Thomas Harte
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e1285028aa
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Removed a redundant clear and some dead code.
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2016-11-21 11:42:45 +08:00 |
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Thomas Harte
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7b38247ab3
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Updated outdated comments.
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2016-11-21 11:40:13 +08:00 |
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Thomas Harte
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d7d0ed378a
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Only the final intermediate buffer needs clearing, on reflection.
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2016-11-21 11:26:07 +08:00 |
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Thomas Harte
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c89345c639
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Reduced buffer size.
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2016-11-21 11:21:14 +08:00 |
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Thomas Harte
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32dbfe947d
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With hindsight, the elimination of this might have been overzealous.
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2016-11-20 10:53:35 +08:00 |
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Thomas Harte
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ef0367d4a4
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Corrected typo.
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2016-11-20 09:12:43 +08:00 |
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Thomas Harte
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fda90c5aef
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Documented.
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2016-11-20 09:11:24 +08:00 |
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Thomas Harte
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c2349ee3f4
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This thing has clearly becoma a real class.
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2016-11-19 20:12:40 +08:00 |
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Thomas Harte
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7857ef774f
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Ensured resets genuinely kill outstanding data.
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2016-11-19 20:09:38 +08:00 |
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Thomas Harte
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a4c7b00ecd
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Fixed code that was causing the failing test.
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2016-11-19 19:55:30 +08:00 |
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Thomas Harte
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f59537bce9
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Added a testing hook, but as of yet no tests.
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2016-11-17 14:06:16 +08:00 |
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Thomas Harte
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aca1fa0577
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Returned some video output. Enough significantly to reduce my paranoia.
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2016-11-17 13:37:53 +08:00 |
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Thomas Harte
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1f91d29434
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Progressed to usage of an array builder and a texture builder up to the point of a successful build.
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2016-11-17 12:26:04 +08:00 |
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Thomas Harte
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57f0648742
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Fleshed out first implementation of ArrayBuilder , albeit that I need to implement exhaustion properly, as soon as I think of a sensible way to handle synchronisation.
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2016-11-17 10:39:30 +08:00 |
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Thomas Harte
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324a1de43d
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Started pulling out array construction as a separate task.
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2016-11-17 09:20:49 +08:00 |
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Thomas Harte
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c04a116a05
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Fixed comment.
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2016-11-16 23:14:56 +08:00 |
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Thomas Harte
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edeafd4d94
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Wait, OpenGL textures go the other way.
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2016-11-16 23:14:15 +08:00 |
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Thomas Harte
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6ac20e0066
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Pushed responsibility for submitting texture contents up to the texture builder, simplifying the interface.
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2016-11-16 23:13:06 +08:00 |
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Thomas Harte
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5c5e44874f
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Even better: why include the 'Input' prefix when there's only one?
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2016-11-16 22:57:17 +08:00 |
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Thomas Harte
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04b2688683
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Attempted to reduce allocations.
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2016-11-16 13:25:50 +08:00 |
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Thomas Harte
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c1a509910d
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Documented this interface, albeit that the English could do with a second pass, and very sightly simplified inline with current usage.
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2016-11-16 13:15:50 +08:00 |
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Thomas Harte
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4d0d5eb919
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Renamed the 'input buffer builder' to the 'input texture builder' to be explicit about what sort of buffer, and killed the prefix since it's namespaced. Also switched to std::vector .
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2016-11-16 12:31:32 +08:00 |
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Thomas Harte
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4ee4400801
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Removed dead code.
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2016-11-16 11:57:22 +08:00 |
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Thomas Harte
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9ee11d7765
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At the expense of API simplicity, at least for now, resolved the most glaring cause of dirty lines.
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2016-11-16 11:34:05 +08:00 |
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Thomas Harte
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44d3fd6d5b
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Fixed mistimed reset of the target output line. Now all that's left is occasional noise.
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2016-11-16 11:22:12 +08:00 |
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Thomas Harte
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7a737e0790
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Both pathways start with a buffer that clears to black. So no need to keep going on about it.
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2016-11-16 11:12:08 +08:00 |
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Thomas Harte
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f63e849092
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Sought completely to eliminate the outgoing concept of 'clearing zones'.
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2016-11-16 11:10:34 +08:00 |
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Thomas Harte
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294adde344
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Eliminated zoned clearing, in favour of a complete buffer clear on each load and attempted to reduce locking. But imperfectly.
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2016-11-16 10:59:12 +08:00 |
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Thomas Harte
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ccedb6bea6
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Introduced an intermediate buffer that collects lines before flushing them to the output buffer.
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2016-11-16 10:49:18 +08:00 |
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Thomas Harte
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ba2adf8bb1
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Normalised on std::vector rather than std::unique_ptr<uint8_t *> as (probably?) more idiomatic. Improved structure slightly. Introduced a container for line data, albeit one that isn't yet used.
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2016-11-16 10:34:54 +08:00 |
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Thomas Harte
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eefd0c17b6
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Actually, I guess that to fulfil the contract I can't silently decide not to draw if I'm being told I definitely need to draw.
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2016-07-01 16:27:45 -04:00 |
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Thomas Harte
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4ac619f569
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glClientWaitSync appears to be a busy wait, at least on my machine. But why wait indefinitely anyway?
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2016-06-29 21:32:47 -04:00 |
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Thomas Harte
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ff53accca0
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Demonstrated that issue is coloured borders, made a guess as to buffer exhaustion, upped limits as a temporary fix.
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2016-06-29 21:16:34 -04:00 |
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Thomas Harte
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2bd71e7e9b
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.reset is the more normal way to reassign a unique_ptr .
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2016-06-23 20:52:44 -04:00 |
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Thomas Harte
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2992183aae
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Switched to a lookup table for phase, temporarily in YUV colour space, probably. Working on it.
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2016-06-12 14:39:17 -04:00 |
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Thomas Harte
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68a8851c52
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Increased parallelism, allowing a simplification in the GL view.
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2016-06-02 22:29:09 -04:00 |
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Thomas Harte
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4ad074fc78
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Introduced a four-cycle delay between playfield fetch and display, curing Yar's Revenge. Also disabled barrel roll scanling colouring again. I really need to make my mind up on that.
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2016-05-16 19:55:56 -04:00 |
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Thomas Harte
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9d92ad659f
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Established the basic timing loop, albeit without clocking delays yet.
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2016-05-16 08:01:29 -04:00 |
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Thomas Harte
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00a2b42080
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Made thread-safe.
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2016-05-15 15:19:52 -04:00 |
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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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328fabcd10
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Ensured values aren't dangling pointers.
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2016-05-14 18:15:10 -04:00 |
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Thomas Harte
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492dc7ccbf
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Made an attempt to queue uniform changes until the next call to bind . That's to allow usage from other threads.
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2016-05-14 18:06:55 -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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8d52765f40
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Realised why new shaders weren't taking. Very negligibly decreased Atari drawing cost.
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2016-05-12 22:22:24 -04:00 |
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Thomas Harte
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6d65bc9b3a
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Permitted a wider error window on vertical sync, tidied things up a little and started trying to move towards full implementation of the OpenGL contract.
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2016-05-11 22:11:01 -04:00 |
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Thomas Harte
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4b3c4082d2
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These functions appear correctly to model the NTSC and PAL palettes; the CRT's attempt to switch function doesn't work properly yet though.
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2016-05-11 21:07:18 -04:00 |
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Thomas Harte
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a8ce021136
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Fixed comment.
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2016-05-10 19:59:03 -04:00 |
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Thomas Harte
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0d2d6a452d
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Fixed some dangling buffer management issues.
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2016-05-10 19:55:34 -04:00 |
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Thomas Harte
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b6d2c8cb63
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Switched to instaced drawing for source[/intermediate] runs too, reducing that data transfer footprint by 50%.
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2016-05-10 19:50:12 -04:00 |
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Thomas Harte
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7369139f7e
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Realised that phase time can fit inside a single byte, since it's always (well) within the first quarter of the line — and if it somehow weren't (?) then taking it modulo the frequency would do.
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2016-05-10 19:14:57 -04:00 |
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