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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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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Thomas Harte
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7d60df9075
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Added the option for both intermediate and output shaders to use only a portion of the input/output texture; made an attempt to pick an appropriate proportion in order to align signal sampling with the colour subcarrier.
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2017-01-03 22:16:52 -05:00 |
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Thomas Harte
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091516e3cb
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The semantics might need better exposition but: fixed UniformXfv calls plus matrix calls, documented new semantics on all setters.
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2016-05-15 14:59:59 -04:00 |
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Thomas Harte
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30f335fa35
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Switched pervasively to using the named slot uniform setters on Shader .
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2016-05-13 22:08:32 -04:00 |
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Thomas Harte
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31f1e6d5c0
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Introduced a separate stage for luminance filtering.
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2016-05-03 07:46:40 -04:00 |
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Thomas Harte
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29e7c96e4c
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Brought monitor mode inside the pipeline and added an intermediate filter.
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2016-05-02 21:05:58 -04:00 |
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Thomas Harte
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16ef09fc2b
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Made an attempt intelligently to use bilinear filtering to increase filtering quality with the same number of samples.
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2016-04-29 18:37:35 -04:00 |
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Thomas Harte
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3638414b37
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Added additional comments.
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2016-04-28 21:55:14 -04:00 |
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Thomas Harte
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e6c3b148ac
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Switched wholeheartedly to the new shader.
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2016-04-28 21:45:44 -04:00 |
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Thomas Harte
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8538b62ea2
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Made an attempt to extract and consolidate the logic behind the intermediate shaders.
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2016-04-28 21:04:59 -04:00 |
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