Thomas Harte
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ef3b91d3aa
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Made an attempt to get formal on synchronisation.
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2016-05-08 19:42:33 -04:00 |
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Thomas Harte
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dd469fe83a
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Switched back to normal frame drawing logic and cleaned up the circular range stuff a little, to make it clear that no errors lie there.
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2016-05-08 18:50:30 -04:00 |
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Thomas Harte
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ccdbec3ffc
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Corrected for potential lost lines.
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2016-05-08 16:43:11 -04:00 |
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Thomas Harte
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9485ef2c8c
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At last a genuine bug fixed: was nudging the wrong amount in intermediate shaders.
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2016-05-08 16:07:36 -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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8284b272ad
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Picked appropriate new-world values for various buffers.
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2016-05-05 20:00:28 -04:00 |
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Thomas Harte
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284b310074
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Attempted to implement end-of-buffer tests for all stages.
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2016-05-05 19:52:05 -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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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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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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fc1a67c157
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Lateral is no longer written per vertex. It's a fixed list.
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2016-05-03 18:45:55 -04:00 |
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Thomas Harte
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7c20fce467
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I guess NumberOfFields is done for.
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2016-04-27 22:48:37 -04:00 |
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Thomas Harte
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496d979aca
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Made a decision to clean up by creating per-shader classes. Well, more or less. First thing to be factored out: the output shader.
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2016-04-27 22:29:54 -04:00 |
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Thomas Harte
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4b9985626d
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Started commuting alpha to direction. The incoming amplitude is now honoured.
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2016-04-21 19:53:41 -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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9ede284eb6
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Added blanking source runs, ensuring the rolling buffer is appropriately cleared.
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2016-04-17 20:34:52 -04:00 |
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Thomas Harte
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6ff9ffba6c
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Switching temporarily to an attempt to draw input runs as if RGB: shader compiles, fixed a race condition on out-of-bounds accesses for the source buffer.
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2016-04-17 15:51:28 -04:00 |
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Thomas Harte
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104f44f27f
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Attempted to improve deinterlacing, gave the CRT full control over blend mode, switched back to 2000000Mhz audio.
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2016-04-14 22:20:47 -04:00 |
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Thomas Harte
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2ea02ed127
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A source array buffer is also now created, mapped, unmapped, etc.
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2016-04-13 22:14:18 -04:00 |
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Thomas Harte
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bdb99ba92f
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Corrections back towards composite output: fixed misnamed constant, ensured the CRT doesn't write nonsense to the output buffer, ensured it grows three vertices at a time rather than six when desired. Net effect should be that the output stage is working again, with the input processing remaining to fill in.
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2016-04-10 22:56:52 -04:00 |
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Thomas Harte
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fc5530b513
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Realising I've managed to confuse input and output, started shift to 'source' for what 'input' was.
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2016-04-10 15:58:43 -04:00 |
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Thomas Harte
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c0cd1ed89e
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Made an attempt to consolidate timestamp bases to a single vector and hence to lump all geometry into one or two calls, with no repetitive setting of a uniform. I'm not sure the result is correct yet.
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2016-04-04 21:57:27 -04:00 |
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Thomas Harte
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3ca58b2a57
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Attemted further to diminish jumpiness.
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2016-03-22 22:07:30 -04:00 |
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Thomas Harte
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8cd5d40e00
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Made an attempt to reduce the amount of data heading to the GPU.
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2016-03-22 21:16:32 -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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