map only the required portion of the buffer.
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const size_t new_scans_size = new_scans * sizeof(Scan);
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uint8_t *const destination = static_cast<uint8_t *>(
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glMapBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(new_scans_size), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT)
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);
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if(read_pointers.scan_buffer < submit_pointers.scan_buffer) {
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memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], new_scans_size);
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} else {
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const size_t first_portion_length = (scan_buffer_.size() - read_pointers.scan_buffer) * sizeof(Scan);
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memcpy(destination, &scan_buffer_[read_pointers.scan_buffer], first_portion_length);
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memcpy(&destination[first_portion_length], &scan_buffer_[0], new_scans_size - first_portion_length);
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}
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// Unmap the buffer.
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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// patch_buffer(scan_buffer_, scan_buffer_name_, submit_pointers.scan_buffer, read_pointers.scan_buffer);
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// Submit texture.
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if(submit_pointers.write_area != read_pointers.write_area) {
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@ -384,22 +432,32 @@ void ScanTarget::draw(bool synchronous) {
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}
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}
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// TODO: clear composite buffer (if needed).
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// TODO: drawing (!)
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// Push new input to the unprocessed line buffer.
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if(new_scans) {
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unprocessed_line_texture_.bind_framebuffer();
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glBindVertexArray(scan_vertex_array_);
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input_shader_->bind();
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(new_scans));
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}
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// Clear the target framebuffer (TODO: don't assume 0).
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, (GLsizei)output_width, (GLsizei)output_height);
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glClear(GL_COLOR_BUFFER_BIT);
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// unprocessed_line_texture_.draw(1.0f);
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// Output all lines.
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glBindVertexArray(line_vertex_array_);
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output_shader_->bind();
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, GLsizei(line_buffer_.size()));
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// All data now having been spooled to the GPU, update the read pointers to
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// the submit pointer location.
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read_pointers_.store(submit_pointers);
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// TEST: draw all lines.
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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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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// Grab a fence sync object to avoid busy waiting upon the next extry into this
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// function, and reset the is_drawing_ flag.
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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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@ -27,7 +27,7 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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public:
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ScanTarget();
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~ScanTarget();
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void draw(bool synchronous);
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void draw(bool synchronous, int output_width, int output_height);
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private:
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// Outputs::Display::ScanTarget overrides.
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@ -87,7 +87,7 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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GLuint line_buffer_name_ = 0, line_vertex_array_ = 0;
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template <typename T> void allocate_buffer(const T &array, GLuint &buffer_name, GLuint &vertex_array_name);
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template <typename T> void submit_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer);
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template <typename T> void patch_buffer(const T &array, GLuint target, uint16_t submit_pointer, uint16_t read_pointer);
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// Uses a texture to vend write areas.
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std::vector<uint8_t> write_area_texture_;
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@ -128,12 +128,14 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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globals for shaders of @c type to @c target.
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*/
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void enable_vertex_attributes(ShaderType type, Shader &target);
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void set_uniforms(ShaderType type, Shader &target);
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GLsync fence_ = nullptr;
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std::atomic_flag is_drawing_;
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int processing_width_ = 0;
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std::unique_ptr<Shader> test_shader_;
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std::unique_ptr<Shader> input_shader_;
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std::unique_ptr<Shader> output_shader_;
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};
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}
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@ -20,6 +20,7 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
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"uniform float rowHeight;"
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"uniform mat3 lumaChromaToRGB;"
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"uniform mat3 rgbToLumaChroma;"
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"uniform float processingWidth;"
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"in vec2 startPoint;"
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"in float startDataX;"
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@ -38,9 +39,12 @@ std::string ScanTarget::glsl_globals(ShaderType type) {
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"uniform vec2 scale;"
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"uniform float rowHeight;"
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"uniform float processingWidth;"
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"in vec2 startPoint;"
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"in vec2 endPoint;";
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"in vec2 endPoint;"
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"in float lineY;";
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}
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}
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@ -57,16 +61,21 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
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"textureCoordinate = vec2(mix(startDataX, endDataX, lateral), dataY) / textureSize(textureName, 0);"
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"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral), lineY + longitudinal) / vec2(scale.x, 2048.0);"
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"vec2 eyePosition = vec2(mix(startPoint.x, endPoint.x, lateral) * processingWidth, lineY + longitudinal) / vec2(scale.x, 2048.0);"
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"gl_Position = vec4(eyePosition*2 - vec2(1.0), 0.0, 1.0);"
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"}";
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case ShaderType::Line:
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return
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"out vec2 textureCoordinate;"
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"uniform sampler2D textureName;"
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"void main(void) {"
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"float lateral = float(gl_VertexID & 1);"
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"float longitudinal = float((gl_VertexID & 2) >> 1);"
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"textureCoordinate = vec2(lateral * processingWidth, lineY) / vec2(1.0, textureSize(textureName, 0).y);"
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"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
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"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"
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"vec2 eyePosition = vec2(-0.9, 0.9) + vec2(1.8, -1.8) * (centrePoint + height);"
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@ -126,6 +135,13 @@ void ScanTarget::enable_vertex_attributes(ShaderType type, Shader &target) {
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reinterpret_cast<void *>(offsetof(Line, end_points[c].x)),
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1);
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}
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target.enable_vertex_attribute_with_pointer(
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"lineY",
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1, GL_UNSIGNED_SHORT, GL_FALSE,
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sizeof(Line),
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reinterpret_cast<void *>(offsetof(Line, line)),
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1);
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break;
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}
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}
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