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Commit Graph

21 Commits

Author SHA1 Message Date
Thomas Harte
43cae267f9 Shuffled further in an attempt to get as far as having static but incorrectly-interpreted pixel data on screen. It's not currently static. So work to do. 2016-04-17 18:08:05 -04:00
Thomas Harte
ece51917fa Added first attempt at performing the first step of television output: mapping from source data to the first of the processing buffers. It's immediately obvious that my eye coordinates are off. 2016-04-17 17:17:59 -04:00
Thomas Harte
abce0ed3c4 Added setup of the source vertex array. 2016-04-17 16:17:23 -04:00
Thomas Harte
6ff9ffba6c 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. 2016-04-17 15:51:28 -04:00
Thomas Harte
026ce0255f Source runs are now captured, and that buffer appropriately reset. 2016-04-13 22:20:13 -04:00
Thomas Harte
2ea02ed127 A source array buffer is also now created, mapped, unmapped, etc. 2016-04-13 22:14:18 -04:00
Thomas Harte
fe8b0ebc7e Tidied up a little, mostly bumping things out of just-in-time creation that I can just do well in advance. 2016-04-12 22:31:13 -04:00
Thomas Harte
bdb99ba92f 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. 2016-04-10 22:56:52 -04:00
Thomas Harte
fc5530b513 Realising I've managed to confuse input and output, started shift to 'source' for what 'input' was. 2016-04-10 15:58:43 -04:00
Thomas Harte
c0cd1ed89e 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. 2016-04-04 21:57:27 -04:00
Thomas Harte
8cd5d40e00 Made an attempt to reduce the amount of data heading to the GPU. 2016-03-22 21:16:32 -04:00
Thomas Harte
9da7716c72 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. 2016-03-19 22:46:17 -04:00
Thomas Harte
aa8a192c7e Simplified API down to their being a single texture with a specified depth. 2016-03-19 17:37:55 -04:00
Thomas Harte
4ac1f959e9 A shortcut here and a shortcut there; this allows me at least to determine whether use of a PBO gains anything. 2016-03-19 17:07:05 -04:00
Thomas Harte
0b1c9fb291 Ensured I don't interrupt triangle strips for the purpose of glDrawArrays. 2016-03-18 21:28:53 -04:00
Thomas Harte
2e4af90e2d Resolved output errors. 2016-03-18 21:19:11 -04:00
Thomas Harte
61e880de03 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. 2016-03-18 21:11:09 -04:00
Thomas Harte
c8ecfb89d8 Some cleaning. 2016-03-16 22:52:33 -04:00
Thomas Harte
0d27d3bb7f As messy as it is, this use glMapBufferRange to avoid explicit buffer submits. 2016-03-16 22:29:22 -04:00
Thomas Harte
bf5747f83e Made an attempt to chop out all the stuff of building up the OpenGL data from the stuff of parsing input. 2016-03-08 22:40:23 -05:00
Thomas Harte
14b2927275 Made further attempts to tidy up; trying to demarcate between public interface and private. 2016-03-08 20:59:16 -05:00