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mirror of https://github.com/TomHarte/CLK.git synced 2024-11-26 08:49:37 +00:00
Commit Graph

193 Commits

Author SHA1 Message Date
Thomas Harte
bfe9704829 Reintroduces respect of each machine's nominated visible area. 2018-11-22 13:22:04 -05:00
Thomas Harte
43ee540233 Avoids race condition on .is_first_in_frame 2018-11-21 18:27:04 -05:00
Thomas Harte
38ffc4fdb3 Invalidates the stencil buffer upon buffer resizes. 2018-11-20 19:51:11 -05:00
Thomas Harte
a70991d50e Eliminates minor gap. 2018-11-19 23:35:12 -05:00
Thomas Harte
4c00456166 Makes first attempt to draw only new lines. 2018-11-19 23:25:26 -05:00
Thomas Harte
26219213d7 Marginally increases scan size. 2018-11-18 23:03:56 -05:00
Thomas Harte
97c5ee6c0a Corrects stencil buffer creation, and edges towards using it for [guaranteed] full-screen decay. 2018-11-18 22:22:43 -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
6496b6313c Attempts to fix random stray noise lines. 2018-11-17 23:27:25 -05:00
Thomas Harte
8f05560dd7 Corrects right-edge bookending. 2018-11-17 17:46:57 -05:00
Thomas Harte
06c0c64c1a Shifts intermediate buffer sampling into the middle of each pixel row. 2018-11-17 17:31:32 -05:00
Thomas Harte
c173777d12 Extends TextureTarget so that targets can be created with a one-bit stencil. 2018-11-17 15:51:12 -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
5a31891048 Returns Amstrad CPC output.
Which is probably it until I get some more composite processing back in.
2018-11-15 21:32:22 -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
87df8b9e85 Makes an attempt at pre-emptive line buffer clearing. 2018-11-14 21:19:14 -05:00
Thomas Harte
91b19c5c70 Adds bookending, and finally kills the TextureBuilder. Farewell. 2018-11-14 20:49:06 -05:00
Thomas Harte
0487580a1a Corrects initial state of is_drawing_ and expands lines to full display. 2018-11-14 20:10:38 -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
ecb5504bd1 Switches enable_vertex_attribute_with_pointer to silent failure (versus glGetError). 2018-11-12 22:51:44 -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
0ac62e3805 Flips and properly sizes output scans. 2018-11-12 18:28:09 -05:00
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