Thomas Harte
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be750ee427
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Eliminated all dangling implicit signedness conversions.
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2017-07-21 21:52:37 -04:00 |
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Thomas Harte
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449c33ee8b
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Signedness fixes.
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2017-07-21 21:28:04 -04:00 |
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Thomas Harte
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ef03c84b21
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More definitively removed the old sample-offset blending approach to filtering.
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2017-07-21 20:58:55 -04:00 |
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Thomas Harte
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5b4c5b0cbf
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Avoided having two different variables named next_output_run.
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2017-07-21 20:46:08 -04:00 |
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Thomas Harte
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279f4760d7
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Eliminated buffer_size_ as something explicitly stored, and reduced size of delegate call out.
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2017-07-16 15:01:39 -04:00 |
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Thomas Harte
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f931cd582d
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Switched to use of std::vector in those few remaining places where I was still using a unique_ptr to a native type and new ing for myself. So, some of my earliest bits of code.
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2017-07-16 13:54:07 -04:00 |
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Thomas Harte
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8ccec37a4b
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Eliminated a further potential cause of texture/geometry mismatch: the texture retain succeeded but then there wasn't room for geometry.
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2017-07-09 19:11:38 -04:00 |
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Thomas Harte
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a25c2fd6b5
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Got more explicit about what the thinking is here re: multiple sources of action.
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2017-07-09 17:54:26 -04:00 |
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Thomas Harte
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ee1a9a4781
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Eliminates attempts cleverly to shuffle unsubmitted runs, because no mechanism exists to stop them overwriting previously-submitted-but-not-yet-flushed runs. Which implies that the buffer must be fully circular. The cost of which is sometimes having to make two calls to glTexSubImage2D . Also added some TODOs, and a means for reporting when a retain_latest is ineffective, in which situation it would be inappropriate to attempt to generate correlated geometry
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2017-07-09 17:50:22 -04:00 |
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Thomas Harte
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2f90f35478
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Ensured the same write area can be submitted multiple times — this is actively used if a run of data overlaps a flywheel-suggested sync. Which nullifies the idea of not having a write area in the barrel, at least as soon as any one has been allocated.
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2017-07-07 23:37:44 -04:00 |
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Thomas Harte
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12f7e1b804
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Enshrined a default colour burst amplitude. Which now everybody relies on. The 102 figure is derived from the burst apparently being 40 IRE.
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2017-07-07 23:35:14 -04:00 |
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Thomas Harte
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c7fa2ed11a
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It makes more sense not to retain the previous texture builder run until vertex storage is confirmed.
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2017-07-07 23:21:25 -04:00 |
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Thomas Harte
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bfbe12b94b
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Made an attempt further to tie geometry and texture generation fully together, removing the assumption that the caller will achieve one-to-one calling.
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2017-07-07 22:25:05 -04:00 |
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Thomas Harte
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ab1374f801
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Added an assert on an assumed buffer size alignment.
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2017-07-06 21:46:24 -04:00 |
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Thomas Harte
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344d267fd2
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Introduced sharper chrominance for genuinely black-and-white signals.
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2017-07-06 21:38:33 -04:00 |
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Thomas Harte
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4211389ac7
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Connected machine-supplied colour burst amplitude to shader, discarding hard-coded value. Net effect: the colour component is now discarded for the ZX80 and 81.
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2017-07-06 21:29:08 -04:00 |
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Thomas Harte
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c6d00ec7d1
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Switched phase and amplitude varying to a 3d vector; the third component is 1/amplitude if amplitude is non-zero, and zero otherwise. So you can multiply by that to get chrominance, rather than dividing by amplitude. With the direct effect that detected chrominance should automatically be zero if the colour burst didn't exist (i.e. had zero amplitude).
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2017-07-06 21:25:38 -04:00 |
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Thomas Harte
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a5075d9eb5
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Formalised the reasoning behind the colour phase fix-up and made it an opt-in per-caller value. Only the Oric currently needs to opt in.
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2017-05-16 20:31:39 -04:00 |
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Thomas Harte
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c2b5a9bb1f
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Minor fix: given that phase is now a function of position, stop nudging position.
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2017-05-13 21:50:48 -04:00 |
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Thomas Harte
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b14c892740
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Switched to a safer RAII approach to this lock.
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2017-05-10 21:29:39 -04:00 |
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Thomas Harte
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e01f3f06c8
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Completed curly bracket movement.
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2017-03-26 14:34:47 -04:00 |
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Thomas Harte
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e63229a5e5
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Pulled vertical sync detection entirely outside the loop, and gave it greater perspective.
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2017-03-06 19:15:33 -05:00 |
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Thomas Harte
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ad73379d1c
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Took vertical sync detection logic entirely out of the loop.
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2017-03-05 20:17:55 -05:00 |
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Thomas Harte
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4751615623
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Fixed NTSC colour cycle count, and hence the 2600's reported line lengths and phase offset.
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2017-03-04 17:31:39 -05:00 |
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Thomas Harte
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a3fcd15980
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Loosened sync charge level requirement.
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2017-03-01 22:16:56 -05:00 |
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Thomas Harte
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026b418b4a
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Ensured filtered 1:1 audio resampling is applied.
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2017-02-28 21:27:38 -05:00 |
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Thomas Harte
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d19f26887d
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Performed a very naive shuffling of output builder sets onto the OpenGL queue. Which makes the frequency switcher work properly from it's possibly-contextless thread.
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2017-02-20 10:39:31 -05:00 |
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Thomas Harte
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6cb95b4fc5
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Switched to passing around std::string s rather than char * s, because they should be easier to capture.
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2017-02-20 10:35:33 -05:00 |
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Thomas Harte
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d979a822ac
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Introduced a deferred task list for the OpenGL thread.
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2017-02-19 21:46:07 -05:00 |
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Thomas Harte
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fccdce65b9
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Switched to lock guards.
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2017-02-19 21:45:28 -05:00 |
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Thomas Harte
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97cdfea9e9
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Resolved spurious static analyser complaint: input_size and output_size aren't supposed to have defined values if input or output is null. But whatever.
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2017-02-11 13:36:09 -05:00 |
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Thomas Harte
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fcf8cafb5d
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Sought to ensure that communicating a colour burst in multiple parts doesn't ruin the phase.
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2017-02-06 18:27:44 -05:00 |
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Thomas Harte
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23f3ccd77a
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Made a further attempt to prevent overwrites.
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2017-02-05 17:47:34 -05:00 |
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Thomas Harte
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ebde955356
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This needs to be a memmove as the areas may overlap.
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2017-01-29 16:12:48 -05:00 |
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Thomas Harte
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7fd02e7f4c
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Added an extra flag to avoid potential race condition on is_full_, being reset from the background despite a write area not having been allocated.
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2017-01-29 16:11:29 -05:00 |
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Thomas Harte
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c2d7e36c8f
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Ensured logic for whether composite output is in use is consistent.
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2017-01-25 21:25:03 -05:00 |
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Thomas Harte
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4d6e78e641
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Reinstated temporary Oric-related fix.
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2017-01-24 22:16:15 -05:00 |
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Thomas Harte
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5761c8267b
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[Re-]Eliminated connection between colour subcarrier frequency and monitor output mode.
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2017-01-24 20:48:54 -05:00 |
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Thomas Harte
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b4159295f6
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Switched to using quads for intermediate draws. The specific concern is the flexibility offered in the GL spec as to line drawing algorithms. And even if a driver implements exactly to spec then it should omit the final pixel.
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2017-01-11 21:18:41 -05:00 |
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Thomas Harte
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d0a93409e6
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Made an attempt to simplify in-shader phase calculation, now that output position is a direct multiple of phase.
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2017-01-11 08:18:00 -05:00 |
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Thomas Harte
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4c3669f210
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Reduced precision of input phase, but I'm not necessarily persuaded by it as a move. However it's clear that something is off in that whole area. But if phase is locked by output position, do I need to retain this level of complexity? Also ensured that intermediate buffers prior to the final are sampled using the nearest sampling mode, also to reduce precision errors.
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2017-01-10 22:08:07 -05:00 |
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Thomas Harte
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eeb646868b
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Switched off filtering, at least temporarily, to try to ensure that sampling is all where it should be.
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2017-01-08 19:53:08 -05:00 |
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Thomas Harte
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3d789732a2
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Switched back to full buffer clearing. Until I can figure out the source of noise.
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2017-01-08 19:50:31 -05:00 |
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Thomas Harte
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d2a7d39749
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Ensured the output lock isn't held while talking to the delegate.
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2017-01-08 19:49:21 -05:00 |
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Thomas Harte
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9521718120
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Colour phase is multiplied by 255, not 256.
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2017-01-08 17:21:26 -05:00 |
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Thomas Harte
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28909e33ca
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Eliminated phaseCyclesPerTick as implied.
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2017-01-08 16:48:02 -05:00 |
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Thomas Harte
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79632b1d34
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Instituted de-escalating phase-related extensions, definitively to kill rounding error edges.
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2017-01-08 16:24:22 -05:00 |
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Thomas Harte
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7ad64ff16b
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Made further efforts to support throughput via memory barrier.
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2017-01-08 14:47:16 -05:00 |
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Thomas Harte
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be48c950b4
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Started taking steps towards using a texture barrier where possible to reduce all of my framebuffer binds. Some output appears, but it's not correct.
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2017-01-08 11:13:20 -05:00 |
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Thomas Harte
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0487b8c178
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Definitively eliminated the additional y filtering step; if I'm going to work to ensure always four samples per colour cycle, I can put the channel separation coefficients directly into their shaders, cutting down on samples.
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2017-01-07 16:02:33 -05:00 |
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