- use expectations
- improved gibbs sampling - LayerArray is template class git-svn-id: http://moon:8086/svn/software/trunk/projects/RBM@18 b431acfa-c32f-4a4a-93f1-934dc6c82436
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@@ -118,7 +118,7 @@ public:
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bool createdOk() const noexcept { return getRawContext() != nullptr; }
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void* getRawContext() const noexcept { return context; }
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GLuint getFrameBufferID() const noexcept { return useMSAA ? msaaBufferHandle : frameBufferHandle; }
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GLuint getFrameBufferID() const noexcept { return frameBufferHandle; }
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bool makeActive() const noexcept
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{
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@@ -142,18 +142,6 @@ public:
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void swapBuffers()
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{
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if (useMSAA)
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{
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glBindFramebuffer (GL_DRAW_FRAMEBUFFER, frameBufferHandle);
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glBindFramebuffer (GL_READ_FRAMEBUFFER, msaaBufferHandle);
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#if defined (__IPHONE_7_0) && __IPHONE_OS_VERSION_MAX_ALLOWED >= __IPHONE_7_0
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glBlitFramebuffer (0, 0, lastWidth, lastHeight, 0, 0, lastWidth, lastHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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#else
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glResolveMultisampleFramebufferAPPLE();
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#endif
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}
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glBindRenderbuffer (GL_RENDERBUFFER, colorBufferHandle);
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[context presentRenderbuffer: GL_RENDERBUFFER];
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@@ -201,7 +189,7 @@ private:
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int swapFrames;
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bool useDepthBuffer, useMSAA;
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bool createContext (EAGLRenderingAPI type, void* contextToShare)
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bool createContext (NSUInteger type, void* contextToShare)
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{
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jassert (context == nil);
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context = [EAGLContext alloc];
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@@ -245,7 +233,7 @@ private:
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glBindFramebuffer (GL_FRAMEBUFFER, msaaBufferHandle);
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glBindRenderbuffer (GL_RENDERBUFFER, msaaColorHandle);
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glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_RGBA8, width, height);
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glRenderbufferStorageMultisampleAPPLE (GL_RENDERBUFFER, 4, GL_RGBA8_OES, width, height);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaColorHandle);
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}
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@@ -256,7 +244,7 @@ private:
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glBindRenderbuffer (GL_RENDERBUFFER, depthBufferHandle);
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if (useMSAA)
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glRenderbufferStorageMultisample (GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, width, height);
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glRenderbufferStorageMultisampleAPPLE (GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT16, width, height);
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else
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glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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