Thomas Harte
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abce0ed3c4
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Added setup of the source vertex array.
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2016-04-17 16:17:23 -04:00 |
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Thomas Harte
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6ff9ffba6c
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Switching temporarily to an attempt to draw input runs as if RGB: shader compiles, fixed a race condition on out-of-bounds accesses for the source buffer.
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2016-04-17 15:51:28 -04:00 |
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Thomas Harte
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026ce0255f
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Source runs are now captured, and that buffer appropriately reset.
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2016-04-13 22:20:13 -04:00 |
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Thomas Harte
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2ea02ed127
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A source array buffer is also now created, mapped, unmapped, etc.
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2016-04-13 22:14:18 -04:00 |
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Thomas Harte
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fe8b0ebc7e
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Tidied up a little, mostly bumping things out of just-in-time creation that I can just do well in advance.
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2016-04-12 22:31:13 -04:00 |
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Thomas Harte
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bdb99ba92f
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Corrections back towards composite output: fixed misnamed constant, ensured the CRT doesn't write nonsense to the output buffer, ensured it grows three vertices at a time rather than six when desired. Net effect should be that the output stage is working again, with the input processing remaining to fill in.
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2016-04-10 22:56:52 -04:00 |
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Thomas Harte
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fc5530b513
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Realising I've managed to confuse input and output, started shift to 'source' for what 'input' was.
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2016-04-10 15:58:43 -04:00 |
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Thomas Harte
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c0cd1ed89e
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Made an attempt to consolidate timestamp bases to a single vector and hence to lump all geometry into one or two calls, with no repetitive setting of a uniform. I'm not sure the result is correct yet.
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2016-04-04 21:57:27 -04:00 |
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Thomas Harte
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8cd5d40e00
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Made an attempt to reduce the amount of data heading to the GPU.
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2016-03-22 21:16:32 -04:00 |
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Thomas Harte
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9da7716c72
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Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow.
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2016-03-19 22:46:17 -04:00 |
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Thomas Harte
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aa8a192c7e
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Simplified API down to their being a single texture with a specified depth.
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2016-03-19 17:37:55 -04:00 |
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Thomas Harte
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4ac1f959e9
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A shortcut here and a shortcut there; this allows me at least to determine whether use of a PBO gains anything.
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2016-03-19 17:07:05 -04:00 |
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Thomas Harte
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0b1c9fb291
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Ensured I don't interrupt triangle strips for the purpose of glDrawArrays.
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2016-03-18 21:28:53 -04:00 |
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Thomas Harte
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2e4af90e2d
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Resolved output errors.
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2016-03-18 21:19:11 -04:00 |
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Thomas Harte
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61e880de03
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Keeping a buffer permanently bound is apparently illegal. So back to copying in on demand. Which I think still improves on synchronisation, but not much.
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2016-03-18 21:11:09 -04:00 |
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Thomas Harte
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c8ecfb89d8
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Some cleaning.
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2016-03-16 22:52:33 -04:00 |
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Thomas Harte
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0d27d3bb7f
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As messy as it is, this use glMapBufferRange to avoid explicit buffer submits.
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2016-03-16 22:29:22 -04:00 |
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Thomas Harte
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bf5747f83e
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Made an attempt to chop out all the stuff of building up the OpenGL data from the stuff of parsing input.
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2016-03-08 22:40:23 -05:00 |
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Thomas Harte
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14b2927275
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Made further attempts to tidy up; trying to demarcate between public interface and private.
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2016-03-08 20:59:16 -05:00 |
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