Thomas Harte
938d09f34a
Corrects scan outline generation.
2018-11-12 18:23:45 -05:00
Thomas Harte
dce52d740d
Finally gets some pixels back on screen.
...
For now, just the raw scans, direct to the framebuffer, with no intermediate processing. But it seems to prove that at least some of the proper data is reaching the GPU.
2018-11-11 23:23:42 -05:00
Thomas Harte
3ae333fa84
Edges further towards reviving the shaders.
2018-11-11 21:41:13 -05:00
Thomas Harte
d5af1f3948
Removes some migrated work.
2018-11-11 16:22:14 -05:00
Thomas Harte
0ba3ae53ab
Connects up the necessary recording to use intermediate composite buffers.
2018-11-11 15:20:18 -05:00
Thomas Harte
be12d78c83
Corrects vertical event announcement, and adjusts namespaces for OpenGL primitives.
2018-11-11 15:11:32 -05:00
Thomas Harte
b70227ac1b
Ensures proper write area locations end up in the scans.
2018-11-10 21:10:33 -05:00
Thomas Harte
6d277fecd5
Makes ScanTarget
a little more communicative and orthogonal.
2018-11-10 19:52:57 -05:00
Thomas Harte
491817d85c
Corrects allocation error and begins submitting raw textures.
2018-11-08 23:02:36 -05:00
Thomas Harte
20faf4e477
Adds submission of scans to the GPU.
2018-11-08 22:21:11 -05:00
Thomas Harte
4fe5c7c24e
Conspires to handle multithreading side of things in a lockless fashion.
...
At least on x86-64.
2018-11-08 21:57:28 -05:00
Thomas Harte
36bf640c6f
Acts as if it is going to submit scans, at least.
2018-11-07 22:53:46 -05:00
Thomas Harte
7881e40e0b
Shuffles the OpenGL primitives into their own collection.
2018-11-07 19:11:01 -05:00
Thomas Harte
55da1e9c0f
Simplifies semantics a little and starts accepting a single buffer of pixel data.
2018-11-06 22:23:38 -05:00