Thomas Harte
3d564d85fd
Proves that per-pixel sine/cos evaluation avoids phase issues.
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Even in PAL mode. But I'd rather not _require_ this as it kind of negates directly-sampled input.
2020-08-29 18:53:37 -04:00
Thomas Harte
02cea40ffa
Attempts to avoid introducing phase error in scanToComposition.
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Also brightens S-Video up to RGB levels.
2020-08-25 22:41:37 -04:00
Thomas Harte
e502d336db
Having decided that these things probably need to be separate, starts drilling down on S-Video.
2020-08-25 22:05:19 -04:00
Thomas Harte
7ca0362f23
Treads water.
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Difficult current question: why does the Atari 2600's display change colours as the display tries to achieve horizontal lock? Phase should be unchanged. Ergo something is amiss.
2020-08-23 21:03:26 -04:00
Thomas Harte
5c6112415a
Sets appropriate clear colour for composition render pass.
2020-08-21 22:41:54 -04:00
Thomas Harte
bf6a0c9fc4
Achieves a return of composite colour for RGB-producing machines.
2020-08-21 22:06:36 -04:00
Thomas Harte
d54b937ab6
Starts trying to do actual composite processing.
2020-08-21 21:11:25 -04:00
Thomas Harte
ad6fb85fda
Corrects use of composition buffer.
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Something is still very obviously amiss in colour processing somewhere down the line, but the correct forms are once again visibly in evidence.
2020-08-20 20:21:28 -04:00
Thomas Harte
5dc39a5d24
Adds the composition render pass.
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Albeit that something here doesn't work at present.
2020-08-19 21:56:53 -04:00
Thomas Harte
3597f687de
Continues sidling towards composite & S-Video handling.
2020-08-19 21:20:06 -04:00
Thomas Harte
11dec6fc0f
Avoids a redundant clear.
2020-08-17 22:09:15 -04:00
Thomas Harte
9da79d2d81
Clarifies scaling logic.
2020-08-17 20:29:46 -04:00
Thomas Harte
27e8a3a1b5
Obeys modals' zoom.
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Subject to an attempt at factoring aspect ratio differences.
2020-08-16 21:11:43 -04:00
Thomas Harte
745797b596
Introduces a stencil buffer plus the inter-frame clearing it allows.
2020-08-16 16:42:32 -04:00
Thomas Harte
940e9e037e
Adds first_scan
to LineMetadata.
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Also reorders `Line` fields to match `Scan` fields, just for visual consistency.
2020-08-16 08:59:37 -04:00
Thomas Harte
512c0079a9
Makes thread safe.
2020-08-15 21:52:55 -04:00
Thomas Harte
645c29f853
Adds an intermediate buffer to correct inter-frame smoothing.
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Also goes someway back to the old scan output scheduling, albeit presently with limited thread safety.
2020-08-15 21:24:10 -04:00
Thomas Harte
7ac88536dd
Respects machine aspect ratio.
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To an extent. Doesn't currently deal with cropping of machines when the window aspect ratio is smaller.
2020-08-14 21:24:25 -04:00
Thomas Harte
230b9fc9e6
Permits multiple simultaneous scan reading ranges.
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Also updates the OpenGL scan target as per the latest movements of things.
2020-08-12 22:08:41 -04:00
Thomas Harte
27ca782cac
Enables blending; attempts to enable frame preservation.
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The latter seems to be evidencing a double buffer at play. More investigation required.
On the plus side, the direct route is still well within GPU budget at 4k on my Core M. So a huge improvement there.
2020-08-12 19:34:07 -04:00
Thomas Harte
a136a00a2f
Takes a shot at adding RGB -> S-Video and composite conversion, for all RGB types.
2020-08-11 22:11:50 -04:00
Thomas Harte
525233e10b
Ensures all input data types are parseable in Metal.
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Though now I need to think a bit more about the best way to compose signal-type conversions, and whether output-type calculations (i.e. gamma, brightness) are applied.
2020-08-10 19:47:47 -04:00
Thomas Harte
28d933d5d6
Does just enough to get 8-bit RGB and 1-bit luminance machines to display.
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Assuming an 'RGB' output.
2020-08-09 21:19:07 -04:00
Thomas Harte
93c6105442
Corrects calculation of dirty texture area.
2020-08-09 20:45:14 -04:00
Thomas Harte
57fecdc09e
Ties everything together in an attempt to display RGB scans.
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I'm actually just getting a mess of pixels, but it's something!
2020-08-09 18:41:15 -04:00
Thomas Harte
f16ad8f71d
Takes a shot at submitting texture changes.
2020-08-09 17:59:52 -04:00
Thomas Harte
e340685a99
Seemingly proves that proper geometry is reaching Metal by drawing scans.
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No in-buffer accumulation yet, but this is progress. If I can add accumulation and stencil clearing, I'm not doing badly.
2020-08-08 23:11:44 -04:00
Thomas Harte
df89a8771c
Makes an attempt to have the emulator fill the actual GPU buffers.
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Not that they're drawn from correctly yet. I might first take a run at a new quick-path output route for emulated RGB displays, that just seeks to use the scans directly. No intermediate buffers. Besides probably being a good feature, it'll be a good way to ramp further up with Metal.
2020-08-08 22:49:02 -04:00
Thomas Harte
edf41b06fd
Eliminates the quad buffer.
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Vertices can be adduced from vertex ID.
2020-08-08 17:12:49 -04:00
Thomas Harte
38960a08d6
Adds adjustment for display aspect ratio.
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While also realising that I appear to be getting away without an MTLVertexDescriptor for Scans. Maybe OpenGL has prejudiced me, and they're actually optional for interleaved data?
2020-08-07 22:29:24 -04:00
Thomas Harte
fbda7aab23
Does just enough to get the correct (aspect ratio aside) output of scan outlines.
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So, up next, can I start streaming these things?
2020-08-07 22:20:01 -04:00
Thomas Harte
c575aa0640
Adds a buffer for scans, and posts two test instances.
2020-08-07 22:03:54 -04:00
Thomas Harte
4421acef34
Gets some uniforms in on the action.
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With some effort towards scans, but incompletely so.
2020-08-07 21:19:17 -04:00
Thomas Harte
219923bd63
Reduces vertex size, draws a quad.
2020-08-05 21:33:25 -04:00
Thomas Harte
7551782a25
Switches to interleaved vertex data.
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This more closely relates to what I actually want to do.
2020-08-05 17:27:43 -04:00
Thomas Harte
eff24a8726
My first baby steps in Metal continue; here's a triangle.
2020-08-04 21:49:01 -04:00
Thomas Harte
72df6e52cd
This is possibly at least dispatching an empty command buffer correctly.
2020-08-04 19:44:56 -04:00
Thomas Harte
e235a45abb
Breaks all output.
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... by switching out NSOpenGLView for MKLView with no drawing infrastructure yet in place.
2020-08-04 18:22:14 -04:00