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mirror of https://github.com/TomHarte/CLK.git synced 2026-04-19 19:16:34 +00:00
Commit Graph

305 Commits

Author SHA1 Message Date
Thomas Harte 8fce1e8cb3 Near-halve uniform sizes. 2026-02-04 13:49:07 -05:00
Thomas Harte 4b20bf715f Ensure consistent attribute bindings across dity-zone consumers. 2026-02-04 13:47:26 -05:00
Thomas Harte dfa5db5bf5 Rename as per new duality. 2026-02-04 13:46:44 -05:00
Thomas Harte 763b4c1d1b Eliminate test fills. 2026-02-04 12:11:45 -05:00
Thomas Harte 8a361c290b Attempt full composite decoding. 2026-02-04 12:07:49 -05:00
Thomas Harte 7c6b79ad1c Coerce demodulation shader into building. 2026-02-04 12:03:44 -05:00
Thomas Harte 2204958f22 Fill in demodulation filter. 2026-02-04 11:59:31 -05:00
Thomas Harte a49d819d29 Factor out expected commonalities. 2026-02-04 11:25:33 -05:00
Thomas Harte 6e72421ca0 Obey colour amplitude. 2026-02-04 11:20:16 -05:00
Thomas Harte 1c64451e07 Enable intended output. 2026-02-04 10:50:51 -05:00
Thomas Harte b5cebd8d8c Establish correct range of output. 2026-02-04 10:49:56 -05:00
Thomas Harte 59512b686c Continue in search of pixels. 2026-02-04 10:41:39 -05:00
Thomas Harte 6867a56749 Fix num_dirty_zones, otherwise try to get output. 2026-02-04 10:17:34 -05:00
Thomas Harte 7ac22e1a67 Ensure the separation buffer exists. 2026-02-04 09:17:24 -05:00
Thomas Harte 6332bcca07 Get to an eerily-predictable no-show on separation. 2026-02-04 09:13:58 -05:00
Thomas Harte 6ab8793f07 Add static_assert, ensure zero-construction. 2026-02-03 23:13:22 -05:00
Thomas Harte 7fb594d571 Reduce #includes. 2026-02-03 22:59:49 -05:00
Thomas Harte 2144db5829 Add missing include. 2026-02-03 22:55:38 -05:00
Thomas Harte f4f1dbd4d5 Strike towards a separation filter. 2026-02-03 22:48:48 -05:00
Thomas Harte d5e4c636c8 Add missing #include; begin separation shader. 2026-02-03 16:57:21 -05:00
Thomas Harte f0da231f22 Establish shared attributes. 2026-02-03 16:44:10 -05:00
Thomas Harte 35030e879e Use copy shader. 2026-02-03 16:38:09 -05:00
Thomas Harte 79ef9ce388 Attempt to give CopyShader fuller state. 2026-02-03 16:22:13 -05:00
Thomas Harte 7d0264dd7a Apply std::invocable. 2026-02-03 12:57:42 -05:00
Thomas Harte 2dc3aebe1c Add 'DirtyZone' definition. 2026-02-03 12:50:04 -05:00
Thomas Harte 937c175008 Avoid accidental texture unit sharing. 2026-02-02 22:07:33 -05:00
Thomas Harte a89e48718d Create a supersampling buffer. 2026-02-02 16:51:34 -05:00
Thomas Harte 23dd26d042 Fix header path. 2026-02-02 14:12:10 -05:00
Thomas Harte 61474bc70b Reorganise. 2026-02-02 14:05:19 -05:00
Thomas Harte c060af1494 Use real clock rates. 2026-02-02 13:18:47 -05:00
Thomas Harte fc04b8ca75 Eliminate diagnostic code. 2026-02-02 11:05:24 -05:00
Thomas Harte 93059d6a19 Elininate temporary array. 2026-02-02 11:04:17 -05:00
Thomas Harte 961669168a Slim perform call path; establish that uniforms are now in place. 2026-02-02 11:00:02 -05:00
Thomas Harte 9f39b7be93 Eliminate macro. 2026-02-02 09:17:41 -05:00
Thomas Harte 15cced59e5 Eliminate deferred uniform sets. 2026-02-02 09:08:50 -05:00
Thomas Harte 3a02b2b6c0 Ensure copy shader compiles, at least. 2026-02-01 17:19:29 -05:00
Thomas Harte e56b4bd61b Establish that the composition buffer is at least drawable.
The problem must lie in the composition shader, the scans vertex array or the connection between the two.
2026-02-01 16:06:02 -05:00
Thomas Harte 4c965ecf4e Change premise of test_gl. 2026-02-01 13:14:21 -05:00
Thomas Harte 43448a6084 Establish that this isn't an "it just works" situation. 2026-02-01 00:00:02 -05:00
Thomas Harte 075c1b3ec9 Allocate new-pipeline vertex array + buffer. 2026-01-31 11:49:18 -05:00
Thomas Harte 4235bc07e2 Clarify logic for texture uploads. 2026-01-30 23:39:59 -05:00
Thomas Harte 2cd72d58a1 Avoid double on-demand test. 2026-01-30 22:34:16 -05:00
Thomas Harte 85e190835f Use a Texture. 2026-01-30 22:22:52 -05:00
Thomas Harte 93a0e42921 Add holder for textures. 2026-01-30 20:57:23 -05:00
Thomas Harte bc95cc7fc0 Tag as deprecated. 2026-01-30 14:29:35 -05:00
Thomas Harte 84451a4841 Eliminate avoidance of NPOT textures; use linear sampling.
The linear sampling is how I intend to get antialiasing later.
2026-01-30 10:44:32 -05:00
Thomas Harte da0c99067d Add some TODOs, make TextureTargets moveable. 2026-01-30 10:38:52 -05:00
Thomas Harte d31d53eb02 Add a copy shader, which will always be the final stage of output. 2026-01-29 18:28:41 -05:00
Thomas Harte e04f89d2f1 Remove capacity for misuse. 2026-01-29 18:16:59 -05:00
Thomas Harte 7464a0c0ec Go a bit more RAII on vertex arrays. 2026-01-29 18:12:51 -05:00