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 |
|