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Attempts an initial flattening of the pipeline, seemingly losing all output.
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@@ -105,8 +105,7 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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// Contains the first composition of scans into lines;
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// they're accumulated prior to output to allow for continuous
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// application of any necessary conversions — e.g. composite processing —
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// which happen progressively from here to the RGB texture.
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// application of any necessary conversions — e.g. composite processing.
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TextureTarget unprocessed_line_texture_;
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// Scans are accumulated to the accumulation texture; the full-display
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@@ -180,22 +179,8 @@ class ScanTarget: public Outputs::Display::ScanTarget {
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std::unique_ptr<Shader> input_shader_;
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std::unique_ptr<Shader> output_shader_;
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static std::unique_ptr<Shader> input_shader(InputDataType input_data_type, DisplayType display_type);
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static std::unique_ptr<Shader> composite_to_svideo_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
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static std::unique_ptr<Shader> svideo_to_rgb_shader(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
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static SignalProcessing::FIRFilter colour_filter(int colour_cycle_numerator, int colour_cycle_denominator, int processing_width, float low_cutoff, float high_cutoff);
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struct PipelineStage {
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PipelineStage(Shader *shader, GLenum texture_unit, GLint magnification_filter) :
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shader(shader),
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target(LineBufferWidth, LineBufferHeight, texture_unit, magnification_filter, false) {}
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std::unique_ptr<Shader> shader;
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TextureTarget target;
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};
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// A list is used here to avoid requiring a copy constructor on PipelineStage.
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std::list<PipelineStage> pipeline_stages_;
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static std::unique_ptr<Shader> composition_shader();
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static std::unique_ptr<Shader> conversion_shader(InputDataType input_data_type, DisplayType display_type, int colour_cycle_numerator, int colour_cycle_denominator, int processing_width);
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};
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}
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