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library / src / main @ c14e495b

# Date Author Comment
c14e495b 03/28/2018 11:36 PM Leszek Koltunski

SSBO: zero out the per-surface transparent fragment counter only when setting the surface as output for the first time in the frame.

51a3cbab 03/28/2018 10:33 PM Leszek Koltunski

SSBO: handle the fact that we might run out of space in our SSBO if we keep creating new Surfaces.

8a57da61 03/28/2018 09:14 PM Leszek Koltunski

SSBO: counting of transparent fragments more or less works now. Still the counters are zeroed out in the wrong place - every time we start rendering something to a given Surface, rather than once per frame.

27cd6b98 03/28/2018 08:29 PM Leszek Koltunski

SSBO: more and more works...

66ace7f5 03/28/2018 05:34 PM Leszek Koltunski

SSBO: fix problems with endianness.

2ab60f72 03/28/2018 01:58 PM Leszek Koltunski

SSBO: something is working already, although we still get the 4 bytes back from the shader in reverse order ( so '17'=0x00000011 written by the shader becomes '285212672 = 0x11000000' )

12f45260 03/27/2018 07:56 PM Leszek Koltunski

First try at the SSBO (doesn't work - reads in the application don't pick up changes in the shader; crashes.

e6519ac8 03/27/2018 12:51 PM Leszek Koltunski

Up library requirements to OpenGL ES 3.1 (needed for the upcoming GL_SHADER_STORAGE_BUFFER)

7d0ce619 03/27/2018 12:21 PM Leszek Koltunski

New Object Counter class - to count OutputSurfaces lazy way, but keep the counters small (reuse)

a1003b17 03/23/2018 12:28 PM Leszek Koltunski

Remove debugging.

0e924ba5 03/02/2018 12:19 AM Leszek Koltunski

Initialize MessageSender even if compiling some of the programs fails.

70b6a155 07/14/2017 04:37 PM Leszek Koltunski

Internal API change around postprocessing.

33b0fad7 07/04/2017 09:23 AM Leszek Koltunski

Minor.

75f95f8d 07/03/2017 11:08 PM Leszek Koltunski

1) Fix for the last fix in Framebuffer
2) in RenderState, reset everything to a known state (rather than mark as unknown)

68f96a01 07/03/2017 09:52 PM Leszek Koltunski

Fix in Framebuffer

144d252c 07/03/2017 04:14 PM Leszek Koltunski

Minor.

f75a4eee 07/03/2017 03:49 PM Leszek Koltunski

Empty change (add commented out code)

20ee7cc9 07/03/2017 02:18 PM Leszek Koltunski

Bugfix in RenderState

070695a5 07/03/2017 01:52 PM Leszek Koltunski

Bugfix (bug visible in 'Olimpic': when we make the last moving circle invisible, to used to stay visible!)'

7266d8ef 06/30/2017 02:35 PM Leszek Koltunski

Fix quality levels in Glow.

73208cab 06/29/2017 11:47 PM Leszek Koltunski

Debugging Glow.

bed13bea 06/29/2017 08:27 PM Leszek Koltunski

Progress with Glow.

afa15877 06/29/2017 12:35 PM Leszek Koltunski

Bugfix in calculating blur offsets.

7ad20cce 06/28/2017 04:55 PM Leszek Koltunski

Debugging Glow.

a20f274f 06/28/2017 11:16 AM Leszek Koltunski

Simplify Statics.

5b673c85 06/27/2017 02:44 PM Leszek Koltunski

Some progress with GLOW. Still does not look right :)

4b9fe2e9 06/27/2017 01:32 PM Leszek Koltunski

Introduce concepts of 'in' and 'out' postprocessing qualities.

86d322b5 06/27/2017 01:03 PM Leszek Koltunski

Make Postprocessing quality per-effect (rather than applied to the whole queue)

f81ebc3f 06/27/2017 12:19 PM Leszek Koltunski

Javadoc.

6b816678 06/27/2017 11:22 AM Leszek Koltunski

Javadoc.

6ba8be09 06/27/2017 11:10 AM Leszek Koltunski

Javadoc.

faa3ff56 06/27/2017 10:57 AM Leszek Koltunski

Javadoc.

046113dc 06/26/2017 11:42 PM Leszek Koltunski

make RenderState package-local.

3521c6fe 06/26/2017 11:02 PM Leszek Koltunski

move EffectQuality to the effect package.

1149be8f 06/26/2017 09:15 PM Leszek Koltunski

Fixes for dynamic postprocessing.

edd8d7a7 06/26/2017 04:38 PM Leszek Koltunski

Minor

aa2f0486 06/26/2017 04:31 PM Leszek Koltunski

Now all PostprocessEffects are truly self-contained, including dynamic enable() and all shader sources.

041b6dee 06/26/2017 03:44 PM Leszek Koltunski

Simplification in PostprocessEffects

660cd468 06/23/2017 09:36 PM Leszek Koltunski

Correction for the last change.

30949736 06/23/2017 09:14 PM Leszek Koltunski

Postprocessing: take quality only from the first child in a bucket.

8e28b6ff 06/23/2017 12:37 AM Leszek Koltunski

Minor

915b7b2b 06/22/2017 11:22 PM Leszek Koltunski

Minor

8ec0b28a 06/22/2017 10:53 PM Leszek Koltunski

Minor

03aa6c3b 06/22/2017 04:38 PM Leszek Koltunski

Simplification in EffectQueueMatrix.

9af837e8 06/21/2017 09:19 PM Leszek Koltunski

Prevent possibility to enable an effect multiple times.

88d8e57c 06/21/2017 12:51 AM Leszek Koltunski

Minor.

3417ab4e 06/21/2017 12:34 AM Leszek Koltunski

Now all Postprocessing EffectQueues have the right IDs regardless of number of effects.

7cd24173 06/20/2017 11:51 PM Leszek Koltunski

Move all the knowledge about Vertex and Fragment effects to their respective classes.

4bf6e175 06/19/2017 10:22 PM Leszek Koltunski

Minor

1dfc9074 06/19/2017 10:18 PM Leszek Koltunski

All knowledge about Postporcessing moved to the respective Effect classes.

735a8757 06/19/2017 03:51 PM Leszek Koltunski

Simplification in EffectQueueMatrix.

227b03bd 06/19/2017 03:49 PM Leszek Koltunski

Move all knowledge about a MatrixEffect from the EffectQueueMatrix to the classes.

e2e92a29 06/16/2017 03:58 PM Leszek Koltunski

Simplify Effect classes.

a0d5e302 06/16/2017 03:49 PM Leszek Koltunski

Simplify Effect classes.

0dd98279 06/16/2017 03:30 PM Leszek Koltunski

Simplify Effect classes.

a2d56cfd 06/16/2017 02:33 PM Leszek Koltunski

Change of API: move setting the EGL context back to the APP.

f1a82766 06/16/2017 01:49 PM Leszek Koltunski

Minor.

a1d92a36 06/15/2017 10:46 PM Leszek Koltunski

Beginnings of support for the unified Data data type.

6b0b4f60 06/15/2017 09:04 PM Leszek Koltunski

Fixes for removing effects.

26a4e5f6 06/15/2017 12:14 AM Leszek Koltunski

Reorganize the way we add and remove all Effects (do it through DistortedMaster and is POSTPROCES - adjust Bucket and SORT Nodes).

Buggy: removing effects does not work.

fe6fe99a 06/14/2017 09:51 PM Leszek Koltunski

Small API simplification.

ffbe7ecf 06/14/2017 04:09 PM Leszek Koltunski

Remove old facility to correct Postprocessing buckets on new Postporcessing effects.

New facility will follow shortly....

80b3acf6 06/13/2017 03:47 PM Leszek Koltunski

Remove DistortedEffectsPostprocess and unify it with DistortedEffects.

Job not finished - doesn't compile now!

8fbd0237 06/13/2017 11:49 AM Leszek Koltunski

Fix 'Different Bitmaps' APP. Now 27 out of 31 APPs work.

b4050791 06/13/2017 11:03 AM Leszek Koltunski

Fix 'Cat and Dog' APP. Now 24 out of 31 APPs work.

82d6f93a 06/13/2017 10:11 AM Leszek Koltunski

Bugfix (invert Region's y coord)

2ef5dd9e 06/12/2017 10:56 PM Leszek Koltunski

Bugfixes for the recent 'Effect classes' API change.

7625e47e 06/12/2017 10:09 PM Leszek Koltunski

Bugfix in Effect regions.

9d0d8530 06/12/2017 08:50 PM Leszek Koltunski

Progress with Effect classes - everything compiles now!

47316d20 06/11/2017 10:42 PM Leszek Koltunski

Some progress with Effect classes.

11 apps compile now.

ae77d55e 06/09/2017 03:39 PM Leszek Koltunski

Further progress with Apps.

c3651001 06/09/2017 03:01 PM Leszek Koltunski

Convert the first few Apps to the new Effect API.

da9b3f07 06/09/2017 01:27 PM Leszek Koltunski

Progress with support for Effect classes.

The library compiles now!

81b1577b 06/08/2017 04:12 PM Leszek Koltunski

Progress with support for Effect classes. Last error in the library before it compiles!

02a4ac20 06/08/2017 04:00 PM Leszek Koltunski

Progress with support for Effect classes. Almost compiles now!

6bb59aad 06/08/2017 03:54 PM Leszek Koltunski

Progress with support for Effect classes.

15aa7d94 06/08/2017 01:53 PM Leszek Koltunski

Progress with support for Effect classes.

fe82a979 06/07/2017 05:18 PM Leszek Koltunski

Progress with support for Effect classes.

310e14fb 06/06/2017 11:49 PM Leszek Koltunski

Some progress with Effect classes.

Big mess - nothing compiles now; classes moved around.

c828808d 06/06/2017 04:43 PM Leszek Koltunski

Progress with support for Effect classes.

125cee3d 06/06/2017 02:35 PM Leszek Koltunski

Progress with support for Effect classes.

6d62a900 06/06/2017 01:01 PM Leszek Koltunski

Beginnings of support for Effect classes.

2014665f 06/05/2017 11:19 PM Leszek Koltunski

Some progress with Effect classes.

b547aaba 06/05/2017 11:04 PM Leszek Koltunski

Some progress with Effect classes.

8eccf334 06/05/2017 04:29 PM Leszek Koltunski

Beginnings of support for Effect classes.

cf30778e 05/30/2017 03:27 PM Leszek Koltunski

Progress with GLOW.

Serious bug sorting Surface's children into postprocessing Buckets detected.

2da9b250 05/30/2017 12:17 PM Leszek Koltunski

Beginnings of the GLOW unit test.

fff1110e 05/29/2017 10:34 PM Leszek Koltunski

Properly compute the Halo of a queue of postprocess effects.

0a24bdd7 05/29/2017 09:32 PM Leszek Koltunski

Minor.

9362a929 05/27/2017 11:49 PM Leszek Koltunski

Still small improvement to FPS

86e99907 05/27/2017 11:41 PM Leszek Koltunski

Correct the FPS work (now works even after a Pause() ! )

b28c6c21 05/26/2017 10:26 PM Leszek Koltunski

Move showing FPS in the uppoer-left corner of the Screen to the Library.
App can enable/disable this at any time with a single API call.

a31dbc5c 05/26/2017 02:09 PM Leszek Koltunski

Beginnings of support for the GLOW effect.

3f44e745 05/26/2017 11:57 AM Leszek Koltunski

Bugfix in renderChildren again :)

c9a24bfb 05/26/2017 11:52 AM Leszek Koltunski

Bugfix in renderChildren (postprocess):

for each bucket, first render all the bucket members , only then render all of their Stencils+Depths (avoids this 'black ring' effect)

6b962e80 05/26/2017 10:57 AM Leszek Koltunski

Minor.

cf7394cc 05/25/2017 09:06 PM Leszek Koltunski

Split up postprocessing into queue of effects + blit with depth.

0f011027 05/25/2017 04:33 PM Leszek Koltunski

Major speedup, BLUR fully optimized now.

Multiblur app, worst case (all 8 cubes blurred with max radius, HIGHEST quality: Nexus5X: 46.7 FPS, Nexus 4: 29.7 FPS.

7a52f457 05/25/2017 12:09 PM Leszek Koltunski

Minor speedup.

7170e4eb 05/24/2017 11:16 PM Leszek Koltunski

Move on to Stencil on both stages of the BLUR + separate 'blit with depth'.

This works wonders on Nexus 5X ( r=50 quality=HIGHIEST 1,4,8 cubes: 59.3,43.6,41.0 FPS! ) but it somehow fails to clear the DEPTH and STENCIL buffers on Nexus 4....