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Commit Graph

320 Commits

Author SHA1 Message Date
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
729fddea1c Switched to integer textures, likely to simplify for most use cases. 2016-04-04 19:39:01 -04:00
Thomas Harte
3ca58b2a57 Attemted further to diminish jumpiness. 2016-03-22 22:07:30 -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
3038704977 Attempted to introduce a lowpass filter to the graphics output, reverted 6502 optimisations as seemingly not working. 2016-03-21 22:01:25 -04:00
Thomas Harte
197cf2a834 Commented out sync; it can probably be implicit. 2016-03-20 21:42:05 -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
5b37a651ac Made an attemp to deal with glUnmapBuffer(GL_ARRAY_BUFFER) == GL_FALSE. 2016-03-18 21:35:52 -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
620257e29e Switched to a client wait, as I try to figure out what's going on. 2016-03-18 21:21:35 -04:00
Thomas Harte
2e4af90e2d Resolved output errors. 2016-03-18 21:19:11 -04:00
Thomas Harte
10bc33464d I don't think this is quite correct, but it's better. 2016-03-18 21:14:06 -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
68da673a95 Wrapped this up as explicitly only the Mac thing to do. 2016-03-08 22:53:29 -05:00
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