Project

General

Profile

Statistics
| Branch: | Revision:

library / src @ fff1110e

# Date Author Comment
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....

048bc7f4 05/24/2017 02:36 PM Leszek Koltunski

Correct a bug where postprocessed objects would not re-appear after the app went briefly to the background.

81f0078a 05/24/2017 01:47 PM Leszek Koltunski

Switch on Stencil in Postprocessing.

This is a clear win on Nexus 5X; on Nexus 4 it is debatable - faster on loads where area to be postprocessed is not much (~20% ?) of the screen; slower otherwise.

1d6d261e 05/24/2017 01:02 PM Leszek Koltunski

Move to a new way to detecting depth of postprocessing halos.
This switches off stenciling (hopefully temporarily!)

984dc935 05/24/2017 10:35 AM Leszek Koltunski

10% speedup with postprocessing.

9ed80185 05/22/2017 02:45 PM Leszek Koltunski

Beginnings of support for multi-COLOR attachment Framebuffers.
This will be used in OutputSurface's Postprocessing Buffer.

5b959cc5 05/22/2017 01:36 PM Leszek Koltunski

Some improvements to DistortedRenderState.

51be198f 05/22/2017 12:40 AM Leszek Koltunski

minor

35991860 05/22/2017 12:21 AM Leszek Koltunski

Fix Stencil in Postprocessing with lower than HIGHEST quality: now any quality works.

5c83f4b4 05/21/2017 11:08 PM Leszek Koltunski

Progress with Stencil in Postprocessing: stencil during the 1st stage postprocess (buffer1->buffer2) works now, provided quality is HIGHEST.
(lower quality --> render errors, looks like Stencil is not set up correctly then)

b3120b1b 05/20/2017 09:43 PM Leszek Koltunski

Progress with Stencil in Postprocessing (doesn't work still)

270c27bc 05/19/2017 03:58 PM Leszek Koltunski

Progress with Stencils in postprocessing.

a15631bc 05/19/2017 09:17 AM Leszek Koltunski

Progress with Magnify.

a8162df9 05/18/2017 04:18 PM Leszek Koltunski

Beginnings of support of Magnification.

a43e2db1 05/18/2017 11:46 AM Leszek Koltunski

minor

f08b268d 05/17/2017 10:14 AM Leszek Koltunski

minor

5f2853be 05/17/2017 10:02 AM Leszek Koltunski

Full support for any-depth MeshCubes.

d1a396b2 05/16/2017 10:30 PM Leszek Koltunski

Progress with any depth MeshCubes.

80cb15ab 05/16/2017 09:58 PM Leszek Koltunski

Change of API in anticipation for MeshCubes of any depth (currently only 0 and 1 work)

65e83759 05/16/2017 04:08 PM Leszek Koltunski

Fix creating FBOs with combined DEPTH/STENCIL.

This makes the Stencil app fully work, including rendering thru a FBO.

23eecbd9 05/16/2017 02:41 PM Leszek Koltunski

Progress with Stencil app. Rendering through an intermediate FBO still doesn't quite work.

89de975c 05/15/2017 09:00 PM Leszek Koltunski

Add possibility to create FBOs with combined DEPTH/STENCIL.

806ca386 05/13/2017 12:16 AM Leszek Koltunski

Simplify setting up DistortedScreen.

cc8151c4 05/12/2017 10:55 PM Leszek Koltunski

1. Correct some bugs in DistortedRenderState
2. Thus make the Stencil App work
3. New icon for it

ad16ed3b 05/12/2017 01:51 PM Leszek Koltunski

Progress with Stencil App; should be working now AFAIK but doesn't.

11bf077b 05/12/2017 12:36 PM Leszek Koltunski

Beginnings of Stencil App.

420836fc 05/11/2017 08:40 PM Leszek Koltunski

Some corrections so that most apps still work on the Android emulator (OpenGL ES 2.0-based)

54d38d30 05/11/2017 04:02 PM Leszek Koltunski

Merge Transform Feedback

3fc9327a 05/11/2017 03:47 PM Leszek Koltunski

Use Transform Feedback to (optionally) display the Normal vectors.

604b2899 05/10/2017 12:56 PM Leszek Koltunski

Dynamic display of bounding rectangles (with coords computed by Vertex Shader and gotten with Transform Feedback) works now.

Major problem: the glMapBufferRange() slows doewn rendering in a major way. Multiblur's FPS:

Nexus5X : 35.4 before -> 12.6 after...

dac831c1 05/09/2017 04:36 PM Leszek Koltunski

Beginning of support for actual Transform Feedback.

cab7c165 05/09/2017 03:38 PM Leszek Koltunski

Beginning of support for actual Transform Feedback.

a059ebcd 05/09/2017 12:45 PM Leszek Koltunski

Minor bugfix.

a51fe521 05/09/2017 12:35 PM Leszek Koltunski

Move from unpacked to packad server-side Vertex attribute buffer.

3e2376c4 05/09/2017 10:31 AM Leszek Koltunski

Make the Feedback APP work again.

76bfa5be 05/09/2017 09:37 AM Leszek Koltunski

Merge remote-tracking branch 'origin/master' into transform-feedback

6e60be83 05/09/2017 09:30 AM Leszek Koltunski

Revert "Progress with Transform Feedback."

This reverts commit e78a30fd53d9463903521921e177028e5c869514.

9cd1f9b3 05/09/2017 09:30 AM Leszek Koltunski

Revert "This version appears to be fully working on Nexus 5X (it transfers back all the vertices and, if there are no vertex effects, the vertices transferred back are identical to the ones passed)."

This reverts commit 7cf57d72e238092806b3f833d85d16c1a38ac78d.

135be991 05/09/2017 09:30 AM Leszek Koltunski

Revert "Progress with TransferFeedback app - introduce two modes: USEPOINTS 'true' or 'false'."

This reverts commit 21304c55380460c5882b789ea13eb00ffd9a686c.

dd7a5c7d 05/09/2017 09:30 AM Leszek Koltunski

Revert "This commit (and reading the OpenGL ES 3.0 spec) pretty conclusively proves that, sadly, Nexus 4's Transform Feedback implementation is incomplete (doesn't work with GL_TRIANGLES primitiveMode)"

This reverts commit 5ba19814852de1762e452662a13c4944792014a9.

1aedf874 05/09/2017 09:30 AM Leszek Koltunski

Revert "Beginnings of support for DistortedEffects.drawPrivFeedback()"

This reverts commit a22c66287b616833b0ad72d81d40cc321e4bc920.

f80337b5 05/09/2017 09:30 AM Leszek Koltunski

Revert "Some progress with Transform Feedback. Still many bugs all over."

This reverts commit 79921db22e4ff5a3b2e6e3466a39445f5607a695.

79921db2 05/05/2017 11:30 PM Leszek Koltunski

Some progress with Transform Feedback. Still many bugs all over.

a22c6628 05/05/2017 03:48 PM Leszek Koltunski

Beginnings of support for DistortedEffects.drawPrivFeedback()

5ba19814 05/05/2017 02:26 PM Leszek Koltunski

This commit (and reading the OpenGL ES 3.0 spec) pretty conclusively proves that, sadly, Nexus 4's Transform Feedback implementation is incomplete (doesn't work with GL_TRIANGLES primitiveMode)

21304c55 05/05/2017 12:17 AM Leszek Koltunski

Progress with TransferFeedback app - introduce two modes: USEPOINTS 'true' or 'false'.

On Nexus5X, it works with 'true' and 'false'. On Nexus 4, it works with 'true', but returns GL_INVALID_OPERATION with 'false'.

7cf57d72 05/04/2017 10:36 PM Leszek Koltunski

This version appears to be fully working on Nexus 5X (it transfers back all the vertices and, if there are no vertex effects, the vertices transferred back are identical to the ones passed).

This however crashes with GL_INVALID_OPERATION during glDrawArrays() when run on Nexus 4.

e78a30fd 05/04/2017 02:21 PM Leszek Koltunski

Progress with Transform Feedback.

226144d0 05/04/2017 12:13 AM Leszek Koltunski

Progress with VBOs - this time abstract out a new class, DistortedObject - i.e. everything that uploads something to GPU and thus needs to be auto re-created upon loss of the context.

42571056 05/03/2017 04:22 PM Leszek Koltunski

Preparation for Transfer Feedback: Convert the meshes from client-side to VBOs.

f8f6d457 05/02/2017 09:59 PM Leszek Koltunski

Minimize differences from master branch.

6db360fb 05/02/2017 03:51 PM Leszek Koltunski

Minor.

4782b4e6 05/02/2017 03:22 PM Leszek Koltunski

Progress with moving the Transform Feedback functionality from the APP to the library.

f75acb8c 05/02/2017 01:00 PM Leszek Koltunski

Remember the URL with Transform Feedback example.

7c6d11c8 04/28/2017 03:41 PM Leszek Koltunski

Do not change postprocessing Quality mid-render but go through the Master.

885d424a 04/27/2017 10:47 PM Leszek Koltunski

Minor.

472e51e1 04/27/2017 04:06 PM Leszek Koltunski

Minor.

0ef8fafc 04/27/2017 02:26 PM Leszek Koltunski

1) Bugfix for an issue introduced with previous commit
2) scale up the BLUR effect radius with MIPMAP levels.

8426bd6a 04/27/2017 01:56 PM Leszek Koltunski

Mipmap levels!

638b5b5c 04/26/2017 10:37 PM Leszek Koltunski

More MIPMAP work.

78db8663 04/26/2017 04:07 PM Leszek Koltunski

Beginning of work on Mipmap levels.

eb80a7e8 04/26/2017 03:21 PM Leszek Koltunski

Make a MeshCubes object rendered with no effects have its front wall at the screen's surface (so that when we just replace MeshFlat with MeshCubes, it looks more similar)

6e7c8721 04/26/2017 10:08 AM Leszek Koltunski

Simplifications.

a2594090 04/25/2017 11:01 PM Leszek Koltunski

Revert "Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to."

This reverts commit ec231614152da2cfdb65c3450cd47da83ee05a6f.

revert the recenr matrix Effects work.

eacd5df5 04/25/2017 11:01 PM Leszek Koltunski

Revert "Minor."

This reverts commit 5fecbdb9d145354d84f0168b434a74d84c192c56.

revert the recent Matrix Effects work.

34f52b8a 04/25/2017 11:00 PM Leszek Koltunski

Revert "Convert next 4 APPs to the new Matrix effects."

This reverts commit d28acefad49451b502424dae12ec8a985007de86.

revert the recent Marix Effects work.

d28acefa 04/25/2017 01:22 PM Leszek Koltunski

Convert next 4 APPs to the new Matrix effects.

5fecbdb9 04/24/2017 10:59 PM Leszek Koltunski

Minor.

ec231614 04/24/2017 04:28 PM Leszek Koltunski

Major refactoring: convert the Matrix Effects to be independent of the resolution of the surface we render to.

Re-write the first 15 apps to work with this.

c374e9c3 04/23/2017 10:05 PM Leszek Koltunski

Minor

893e008d 04/21/2017 10:33 PM Leszek Koltunski

Bugfix: create the Postprocessing buffer immediately.

fd2db957 04/21/2017 02:15 PM Leszek Koltunski

1) bugfix computing Gaussian BLUR kernel (for odd radii, the last offset was incorrectly computed)
2) introduce more advanced method of detecting BLUR halo (compute depths in a new way)

b7dba709 04/21/2017 10:04 AM Leszek Koltunski

Roll back the recent MIPMAP work.

f89f791a 04/19/2017 04:38 PM Leszek Koltunski

Preliminary support for MIPMAP levels of the postprocessing buffers. (doesn't work yet)

c9f953c2 04/19/2017 10:38 AM Leszek Koltunski

Node: Sort children IDs when generating their list for the Map of (List<Children IDs>,NodeData).
This makes two internal nodes with the same children always isomorphic, no matter what is their order.

0c303a2c 04/18/2017 04:05 PM Leszek Koltunski

Release all TREE FBOs in Distorted.onPause().

05ecc6fe 04/18/2017 02:30 PM Leszek Koltunski

Major:

1) in the Library, fix the fact that some applications (those that were creating their DistortedSurface objects outside of onSurfaceCreated or onSurfaceChanged) would not render after the activity went to background (press POWER to see that).
2) in the Apps, call the new 'Distorted.onPause()' API to fix the above problem...

0afc143a 04/16/2017 09:30 PM Leszek Koltunski

Reset EffectsPostprocess' ID back in 0 on Destroy.

be60d4ff 04/16/2017 09:23 PM Leszek Koltunski

Children now properly sorted into Postprocessing Buckets.

efe3d8fe 04/15/2017 10:58 PM Leszek Koltunski

Messing around with the AttachDaemon (from now on a more generic DistortedMaster).

In preparation for thr SORT job that will let us sort the children Nodes into postprocessing Buckets.

27f42cd6 04/13/2017 09:38 PM Leszek Koltunski

Actually implement proper postprocessing Buckets.

e02264ff 04/13/2017 09:18 PM Leszek Koltunski

Bugfix (before we couldn't call postprocess() more than once per frame)

13687207 04/12/2017 11:55 PM Leszek Koltunski

Separate the Postprocessing Effects to their own DistortedEffectsPostprocess queue.
This partly breaks Multiblur (to be debugged)

e137d4f5 04/11/2017 01:23 PM Leszek Koltunski

Minor.

60c1c622 04/10/2017 11:02 PM Leszek Koltunski

Move the Postprocessing buffers to OutputSurface.

8baa1fe6 04/04/2017 02:57 PM Leszek Koltunski

When detaching Nodes, do make sure we also cancel any ATTACH jobs that might be pending.

02ab6f9d 04/03/2017 09:51 PM Leszek Koltunski

Minor.

8069e806 04/03/2017 03:46 PM Leszek Koltunski

Improve Projection.