Thomas Harte
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cec9ad0dc6
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Switched to a more rational interface, ensured output_level will work when eventually needed, and that neither it nor output_data attempts a recursive lock.
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2016-05-09 07:02:12 -04:00 |
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Thomas Harte
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47302de23a
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Switched to simpler storage for _image .
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2016-05-08 21:11:56 -04:00 |
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Thomas Harte
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8e4ab37719
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Things are back pretty much to where they were, but offset is eliminated as an input.
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2016-05-07 18:37:18 -04:00 |
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Thomas Harte
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e9a9cfb09f
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Fixed off-by-one error on texture upload.
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2016-05-05 07:22:49 -04:00 |
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Thomas Harte
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f621cc8523
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Withdrew the pixel unpack buffer in order to avoid the potential for a paused machine to be undrawable. The cost is at least an extra memcpy per frame; I'm letting the driver worry about the whole process for now.
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2016-05-04 21:27:10 -04:00 |
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Thomas Harte
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2e7ac0e6db
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With a lot of logging also currently ongoing, fixed circular ranges for clearing and when covering an entire buffer.
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2016-05-04 21:08:38 -04:00 |
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Thomas Harte
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87df57195d
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Started on an attempt not to treat the various buffers as free to loop within, starting with the input texture.
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2016-05-04 07:39:45 -04:00 |
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Thomas Harte
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3684c6404f
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Proven through deliberate inefficiency: the issues are (i) texture upload; and (ii) buffer wraparound.
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2016-05-03 22:22:12 -04:00 |
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Thomas Harte
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2541711061
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Made attempts (i) to flush buffers before unmapping them; and (ii) to bring texture uploads within the new orthodoxy.
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2016-05-03 20:56:47 -04:00 |
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Thomas Harte
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d9a9dffe63
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Factored out wraparound buffer addressing where it's otherwise going to get really repetitive; need to look at using the same approach for the glTexSubImage2D step at least but that probably means properly encapsulating the buffer builder's state.
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2016-04-20 21:05:32 -04:00 |
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Thomas Harte
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197cf2a834
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Commented out sync; it can probably be implicit.
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2016-03-20 21:42:05 -04:00 |
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Thomas Harte
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9da7716c72
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Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow.
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2016-03-19 22:46:17 -04:00 |
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Thomas Harte
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aa8a192c7e
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Simplified API down to their being a single texture with a specified depth.
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2016-03-19 17:37:55 -04:00 |
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Thomas Harte
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4ac1f959e9
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A shortcut here and a shortcut there; this allows me at least to determine whether use of a PBO gains anything.
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2016-03-19 17:07:05 -04:00 |
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Thomas Harte
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14b2927275
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Made further attempts to tidy up; trying to demarcate between public interface and private.
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2016-03-08 20:59:16 -05:00 |
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