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mirror of https://github.com/TomHarte/CLK.git synced 2024-12-11 15:49:38 +00:00
Commit Graph

295 Commits

Author SHA1 Message Date
Thomas Harte
8ccec37a4b Eliminated a further potential cause of texture/geometry mismatch: the texture retain succeeded but then there wasn't room for geometry. 2017-07-09 19:11:38 -04:00
Thomas Harte
a25c2fd6b5 Got more explicit about what the thinking is here re: multiple sources of action. 2017-07-09 17:54:26 -04:00
Thomas Harte
ee1a9a4781 Eliminates attempts cleverly to shuffle unsubmitted runs, because no mechanism exists to stop them overwriting previously-submitted-but-not-yet-flushed runs. Which implies that the buffer must be fully circular. The cost of which is sometimes having to make two calls to glTexSubImage2D. Also added some TODOs, and a means for reporting when a retain_latest is ineffective, in which situation it would be inappropriate to attempt to generate correlated geometry 2017-07-09 17:50:22 -04:00
Thomas Harte
2f90f35478 Ensured the same write area can be submitted multiple times — this is actively used if a run of data overlaps a flywheel-suggested sync. Which nullifies the idea of not having a write area in the barrel, at least as soon as any one has been allocated. 2017-07-07 23:37:44 -04:00
Thomas Harte
bfbe12b94b Made an attempt further to tie geometry and texture generation fully together, removing the assumption that the caller will achieve one-to-one calling. 2017-07-07 22:25:05 -04:00
Thomas Harte
344d267fd2 Introduced sharper chrominance for genuinely black-and-white signals. 2017-07-06 21:38:33 -04:00
Thomas Harte
4211389ac7 Connected machine-supplied colour burst amplitude to shader, discarding hard-coded value. Net effect: the colour component is now discarded for the ZX80 and 81. 2017-07-06 21:29:08 -04:00
Thomas Harte
c6d00ec7d1 Switched phase and amplitude varying to a 3d vector; the third component is 1/amplitude if amplitude is non-zero, and zero otherwise. So you can multiply by that to get chrominance, rather than dividing by amplitude. With the direct effect that detected chrominance should automatically be zero if the colour burst didn't exist (i.e. had zero amplitude). 2017-07-06 21:25:38 -04:00
Thomas Harte
c2b5a9bb1f Minor fix: given that phase is now a function of position, stop nudging position. 2017-05-13 21:50:48 -04:00
Thomas Harte
b14c892740 Switched to a safer RAII approach to this lock. 2017-05-10 21:29:39 -04:00
Thomas Harte
e01f3f06c8 Completed curly bracket movement. 2017-03-26 14:34:47 -04:00
Thomas Harte
6cb95b4fc5 Switched to passing around std::strings rather than char *s, because they should be easier to capture. 2017-02-20 10:35:33 -05:00
Thomas Harte
fccdce65b9 Switched to lock guards. 2017-02-19 21:45:28 -05:00
Thomas Harte
97cdfea9e9 Resolved spurious static analyser complaint: input_size and output_size aren't supposed to have defined values if input or output is null. But whatever. 2017-02-11 13:36:09 -05:00
Thomas Harte
23f3ccd77a Made a further attempt to prevent overwrites. 2017-02-05 17:47:34 -05:00
Thomas Harte
ebde955356 This needs to be a memmove as the areas may overlap. 2017-01-29 16:12:48 -05:00
Thomas Harte
7fd02e7f4c Added an extra flag to avoid potential race condition on is_full_, being reset from the background despite a write area not having been allocated. 2017-01-29 16:11:29 -05:00
Thomas Harte
c2d7e36c8f Ensured logic for whether composite output is in use is consistent. 2017-01-25 21:25:03 -05:00
Thomas Harte
5761c8267b [Re-]Eliminated connection between colour subcarrier frequency and monitor output mode. 2017-01-24 20:48:54 -05:00
Thomas Harte
b4159295f6 Switched to using quads for intermediate draws. The specific concern is the flexibility offered in the GL spec as to line drawing algorithms. And even if a driver implements exactly to spec then it should omit the final pixel. 2017-01-11 21:18:41 -05:00
Thomas Harte
d0a93409e6 Made an attempt to simplify in-shader phase calculation, now that output position is a direct multiple of phase. 2017-01-11 08:18:00 -05:00
Thomas Harte
4c3669f210 Reduced precision of input phase, but I'm not necessarily persuaded by it as a move. However it's clear that something is off in that whole area. But if phase is locked by output position, do I need to retain this level of complexity? Also ensured that intermediate buffers prior to the final are sampled using the nearest sampling mode, also to reduce precision errors. 2017-01-10 22:08:07 -05:00
Thomas Harte
eeb646868b Switched off filtering, at least temporarily, to try to ensure that sampling is all where it should be. 2017-01-08 19:53:08 -05:00
Thomas Harte
3d789732a2 Switched back to full buffer clearing. Until I can figure out the source of noise. 2017-01-08 19:50:31 -05:00
Thomas Harte
9521718120 Colour phase is multiplied by 255, not 256. 2017-01-08 17:21:26 -05:00
Thomas Harte
28909e33ca Eliminated phaseCyclesPerTick as implied. 2017-01-08 16:48:02 -05:00
Thomas Harte
79632b1d34 Instituted de-escalating phase-related extensions, definitively to kill rounding error edges. 2017-01-08 16:24:22 -05:00
Thomas Harte
7ad64ff16b Made further efforts to support throughput via memory barrier. 2017-01-08 14:47:16 -05:00
Thomas Harte
be48c950b4 Started taking steps towards using a texture barrier where possible to reduce all of my framebuffer binds. Some output appears, but it's not correct. 2017-01-08 11:13:20 -05:00
Thomas Harte
0487b8c178 Definitively eliminated the additional y filtering step; if I'm going to work to ensure always four samples per colour cycle, I can put the channel separation coefficients directly into their shaders, cutting down on samples. 2017-01-07 16:02:33 -05:00
Thomas Harte
5740015f56 Temporarily disabled composite processing to show the pure stream. Fixed both automatic calculations of phase — per line and, at input, per pixel. 2017-01-07 12:38:00 -05:00
Thomas Harte
c746a3711f Temporarily disabled my attempt to be clever with bilinear filtering when applying a lowpass filter. Will need to investigate. 2017-01-04 08:06:18 -05:00
Thomas Harte
aa7774a9a6 Experimental: up the chroma accuracy, just let the luma go straight through. Subject to figuring out how I'm still losing so much precision. 2017-01-03 22:41:34 -05:00
Thomas Harte
a836120945 Restored proper colour separation, but somewhere a massive hit in horizontal resolution is happening — much greater than one would expect from the sample size picked. So investigation to come. 2017-01-03 22:32:07 -05:00
Thomas Harte
7d60df9075 Added the option for both intermediate and output shaders to use only a portion of the input/output texture; made an attempt to pick an appropriate proportion in order to align signal sampling with the colour subcarrier. 2017-01-03 22:16:52 -05:00
Thomas Harte
f2b8b26bc4 Started throwing some comments into my shaders. 2017-01-03 21:16:38 -05:00
Thomas Harte
34d213dec4 Decreased Y resolution, again also hopefully temporarily. 2016-12-10 15:35:38 -05:00
Thomas Harte
81a102d951 Upped intermediate buffer size, at least temporarily, while I look for the source of the interference patterns I'm seeing. 2016-12-10 15:20:10 -05:00
Thomas Harte
0e71802b92 Reduced Oric video to single nibble constants. Removed attempt at asynchronous flush as no longer required. 2016-12-10 14:17:46 -05:00
Thomas Harte
5216dda675 Added some brief extra exposition to the texture builder, cut all internal tex_x/y and source_divider stuff from the CRT. 2016-12-06 19:08:55 -05:00
Thomas Harte
33d52bb573 Ensured no over-moving. 2016-12-06 19:02:18 -05:00
Thomas Harte
4ff33254e1 Sought to shift locking back up to the CRT. And to be a bit more RAII-ish. 2016-12-06 18:48:30 -05:00
Thomas Harte
60f9ddfde8 Fixed start test and added incrementation of start locations. 2016-12-06 08:08:57 -05:00
Thomas Harte
f388ba11cc Missed an initialisation. Fixed! 2016-12-06 07:26:23 -05:00
Thomas Harte
0fee8096c1 Made an attempt to shuffle the texture builder to a similar flush/submit pattern as the input builder. Don't care about thread safety yet, as it's obvious I'm going to need to move that back up to the CRT. 2016-12-06 07:24:07 -05:00
Thomas Harte
0edc043378 Started introducing an extra layer of indirection so as to be able to bind the texture builder to the same flush and submit patern as the array builder. 2016-12-03 20:47:19 -05:00
Thomas Harte
cb3c837e30 Simplified interface by baking in last-minute-only updates. 2016-12-03 18:19:12 -05:00
Thomas Harte
0220d33562 Resolved failure of initial state setting, which was causing tests sometimes to fail. 2016-12-03 16:42:10 -05:00
Thomas Harte
7c85cb62e4 Moved underscores, removed indirections where they're not necessary, converted those names that were still looking very Objective-C and moved the GL fence variable into the private area, where it should always have been. 2016-11-21 12:14:52 +08:00
Thomas Harte
bc03e12dc5 Switched to suffix underscores. 2016-11-21 11:57:45 +08:00
Thomas Harte
340607e13e Switched the flywheel to suffix underscores. 2016-11-21 11:48:31 +08:00
Thomas Harte
e1285028aa Removed a redundant clear and some dead code. 2016-11-21 11:42:45 +08:00
Thomas Harte
7b38247ab3 Updated outdated comments. 2016-11-21 11:40:13 +08:00
Thomas Harte
d7d0ed378a Only the final intermediate buffer needs clearing, on reflection. 2016-11-21 11:26:07 +08:00
Thomas Harte
c89345c639 Reduced buffer size. 2016-11-21 11:21:14 +08:00
Thomas Harte
32dbfe947d With hindsight, the elimination of this might have been overzealous. 2016-11-20 10:53:35 +08:00
Thomas Harte
ef0367d4a4 Corrected typo. 2016-11-20 09:12:43 +08:00
Thomas Harte
fda90c5aef Documented. 2016-11-20 09:11:24 +08:00
Thomas Harte
c2349ee3f4 This thing has clearly becoma a real class. 2016-11-19 20:12:40 +08:00
Thomas Harte
7857ef774f Ensured resets genuinely kill outstanding data. 2016-11-19 20:09:38 +08:00
Thomas Harte
a4c7b00ecd Fixed code that was causing the failing test. 2016-11-19 19:55:30 +08:00
Thomas Harte
f59537bce9 Added a testing hook, but as of yet no tests. 2016-11-17 14:06:16 +08:00
Thomas Harte
aca1fa0577 Returned some video output. Enough significantly to reduce my paranoia. 2016-11-17 13:37:53 +08:00
Thomas Harte
1f91d29434 Progressed to usage of an array builder and a texture builder up to the point of a successful build. 2016-11-17 12:26:04 +08:00
Thomas Harte
57f0648742 Fleshed out first implementation of ArrayBuilder, albeit that I need to implement exhaustion properly, as soon as I think of a sensible way to handle synchronisation. 2016-11-17 10:39:30 +08:00
Thomas Harte
324a1de43d Started pulling out array construction as a separate task. 2016-11-17 09:20:49 +08:00
Thomas Harte
c04a116a05 Fixed comment. 2016-11-16 23:14:56 +08:00
Thomas Harte
edeafd4d94 Wait, OpenGL textures go the other way. 2016-11-16 23:14:15 +08:00
Thomas Harte
6ac20e0066 Pushed responsibility for submitting texture contents up to the texture builder, simplifying the interface. 2016-11-16 23:13:06 +08:00
Thomas Harte
5c5e44874f Even better: why include the 'Input' prefix when there's only one? 2016-11-16 22:57:17 +08:00
Thomas Harte
04b2688683 Attempted to reduce allocations. 2016-11-16 13:25:50 +08:00
Thomas Harte
c1a509910d Documented this interface, albeit that the English could do with a second pass, and very sightly simplified inline with current usage. 2016-11-16 13:15:50 +08:00
Thomas Harte
4d0d5eb919 Renamed the 'input buffer builder' to the 'input texture builder' to be explicit about what sort of buffer, and killed the prefix since it's namespaced. Also switched to std::vector. 2016-11-16 12:31:32 +08:00
Thomas Harte
4ee4400801 Removed dead code. 2016-11-16 11:57:22 +08:00
Thomas Harte
9ee11d7765 At the expense of API simplicity, at least for now, resolved the most glaring cause of dirty lines. 2016-11-16 11:34:05 +08:00
Thomas Harte
44d3fd6d5b Fixed mistimed reset of the target output line. Now all that's left is occasional noise. 2016-11-16 11:22:12 +08:00
Thomas Harte
7a737e0790 Both pathways start with a buffer that clears to black. So no need to keep going on about it. 2016-11-16 11:12:08 +08:00
Thomas Harte
f63e849092 Sought completely to eliminate the outgoing concept of 'clearing zones'. 2016-11-16 11:10:34 +08:00
Thomas Harte
294adde344 Eliminated zoned clearing, in favour of a complete buffer clear on each load and attempted to reduce locking. But imperfectly. 2016-11-16 10:59:12 +08:00
Thomas Harte
ccedb6bea6 Introduced an intermediate buffer that collects lines before flushing them to the output buffer. 2016-11-16 10:49:18 +08:00
Thomas Harte
ba2adf8bb1 Normalised on std::vector rather than std::unique_ptr<uint8_t *> as (probably?) more idiomatic. Improved structure slightly. Introduced a container for line data, albeit one that isn't yet used. 2016-11-16 10:34:54 +08:00
Thomas Harte
eefd0c17b6 Actually, I guess that to fulfil the contract I can't silently decide not to draw if I'm being told I definitely need to draw. 2016-07-01 16:27:45 -04:00
Thomas Harte
4ac619f569 glClientWaitSync appears to be a busy wait, at least on my machine. But why wait indefinitely anyway? 2016-06-29 21:32:47 -04:00
Thomas Harte
ff53accca0 Demonstrated that issue is coloured borders, made a guess as to buffer exhaustion, upped limits as a temporary fix. 2016-06-29 21:16:34 -04:00
Thomas Harte
2bd71e7e9b .reset is the more normal way to reassign a unique_ptr. 2016-06-23 20:52:44 -04:00
Thomas Harte
2992183aae Switched to a lookup table for phase, temporarily in YUV colour space, probably. Working on it. 2016-06-12 14:39:17 -04:00
Thomas Harte
68a8851c52 Increased parallelism, allowing a simplification in the GL view. 2016-06-02 22:29:09 -04:00
Thomas Harte
4ad074fc78 Introduced a four-cycle delay between playfield fetch and display, curing Yar's Revenge. Also disabled barrel roll scanling colouring again. I really need to make my mind up on that. 2016-05-16 19:55:56 -04:00
Thomas Harte
9d92ad659f Established the basic timing loop, albeit without clocking delays yet. 2016-05-16 08:01:29 -04:00
Thomas Harte
00a2b42080 Made thread-safe. 2016-05-15 15:19:52 -04:00
Thomas Harte
091516e3cb The semantics might need better exposition but: fixed UniformXfv calls plus matrix calls, documented new semantics on all setters. 2016-05-15 14:59:59 -04:00
Thomas Harte
328fabcd10 Ensured values aren't dangling pointers. 2016-05-14 18:15:10 -04:00
Thomas Harte
492dc7ccbf Made an attempt to queue uniform changes until the next call to bind. That's to allow usage from other threads. 2016-05-14 18:06:55 -04:00
Thomas Harte
30f335fa35 Switched pervasively to using the named slot uniform setters on Shader. 2016-05-13 22:08:32 -04:00
Thomas Harte
8d52765f40 Realised why new shaders weren't taking. Very negligibly decreased Atari drawing cost. 2016-05-12 22:22:24 -04:00
Thomas Harte
6d65bc9b3a Permitted a wider error window on vertical sync, tidied things up a little and started trying to move towards full implementation of the OpenGL contract. 2016-05-11 22:11:01 -04:00
Thomas Harte
4b3c4082d2 These functions appear correctly to model the NTSC and PAL palettes; the CRT's attempt to switch function doesn't work properly yet though. 2016-05-11 21:07:18 -04:00
Thomas Harte
a8ce021136 Fixed comment. 2016-05-10 19:59:03 -04:00
Thomas Harte
0d2d6a452d Fixed some dangling buffer management issues. 2016-05-10 19:55:34 -04:00
Thomas Harte
b6d2c8cb63 Switched to instaced drawing for source[/intermediate] runs too, reducing that data transfer footprint by 50%. 2016-05-10 19:50:12 -04:00