cinera_handmade.network/cmuratori/hero/code/code256.hmml

60 lines
4.6 KiB
Plaintext
Raw Normal View History

[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="XBox Controller Stalls and Fixing GL Blit Gamma" vod_platform=youtube id=FRzg9eYHnTw annotator=Miblo]
[0:08][Hype 4coder 4.0.2 super]
[2:36][Recap and set the stage for the day]
[3:09][Run the game and view the current state of the profiler]
[4:52][handmade_debug.cpp: Review the profiling code]
[8:40][handmade_debug.cpp: Note that we are using the EndClock value before it's been written]
[9:33][handmade_debug.cpp: Compute that Duration in CollateDebugRecords and correctly set the ClockBasis]
[11:31][Run the game and view our more plausible profile result]
[12:44][handmade_debug.cpp: Reenable and rewrite the text on hover]
[13:38][Run the game and view this text on hover]
[14:39][Blackboard: Pointer alignment and random picking from an array]
[17:06][handmade_debug.cpp: Make the Colors array be a non-multiple of four]
[17:47][Run the game and see our different zones in the profiler]
[19:13][handmade_render_group.cpp: Add SortBias to the object_transform so the SortKey automatically takes it into account]
[20:38][On writing TODOs][quote 431]
[22:13][handmade_debug.cpp: Introduce Transforms in DEBUGTextOp]
[23:51][Run the game and note that our problem hasn't been fixed]
[24:13][handmade_debug.h: Add Transforms to the debug_state]
[25:55][handmade_debug.cpp: Initialise the Transforms in DEBUGStart]
[26:58][handmade_debug.cpp: Pass BackingTransform to the PushRect calls in DrawProfileIn]
[28:27][Run the game and view our profiler]
[29:31][Blackboard: What the profiler is showing us may be happening after the point SwapBuffers is called]
[34:18][Point out how useful profiling is]
[36:43][win32_handmade.cpp: Investigate what's happening in our input processing]
[39:53][Run the game and note that we need the ability to narrow in on a profile region]
[40:42][win32_handmade.cpp: Comment out the "Input Processing" block]
[41:06][Run the game and discover that the XBox controllers are taking 2,000,000 cycles to poll]
[41:54][Describe and consider how to work around a well-known XInputGetState bug when polling XBox controllers]
[45:45][win32_handmade.cpp: Introduce XBoxControllerPresent, assume they're all plugged in at startup and stop polling for them when we realise they're not]
[48:44][Run the game and see none of that controller polling nonsense]
[50:05][Discover that the software renderer does not draw the profiler properly]
[51:24][handmade_opengl.cpp: Make glTexImage2D take GL_SRGB8_ALPHA8]
[52:45][Run the game and see that that was the problem]
[53:40][Explain how gamma is treated in the renderer]
[55:31][Note that we need to reserve one texture at startup in case we would like to do OpenGL bitmap display]
[56:18][Demo the bug with switching between the renderers]
[57:27][win32_handmade.cpp: Introduce OpenGLReservedBlitTexture and set one of them Win32InitOpenGL]
[58:57][Run the game and see that we now no longer have that bug, but do have a bug with pixel centers for the fonts]
[1:00:40][Q&A][:speech]
2017-12-24 00:16:27 +00:00
[1:01:08][@cmuratori][@insobot What do you think of Microsoft's Tay bot?]
[1:01:22][@insobot][@cmuratori Oh wow. I guess i should say? Wow, thought i came]
2017-12-24 00:16:27 +00:00
[1:01:30][@garlandobloom][Q: Can't remember what OpenGL considers the center of the pixel...?]
[1:02:50][@jameswidman][Is romp just a synonym for clobber?]
[1:02:56][@zargy][Will the opening cutscene be narrated?]
[1:03:12][@erdomina][Could you elucidate further on the waiting for VSync in the profiler?]
[1:05:42][@cubercaleb][I actually prefer the fonts that the software renderer produces. Is there anything we can do to make them look that way in GL?]
[1:06:36][@lailynn7][Recommended entry-level programming language for aspiring game devs?]
[1:10:54][@longboolean][Is there anything that can be done to help make it easier to hover / click on the debug visualization?]
[1:12:06][@insobot][@popcorn0x90 You can implement most of it, replacing most of]
[1:12:13][@ginger_bill][Are all the textures transferred every frame?]
[1:14:40][@cubercaleb][In the debug UI will we be able to click on a frame and have it blit that frame?]
[1:15:42][@xxmyrrdinxx][Could you explain in what consist the dynamic resolution? Texture rescale, viewport rescale?]
[1:16:16][@dudeinbasement1][Are we going to have it auto-pause on long frames?]
[1:16:38][@hwd2ro][What about checking for memory leaks?]
[1:17:38][@zach211w][At what point would you make the transition from a more basic language like JavaScript over to a language like C?]
[1:21:55][@dudeinbasement1][Sorry, have a fail-safe to see when we stutter to pause the system and debug it]
[1:23:05][Close][:speech]
[1:24:02][Promote 4coder][:speech]
[/video]