Thomas Harte
c87994336c
Switches the Shader class to using LOG.
2019-01-25 22:45:47 -05:00
Thomas Harte
85ad490089
Offers a less error-prone route to attribute binding.
2019-01-25 21:56:55 -05:00
Thomas Harte
68d6feaa03
Adds missing includes and gets more explicit about exceptions.
2019-01-25 20:19:50 -05:00
Thomas Harte
74e1a9a621
Declines improper use of offset
within loops and adds missing header.
2019-01-25 20:14:53 -05:00
Thomas Harte
6a43fc5df0
Resolves a GCC-troubling circular declaration issue vs. atomic.h.
2019-01-25 19:30:39 -05:00
Thomas Harte
312f38906b
Corrects two improper include paths.
2019-01-25 19:19:23 -05:00
Thomas Harte
6a93d2d006
Corrects some minor spaces-instead-of-tabs errors.
2019-01-24 22:59:03 -05:00
Thomas Harte
ae0bc7e7aa
Calculates sampling offsets up front.
2019-01-23 20:53:10 -05:00
Thomas Harte
a8acadbe13
Gives the shader builders freer rein over what to use as inputs, and turns angles
into a varying.
...
All dropping out during the never-ending diagnosis at play here.
2019-01-22 22:20:12 -05:00
Thomas Harte
727f2e2ba0
Updates to the ScanTarget world.
2019-01-17 22:28:02 -05:00
Thomas Harte
a6683cb9b8
Avoids scaling luminance prior to extracting chrominance.
2019-01-17 20:52:33 -05:00
Thomas Harte
d593796dae
Reintroduces less-filtered black and white video where there's no colour burst.
2019-01-16 22:22:29 -05:00
Thomas Harte
ef0dbc2a41
Undoes hard-coding of target framebuffer and display gamma.
2019-01-15 21:33:30 -05:00
Thomas Harte
6c49953115
Returns gamma correction, and corrects Amstrad CPC brightness.
2019-01-14 22:56:08 -05:00
Thomas Harte
55290f4dad
Attempts a fix of frame_was_complete_ logic, to try to eliminate black flashes.
2019-01-14 21:42:45 -05:00
Thomas Harte
bb03d2f2ad
Removes redundant enumeration.
2019-01-13 23:07:50 -05:00
Thomas Harte
7aec5be61a
Cleans up and simplifies shader creation.
2019-01-13 22:49:01 -05:00
Thomas Harte
e89e55a9bb
Attempts to factor actual composite amplitude into output.
2019-01-13 14:45:17 -05:00
Thomas Harte
7c2c243985
Corrects sample spacing, and removes a lot of detritus.
2019-01-12 18:36:54 -05:00
Thomas Harte
25a1f23fc0
Takes a first shot at re[re,re]-implementing composite colour decoding.
2019-01-12 17:59:24 -05:00
Thomas Harte
27541196cc
Corrects Luminance8Phase8 and PhaseLinkedLuminance8 composite encodings.
2019-01-11 22:46:50 -05:00
Thomas Harte
5d9521fcb9
Advances back to a semi-complete monochrome composite output.
...
i.e. composite phase and amplitude is ostensibly flowing to its new destination.
2019-01-11 22:02:15 -05:00
Thomas Harte
028e530232
Shunts output shader to its proper place.
2019-01-06 22:59:14 -05:00
Thomas Harte
906a2ff6eb
Switches to using clock times for buffer merging and output.
2019-01-06 18:47:01 -05:00
Thomas Harte
c392c819c1
Switches to using the announce
is_visible
flag to spot line ends.
2019-01-06 13:37:34 -05:00
Thomas Harte
e9d9ff0da0
Enhances ScanTarget to provide additional timing information.
2019-01-05 23:09:17 -05:00
Thomas Harte
46d756d298
Starts towards a flattening of the intermediate video processing.
...
Immediate issue: using x position to index into a bitmap sampled at the input data rate doesn't allow for the disconnection between input rate and output speed provided by the flywheels.
2019-01-05 18:11:39 -05:00
Thomas Harte
fd0ffc7085
Attempts an initial flattening of the pipeline, seemingly losing all output.
2019-01-01 21:02:21 -05:00
Thomas Harte
557a2a0ddf
Moves pipeline setup into draw(), where there'll definitely be an OpenGL context.
2018-11-29 19:41:54 -08:00
Thomas Harte
6be46ae921
Mostly restores Atari 2600 output. PAL colours need work.
2018-11-29 18:26:05 -08:00
Thomas Harte
a25470ee41
Permits tweaking of PhaseLinkedLuminance8
sampling offset.
2018-11-29 16:29:28 -08:00
Thomas Harte
fd579a019b
Introduces a new scan source data type, motivated by the reasoning used by the Oric.
...
Specifically: it'll allow PCM sampling of the potentially arbitrary composite generation logic of various machines.
2018-11-28 20:40:22 -08:00
Thomas Harte
d45c2a1f28
Settles, at least for now, on 15-tap notch filtering.
2018-11-26 22:34:31 -05:00
Thomas Harte
f3174069fa
Attempts a linear comb filter for YC separation, plus post-separation Y filtering.
2018-11-25 21:54:12 -05:00
Thomas Harte
cd1e796093
Attempts to add clearing of the destination framebuffer too.
2018-11-24 23:31:56 -05:00
Thomas Harte
dd4af4f0df
Removes dead files.
2018-11-24 22:40:06 -05:00
Thomas Harte
76656fab23
Applies harsher filtering.
2018-11-24 22:39:53 -05:00
Thomas Harte
cf49603a9e
Makes first reintroduction of colour composite decoding.
2018-11-24 22:30:39 -05:00
Thomas Harte
6c92853461
Corrects monochrome composite generation.
2018-11-24 21:55:15 -05:00
Thomas Harte
6a62cf9146
Corrects shader generation for S-Video input to S-Video output.
2018-11-24 21:40:34 -05:00
Thomas Harte
4fa6bc0ad1
Corrects S-Video decoding for most machines.
...
Ironically, that being those other than luminance/chrominance input machines. Further investigation required.
2018-11-24 21:30:09 -05:00
Thomas Harte
95685749ad
Attempts fully to implement the S-Video pipeline, without success.
2018-11-24 18:51:07 -05:00
Thomas Harte
d7c0f0c804
Switches to an ordinary sampler for scan processing.
2018-11-24 18:03:44 -05:00
Thomas Harte
6b42b92930
Kills CRTOpenGL.cpp and simplifies shader output very slightly.
2018-11-24 17:37:58 -05:00
Thomas Harte
538c57664f
Establishes attribute bindings to allow multiple shaders to use the same vertex array.
2018-11-24 16:06:26 -05:00
Thomas Harte
a66a20f7fe
Manages to get a brilliant white out of the new pipeline.
2018-11-23 22:54:52 -05:00
Thomas Harte
d4ac79b0af
Attempts to introduce a full-on processing pipeline, in theory putting me two shaders away from completion.
...
Well, subject to finding the last flashing bug and updating the multimachine, anyway.
2018-11-23 22:34:38 -05:00
Thomas Harte
a5a3769a0f
Reaches for conceptual const correctness.
2018-11-23 22:33:28 -05:00
Thomas Harte
ee89be6730
Removes many stray spaces.
2018-11-23 22:32:32 -05:00
Thomas Harte
b9aca39eb0
Reintroduces Vic-20 output.
...
Resolving errors in shader generation while I'm here.
2018-11-22 22:43:42 -05:00