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Commit Graph

41 Commits

Author SHA1 Message Date
Thomas Harte
55290f4dad Attempts a fix of frame_was_complete_ logic, to try to eliminate black flashes. 2019-01-14 21:42:45 -05:00
Thomas Harte
bb03d2f2ad Removes redundant enumeration. 2019-01-13 23:07:50 -05:00
Thomas Harte
7aec5be61a Cleans up and simplifies shader creation. 2019-01-13 22:49:01 -05:00
Thomas Harte
5d9521fcb9 Advances back to a semi-complete monochrome composite output.
i.e. composite phase and amplitude is ostensibly flowing to its new destination.
2019-01-11 22:02:15 -05:00
Thomas Harte
906a2ff6eb Switches to using clock times for buffer merging and output. 2019-01-06 18:47:01 -05:00
Thomas Harte
c392c819c1 Switches to using the announce is_visible flag to spot line ends. 2019-01-06 13:37:34 -05:00
Thomas Harte
e9d9ff0da0 Enhances ScanTarget to provide additional timing information. 2019-01-05 23:09:17 -05:00
Thomas Harte
46d756d298 Starts towards a flattening of the intermediate video processing.
Immediate issue: using x position to index into a bitmap sampled at the input data rate doesn't allow for the disconnection between input rate and output speed provided by the flywheels.
2019-01-05 18:11:39 -05:00
Thomas Harte
fd0ffc7085 Attempts an initial flattening of the pipeline, seemingly losing all output. 2019-01-01 21:02:21 -05:00
Thomas Harte
557a2a0ddf Moves pipeline setup into draw(), where there'll definitely be an OpenGL context. 2018-11-29 19:41:54 -08:00
Thomas Harte
d45c2a1f28 Settles, at least for now, on 15-tap notch filtering. 2018-11-26 22:34:31 -05:00
Thomas Harte
cf49603a9e Makes first reintroduction of colour composite decoding. 2018-11-24 22:30:39 -05:00
Thomas Harte
538c57664f Establishes attribute bindings to allow multiple shaders to use the same vertex array. 2018-11-24 16:06:26 -05:00
Thomas Harte
d4ac79b0af Attempts to introduce a full-on processing pipeline, in theory putting me two shaders away from completion.
Well, subject to finding the last flashing bug and updating the multimachine, anyway.
2018-11-23 22:34:38 -05:00
Thomas Harte
396cf72029 Renames OutputType as DisplayType and promotes it to a scan target modal. 2018-11-22 14:36:46 -05:00
Thomas Harte
bfe9704829 Reintroduces respect of each machine's nominated visible area. 2018-11-22 13:22:04 -05:00
Thomas Harte
38ffc4fdb3 Invalidates the stencil buffer upon buffer resizes. 2018-11-20 19:51:11 -05:00
Thomas Harte
4c00456166 Makes first attempt to draw only new lines. 2018-11-19 23:25:26 -05:00
Thomas Harte
75bc0e451d Reintroduces the accumulation texture.
Disables automatic clearing of the texture target, as the profiler indicates the vector instantiation to be a huge time sink.
2018-11-18 21:39:11 -05:00
Thomas Harte
16dfeb3fc8 Discards empty lines, yet makes some attempt at restoring transparency.
The two things conflict more than a little, so work to do.
2018-11-15 21:51:27 -05:00
Thomas Harte
8b37496447 Restores video output to the Master System. 2018-11-15 21:21:54 -05:00
Thomas Harte
8f6664f0d7 Starts towards picking an input shader based on data type and pipeline. 2018-11-15 21:02:46 -05:00
Thomas Harte
6ba02c44d0 Better binds buffer sizes. 2018-11-13 23:08:51 -05:00
Thomas Harte
bf3ab4e260 Proceeds as drawing to the unprocessed line buffer and drawing from it.
Very, very slowly, and without yet clearing.
2018-11-13 21:15:33 -05:00
Thomas Harte
02f9cada43 Communicates the colour subcarrier frequency, and uses it to pick a buffer width. 2018-11-13 18:33:44 -05:00
Thomas Harte
654a19ea15 Switches back to working on the scan shaders.
Pixels from the emulated machine are now starting to appear.
2018-11-12 22:52:26 -05:00
Thomas Harte
3045e85004 Ensures redraws when resizing; declines to busy wait otherwise. 2018-11-12 20:15:38 -05:00
Thomas Harte
e9d1afd515 Appears to demonstrates that the line buffer is approximately working. 2018-11-12 19:10:48 -05:00
Thomas Harte
833ab7945b Slow steps towards switching to line output. 2018-11-12 18:56:54 -05:00
Thomas Harte
0af1d668a6 Takes a first step towards generality, and thereby starts submitting lines. 2018-11-12 18:47:55 -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
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
55da1e9c0f Simplifies semantics a little and starts accepting a single buffer of pixel data. 2018-11-06 22:23:38 -05:00