1
0
mirror of https://github.com/TomHarte/CLK.git synced 2024-07-07 23:29:06 +00:00
CLK/Outputs/CRT/Internals
2017-02-20 10:35:33 -05:00
..
Shaders Switched to passing around std::strings rather than char *s, because they should be easier to capture. 2017-02-20 10:35:33 -05:00
ArrayBuilder.cpp Resolved spurious static analyser complaint: input_size and output_size aren't supposed to have defined values if input or output is null. But whatever. 2017-02-11 13:36:09 -05:00
ArrayBuilder.hpp Reduced Oric video to single nibble constants. Removed attempt at asynchronous flush as no longer required. 2016-12-10 14:17:46 -05:00
CRTConstants.hpp Restored proper colour separation, but somewhere a massive hit in horizontal resolution is happening — much greater than one would expect from the sample size picked. So investigation to come. 2017-01-03 22:32:07 -05:00
CRTOpenGL.cpp Switched to passing around std::strings rather than char *s, because they should be easier to capture. 2017-02-20 10:35:33 -05:00
CRTOpenGL.hpp Switched to passing around std::strings rather than char *s, because they should be easier to capture. 2017-02-20 10:35:33 -05:00
Flywheel.hpp Switched the flywheel to suffix underscores. 2016-11-21 11:48:31 +08:00
OpenGL.hpp 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. 2017-01-08 11:13:20 -05:00
TextureBuilder.cpp Made a further attempt to prevent overwrites. 2017-02-05 17:47:34 -05:00
TextureBuilder.hpp Added an extra flag to avoid potential race condition on is_full_, being reset from the background despite a write area not having been allocated. 2017-01-29 16:11:29 -05:00
TextureTarget.cpp Reduced precision of input phase, but I'm not necessarily persuaded by it as a move. However it's clear that something is off in that whole area. But if phase is locked by output position, do I need to retain this level of complexity? Also ensured that intermediate buffers prior to the final are sampled using the nearest sampling mode, also to reduce precision errors. 2017-01-10 22:08:07 -05:00
TextureTarget.hpp Reduced precision of input phase, but I'm not necessarily persuaded by it as a move. However it's clear that something is off in that whole area. But if phase is locked by output position, do I need to retain this level of complexity? Also ensured that intermediate buffers prior to the final are sampled using the nearest sampling mode, also to reduce precision errors. 2017-01-10 22:08:07 -05:00