1
0
mirror of https://github.com/TomHarte/CLK.git synced 2024-07-17 13:29:02 +00:00
Commit Graph

109 Commits

Author SHA1 Message Date
Thomas Harte
1d0bcb416d Dropped the size per output run back down to 8 bytes. 2016-05-10 07:47:47 -04:00
Thomas Harte
86dab3a5d6 Quickest first attempt to switch to instancing for the output array. Texture coordinates seem to be off. 2016-05-10 07:23:47 -04:00
Thomas Harte
daec21d3d8 Found and fixed off-by-one error. Display should now be completely fixed. 2016-05-09 21:14:59 -04:00
Thomas Harte
7e2bd78891 With an eye towards instancing, moved away from circular buffers. 2016-05-09 19:14:30 -04:00
Thomas Harte
45af963b9a Moved more of the circular logic inside getCircularRanges in order to eliminate one more potential source of error. 2016-05-09 07:34:37 -04:00
Thomas Harte
986019f9f9 Fixed error that could lead to split output run vertex writes. 2016-05-08 20:30:59 -04:00
Thomas Harte
1a214a8308 Fence sync tied up. Remaining glitches are likely off-by-one-type errors but we'll see. 2016-05-08 19:45:36 -04:00
Thomas Harte
ef3b91d3aa Made an attempt to get formal on synchronisation. 2016-05-08 19:42:33 -04:00
Thomas Harte
dd469fe83a 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. 2016-05-08 18:50:30 -04:00
Thomas Harte
ccdbec3ffc Corrected for potential lost lines. 2016-05-08 16:43:11 -04:00
Thomas Harte
9485ef2c8c At last a genuine bug fixed: was nudging the wrong amount in intermediate shaders. 2016-05-08 16:07:36 -04:00
Thomas Harte
8e4ab37719 Things are back pretty much to where they were, but offset is eliminated as an input. 2016-05-07 18:37:18 -04:00
Thomas Harte
c73751b15a Reverted deliberately broken segments to produce something mergeable. 2016-05-05 21:27:13 -04:00
Thomas Harte
a74f081aa9 Put lateral lookup table directly into the shader. 2016-05-05 21:21:27 -04:00
Thomas Harte
8284b272ad Picked appropriate new-world values for various buffers. 2016-05-05 20:00:28 -04:00
Thomas Harte
284b310074 Attempted to implement end-of-buffer tests for all stages. 2016-05-05 19:52:05 -04:00
Thomas Harte
f621cc8523 Withdrew the pixel unpack buffer in order to avoid the potential for a paused machine to be undrawable. The cost is at least an extra memcpy per frame; I'm letting the driver worry about the whole process for now. 2016-05-04 21:27:10 -04:00
Thomas Harte
2e7ac0e6db With a lot of logging also currently ongoing, fixed circular ranges for clearing and when covering an entire buffer. 2016-05-04 21:08:38 -04:00
Thomas Harte
3684c6404f Proven through deliberate inefficiency: the issues are (i) texture upload; and (ii) buffer wraparound. 2016-05-03 22:22:12 -04:00
Thomas Harte
759fbd89ca Switched pixel unpack buffer back to explicit flushes. 2016-05-03 21:26:09 -04:00
Thomas Harte
2541711061 Made attempts (i) to flush buffers before unmapping them; and (ii) to bring texture uploads within the new orthodoxy. 2016-05-03 20:56:47 -04:00
Thomas Harte
fc1a67c157 Lateral is no longer written per vertex. It's a fixed list. 2016-05-03 18:45:55 -04:00
Thomas Harte
6d5a1b33ee Turned the colour up just a little, slightly lowered luminance signal strength. 2016-05-03 07:51:14 -04:00
Thomas Harte
31f1e6d5c0 Introduced a separate stage for luminance filtering. 2016-05-03 07:46:40 -04:00
Thomas Harte
29e7c96e4c Brought monitor mode inside the pipeline and added an intermediate filter. 2016-05-02 21:05:58 -04:00
Thomas Harte
4a0e1dc789 Switched to explicit flushing of data. 2016-05-01 22:33:00 -04:00
Thomas Harte
c93bcf9f28 Discovered cause of clears: stale code. Tweaked persistence, again. 2016-05-01 22:28:33 -04:00
Thomas Harte
09ed8eb654 Quelle surprise, failure to find strikes again. Fixed. 2016-05-01 21:07:27 -04:00
Thomas Harte
1b6754c5f8 Shuffled code, realised I wasn't actually binding my shader. 2016-05-01 19:22:24 -04:00
Thomas Harte
6982e945fb Fixed those issues breaking GL state, I hope. 2016-05-01 16:17:52 -04:00
Thomas Harte
16ef09fc2b Made an attempt intelligently to use bilinear filtering to increase filtering quality with the same number of samples. 2016-04-29 18:37:35 -04:00
Thomas Harte
23ea832f41 Increased brightness in television mode, added a clear if screen resolution changes. 2016-04-28 22:04:47 -04:00
Thomas Harte
e6c3b148ac Switched wholeheartedly to the new shader. 2016-04-28 21:45:44 -04:00
Thomas Harte
8849dc3265 Finished consolidation into OutputShader. With its documentation yet to update. 2016-04-27 22:41:32 -04:00
Thomas Harte
496d979aca Made a decision to clean up by creating per-shader classes. Well, more or less. First thing to be factored out: the output shader. 2016-04-27 22:29:54 -04:00
Thomas Harte
f6d58f1ce7 Played in the margins with image retention. 2016-04-26 22:14:12 -04:00
Thomas Harte
416c944f02 Experimental: let's try accumulating history directly in the framebuffer. 2016-04-26 21:41:39 -04:00
Thomas Harte
884755c560 Ensured the GL context is available when switching Atari 2600 output, and that it locks the output. 2016-04-24 20:56:21 -04:00
Thomas Harte
2bd6566768 Oh, of course, I can use GL_CONSTANT_ALPHA so that new colours can be painted at alpha 1.0 while possibly saturating with old colours. 2016-04-24 20:47:24 -04:00
Thomas Harte
acab22d95a Removed any improper talk of YUV. Switched to (cos, -sin) formulation of the quadrature vector, which I now believe to be correct. 2016-04-24 20:27:03 -04:00
Thomas Harte
d393776677 Fixed an incorrect sign. 2016-04-24 19:29:30 -04:00
Thomas Harte
9b2b7a09eb Ensured that colour space changes take effect. 2016-04-24 19:16:23 -04:00
Thomas Harte
929cfc49cb Extended window for picking output frequency, attempted to consolidate CRT OpenGL timing uniforms for approprate resetting. 2016-04-24 18:58:31 -04:00
Thomas Harte
d0f9a6c2f5 Added a dump-the-input default RGB output shader. Which at least proves that the Atari 2600 is generally still working. 2016-04-24 17:35:25 -04:00
Thomas Harte
775fc270e6 Fixed bug whereby first frame drawn has random collection of data. 2016-04-24 07:00:22 -04:00
Thomas Harte
80a3169674 Started reviving the Atari 2600 emulation. Put new startup sequence into place. 2016-04-24 06:56:08 -04:00
Thomas Harte
bdaf4cee43 Switched to an in-framebuffer approach to phosphor decay, which might be acceptable now that every single pixel is being painted, re-emphasises luminance and stretched sampling period for the two FIR filters as well as decreasing the amount of signal that is retained, subjectively to improve output. 2016-04-24 06:16:41 -04:00
Thomas Harte
c123f3bf74 Fixed run extension, temporarily forced colour amplitude. 2016-04-23 14:16:49 -04:00
Thomas Harte
a4889074b8 Moved final colour space conversion out of the innermost loop. 2016-04-22 21:29:27 -04:00
Thomas Harte
8ff1f82008 Fixed accidental channel duplication. 2016-04-22 19:18:28 -04:00