<azonenberg>
bvernoux: i don't need "a PLL" I need specifically a CDR PLL with single pole lowpass response at a configurable fraction of the symbol rate
<azonenberg>
as well as ones with higher order responses as specified in PCIe etc standards
<azonenberg>
bvernoux: also reviewing your PR for the pico bridge
<azonenberg>
please fix bracing style
<azonenberg>
curly braces always go on their own line
<azonenberg>
also "else" clause goes on its own line, not the same as the ending }
<bvernoux>
I have "fixed" all curly braces on the code I have modified using astyle -t --indent-switches --style=bsd --lineend=linux
<bvernoux>
It seems it is what you want thanks to confirm
<bvernoux>
Potentially you want to use -T (Indent using all tab characters, if possible) instead of -t (Indent using tabs for indentation, and spaces for continuation line alignment)
<bvernoux>
@azonenberg, you clearly need to clarify the rules here
<bvernoux>
especially if you want more and more PR to have something standard and clear for everyone
<_whitenotifier-7>
[scopehal-pico-bridge] bvernoux bc20c7d - Support Picoscope3000 series(missing AWG) for test(do not build with MSYS2/Mingw64 need some fixes see also TODO PICO3000A)
<_whitenotifier-7>
[scopehal-pico-bridge] bvernoux 2a064d8 - Better check of Picoscope 3000 series with MSO option
<azonenberg>
balrog, lain: ok so it seems like at this point there is significant interest in getting scopehal working on m1
<azonenberg>
and glscopeclient
<azonenberg>
it appears that the path forward is going to be:
<azonenberg>
1) Keep the existing OpenGL 3.x compositor for the time being, at least until gtk 4.x or whenever gtk/vulkan integration in stable linux distros is good enough
<azonenberg>
2) Migrate our OpenGL compute shader based renderer to Vulkan compute shader, drawing to an offscreen buffer, which then gets converted to an OpenGL texture for compositing
<azonenberg>
3) Migrate our OpenCL based accelerated filters to Vulkan compute shader
<azonenberg>
4) Migrate from clFFT to vkFFT. Look into replacing FFTS as well (if we can do *all* of our FFTs in vkFFT that would be awesome)
<azonenberg>
5) When on Apple, use MoltenVK to translate Vulkan calls to Metal
<azonenberg>
6) Add #ifdefs around all AVX optimizations so that we revert to the fallback C++ implementations on non-x86 platforms, we can look at adding NEON versions in the future if the situation calls for it