Patrick Walton
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f129f09bd8
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Rust `rustfmt` on the GPU crate
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2019-04-29 16:57:56 -07:00 |
Patrick Walton
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6c31e1bc01
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In VR mode, render one eye and then reproject to both eyes instead of rendering
twice.
This reduces both CPU and GPU time a lot in exchange for a small loss in
quality.
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2019-04-26 17:22:54 -07:00 |
Patrick Walton
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c688d04412
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Remove the scene assembly thread, and pipeline only fills instead of alpha
tiles.
Removing a thread should make it easier to manually assign threads to CPUs, as
is necessary on devices with poor schedulers like Magic Leap 1.
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2019-04-18 13:50:26 -07:00 |
Patrick Walton
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db3851d754
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Get subpixel AA and gamma correction working in 2D
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2019-03-25 16:20:34 -07:00 |
Patrick Walton
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224c8e85b9
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Create separate shaders for monochrome and multicolor tiles.
This is preparation for fixing subpixel AA.
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2019-03-22 14:28:31 -07:00 |
Patrick Walton
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0458d9a7f2
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Factor out bits of the postprocessing shader into includes
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2019-03-18 21:40:10 -07:00 |
Patrick Walton
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bb32777101
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Initial work toward VR support
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2019-03-14 14:42:22 -07:00 |
Patrick Walton
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9c404dfdc1
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Add an Android port
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2019-03-12 13:55:26 -07:00 |
Patrick Walton
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bc80490158
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Remove raw GL code from the demo
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2019-03-05 13:57:28 -08:00 |
Patrick Walton
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6b9adcb6fc
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Fix GPU abstraction
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2019-03-05 13:22:11 -08:00 |
Patrick Walton
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ae450b063e
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WIP: Factor out GL code
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2019-03-04 14:55:32 -08:00 |