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Switched back to full buffer clearing. Until I can figure out the source of noise.
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@ -198,11 +198,11 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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// if this is the final stage before painting to the CRT, clear the framebuffer before drawing in order to blank out
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// if this is the final stage before painting to the CRT, clear the framebuffer before drawing in order to blank out
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// those portions for which no input was provided
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// those portions for which no input was provided
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if(!active_pipeline[1].shader)
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// if(!active_pipeline[1].shader)
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{
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// {
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glClearColor(active_pipeline->clear_colour[0], active_pipeline->clear_colour[1], active_pipeline->clear_colour[2], 1.0f);
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glClearColor(active_pipeline->clear_colour[0], active_pipeline->clear_colour[1], active_pipeline->clear_colour[2], 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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// }
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}
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}
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// draw
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// draw
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@ -272,18 +272,16 @@ void OpenGLOutputBuilder::set_openGL_context_will_change(bool should_delete_reso
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void OpenGLOutputBuilder::set_composite_sampling_function(const char *shader)
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void OpenGLOutputBuilder::set_composite_sampling_function(const char *shader)
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{
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{
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output_mutex_.lock();
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std::lock_guard<std::mutex> lock_guard(output_mutex_);
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composite_shader_ = strdup(shader);
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composite_shader_ = strdup(shader);
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reset_all_OpenGL_state();
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reset_all_OpenGL_state();
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output_mutex_.unlock();
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}
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}
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void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
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void OpenGLOutputBuilder::set_rgb_sampling_function(const char *shader)
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{
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{
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output_mutex_.lock();
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std::lock_guard<std::mutex> lock_guard(output_mutex_);
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rgb_shader_ = strdup(shader);
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rgb_shader_ = strdup(shader);
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reset_all_OpenGL_state();
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reset_all_OpenGL_state();
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output_mutex_.unlock();
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}
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}
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#pragma mark - Program compilation
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#pragma mark - Program compilation
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