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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5b37a651ac
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Made an attemp to deal with glUnmapBuffer(GL_ARRAY_BUFFER) == GL_FALSE .
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2016-03-18 21:35:52 -04:00 |
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Thomas Harte
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0b1c9fb291
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Ensured I don't interrupt triangle strips for the purpose of glDrawArrays.
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2016-03-18 21:28:53 -04:00 |
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Thomas Harte
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620257e29e
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Switched to a client wait, as I try to figure out what's going on.
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2016-03-18 21:21:35 -04:00 |
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Thomas Harte
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2e4af90e2d
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Resolved output errors.
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2016-03-18 21:19:11 -04:00 |
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Thomas Harte
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10bc33464d
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I don't think this is quite correct, but it's better.
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2016-03-18 21:14:06 -04:00 |
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Thomas Harte
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61e880de03
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Keeping a buffer permanently bound is apparently illegal. So back to copying in on demand. Which I think still improves on synchronisation, but not much.
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2016-03-18 21:11:09 -04:00 |
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Thomas Harte
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c8ecfb89d8
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Some cleaning.
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2016-03-16 22:52:33 -04:00 |
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Thomas Harte
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0d27d3bb7f
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As messy as it is, this use glMapBufferRange to avoid explicit buffer submits.
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2016-03-16 22:29:22 -04:00 |
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Thomas Harte
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68da673a95
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Wrapped this up as explicitly only the Mac thing to do.
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2016-03-08 22:53:29 -05:00 |
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Thomas Harte
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bf5747f83e
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Made an attempt to chop out all the stuff of building up the OpenGL data from the stuff of parsing input.
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2016-03-08 22:40:23 -05:00 |
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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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