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CLK
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CLK
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Thomas Harte
4c3669f210
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
..
IntermediateShader.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
IntermediateShader.hpp
Eliminated phaseCyclesPerTick as implied.
2017-01-08 16:48:02 -05:00
OutputShader.cpp
Made further efforts to support throughput via memory barrier.
2017-01-08 14:47:16 -05:00
OutputShader.hpp
Made further efforts to support throughput via memory barrier.
2017-01-08 14:47:16 -05:00
Shader.cpp
Added the option for both intermediate and output shaders to use only a portion of the input/output texture; made an attempt to pick an appropriate proportion in order to align signal sampling with the colour subcarrier.
2017-01-03 22:16:52 -05:00
Shader.hpp
Switched to suffix underscores.
2016-11-21 11:57:45 +08:00