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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-18 01:07:58 +00:00
CLK/Outputs/CRT/Internals
2017-01-11 08:18:00 -05:00
..
Shaders 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
ArrayBuilder.cpp Reduced Oric video to single nibble constants. Removed attempt at asynchronous flush as no longer required. 2016-12-10 14:17:46 -05:00
ArrayBuilder.hpp Reduced Oric video to single nibble constants. Removed attempt at asynchronous flush as no longer required. 2016-12-10 14:17:46 -05:00
CRTConstants.hpp 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
CRTOpenGL.cpp 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
CRTOpenGL.hpp 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
Flywheel.hpp Switched the flywheel to suffix underscores. 2016-11-21 11:48:31 +08:00
OpenGL.hpp 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
TextureBuilder.cpp Ensured no over-moving. 2016-12-06 19:02:18 -05:00
TextureBuilder.hpp 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
TextureTarget.cpp 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
TextureTarget.hpp 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