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CLK/Outputs/OpenGL/ScanTarget.cpp

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//
// ScanTarget.cpp
// Clock Signal
//
// Created by Thomas Harte on 05/11/2018.
// Copyright © 2018 Thomas Harte. All rights reserved.
//
#include "ScanTarget.hpp"
#include "Primitives/Rectangle.hpp"
using namespace Outputs::Display::OpenGL;
namespace {
constexpr int WriteAreaWidth = 2048;
constexpr int WriteAreaHeight = 2048;
#define TextureAddress(x, y) (((y) << 11) | (x))
#define TextureAddressGetY(v) uint16_t((v) >> 11)
#define TextureAddressGetX(v) uint16_t((v) & 0x7ff)
#define TextureSub(a, b) (((a) - (b)) & 0x3fffff)
const GLint internalFormatForDepth(std::size_t depth) {
switch(depth) {
default: return GL_FALSE;
case 1: return GL_R8UI;
case 2: return GL_RG8UI;
case 3: return GL_RGB8UI;
case 4: return GL_RGBA8UI;
}
}
const GLenum formatForDepth(std::size_t depth) {
switch(depth) {
default: return GL_FALSE;
case 1: return GL_RED_INTEGER;
case 2: return GL_RG_INTEGER;
case 3: return GL_RGB_INTEGER;
case 4: return GL_RGBA_INTEGER;
}
}
}
ScanTarget::ScanTarget() {
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// Allocate space for the scans.
glGenBuffers(1, &scan_buffer_name_);
glBindBuffer(GL_ARRAY_BUFFER, scan_buffer_name_);
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const auto buffer_size = scan_buffer_.size() * sizeof(Scan);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(buffer_size), NULL, GL_STREAM_DRAW);
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// TODO: if this is OpenGL 4.4 or newer, use glBufferStorage rather than glBufferData
// and specify GL_MAP_PERSISTENT_BIT. Then map the buffer now, and let the client
// write straight into it.
glGenTextures(1, &write_area_texture_name_);
glGenVertexArrays(1, &vertex_array_);
}
ScanTarget::~ScanTarget() {
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// Release scan space.
glDeleteBuffers(1, &scan_buffer_name_);
glDeleteTextures(1, &write_area_texture_name_);
glDeleteVertexArrays(1, &vertex_array_);
}
void ScanTarget::set_modals(Modals modals) {
// TODO: consider resizing the write_area_texture_, and setting
// write_area_texture_line_length_ appropriately.
modals_ = modals;
const auto data_type_size = Outputs::Display::size_for_data_type(modals.input_data_type);
if(data_type_size != data_type_size_) {
// TODO: flush output.
data_type_size_ = data_type_size;
write_area_texture_.resize(2048*2048*data_type_size_);
write_pointers_.scan_buffer = 0;
write_pointers_.write_area = 0;
}
}
Outputs::Display::ScanTarget::Scan *ScanTarget::begin_scan() {
if(allocation_has_failed_) return nullptr;
const auto result = &scan_buffer_[write_pointers_.scan_buffer];
const auto read_pointers = read_pointers_.load();
// Advance the pointer.
const auto next_write_pointer = decltype(write_pointers_.scan_buffer)((write_pointers_.scan_buffer + 1) % scan_buffer_.size());
// Check whether that's too many.
if(next_write_pointer == read_pointers.scan_buffer) {
allocation_has_failed_ = true;
return nullptr;
}
write_pointers_.scan_buffer = next_write_pointer;
// Fill in extra OpenGL-specific details.
result->composite_y = 0; // TODO.
vended_scan_ = result;
return static_cast<Outputs::Display::ScanTarget::Scan *>(result);
}
void ScanTarget::end_scan() {
if(vended_scan_) {
vended_scan_->data_y = TextureAddressGetY(vended_write_area_pointer_);
vended_scan_->end_points[0].data_offset += TextureAddressGetX(vended_write_area_pointer_);
vended_scan_->end_points[1].data_offset += TextureAddressGetX(vended_write_area_pointer_);
}
vended_scan_ = nullptr;
}
uint8_t *ScanTarget::begin_data(size_t required_length, size_t required_alignment) {
if(allocation_has_failed_) return nullptr;
// Determine where the proposed write area would start and end.
uint16_t output_y = TextureAddressGetY(write_pointers_.write_area);
uint16_t aligned_start_x = TextureAddressGetX(write_pointers_.write_area & 0xffff) + 1;
aligned_start_x += uint16_t((required_alignment - aligned_start_x%required_alignment)%required_alignment);
uint16_t end_x = aligned_start_x + uint16_t(1 + required_length);
if(end_x > WriteAreaWidth) {
output_y = (output_y + 1) % WriteAreaHeight;
aligned_start_x = uint16_t(required_alignment);
end_x = aligned_start_x + uint16_t(1 + required_length);
}
// Check whether that steps over the read pointer.
const auto end_address = TextureAddress(end_x, output_y);
const auto read_pointers = read_pointers_.load();
const auto end_distance = TextureSub(end_address, read_pointers.write_area);
const auto previous_distance = TextureSub(write_pointers_.write_area, read_pointers.write_area);
// If allocating this would somehow make the write pointer back away from the read pointer,
// there must not be enough space left.
if(end_distance < previous_distance) {
allocation_has_failed_ = true;
return nullptr;
}
// Everything checks out, return the pointer.
vended_write_area_pointer_ = write_pointers_.write_area = TextureAddress(aligned_start_x, output_y);
return &write_area_texture_[size_t(write_pointers_.write_area) * data_type_size_];
// Note state at exit:
// write_pointers_.write_area points to the first pixel the client is expected to draw to.
}
void ScanTarget::end_data(size_t actual_length) {
if(allocation_has_failed_) return;
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// The write area was allocated in the knowledge that there's sufficient
// distance left on the current line, so there's no need to worry about carry.
write_pointers_.write_area += actual_length + 1;
}
void ScanTarget::submit() {
if(allocation_has_failed_) {
// Reset all pointers to where they were.
write_pointers_ = submit_pointers_.load();
} else {
// Advance submit pointer.
submit_pointers_.store(write_pointers_);
}
allocation_has_failed_ = false;
}
void ScanTarget::draw() {
// Grab the current read and submit pointers.
const auto submit_pointers = submit_pointers_.load();
const auto read_pointers = read_pointers_.load();
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// Submit scans.
if(submit_pointers.scan_buffer != read_pointers.scan_buffer) {
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const auto buffer_size = scan_buffer_.size() * sizeof(Scan);
uint8_t *destination = static_cast<uint8_t *>(
glMapBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(buffer_size), GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT)
);
if(submit_pointers.scan_buffer > read_pointers.scan_buffer) {
// Submit the direct region from the submit pointer to the read pointer.
const size_t offset = read_pointers.scan_buffer * sizeof(Scan);
const size_t length = (submit_pointers.scan_buffer - read_pointers.scan_buffer) * sizeof(Scan);
memcpy(&destination[offset], &scan_buffer_[read_pointers.scan_buffer], length);
glFlushMappedBufferRange(GL_ARRAY_BUFFER, GLintptr(offset), GLsizeiptr(length));
} else {
// The circular buffer wrapped around; submit the data from the read pointer to the end of
// the buffer and from the start of the buffer to the submit pointer.
const size_t offset = read_pointers.scan_buffer * sizeof(Scan);
const size_t end_length = (scan_buffer_.size() - read_pointers.scan_buffer) * sizeof(Scan);
const size_t start_length = submit_pointers.scan_buffer * sizeof(Scan);
memcpy(&destination[offset], &scan_buffer_[read_pointers.scan_buffer], end_length);
memcpy(&destination[0], &scan_buffer_[0], start_length);
glFlushMappedBufferRange(GL_ARRAY_BUFFER, GLintptr(offset), GLsizeiptr(end_length));
glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, GLsizeiptr(start_length));
}
glUnmapBuffer(GL_ARRAY_BUFFER);
}
// Submit texture.
if(submit_pointers.write_area != read_pointers.write_area) {
glBindTexture(GL_TEXTURE_2D, write_area_texture_name_);
// Create storage for the texture if it doesn't yet exist; this was deferred until here
// because the pixel format wasn't initially known.
if(!texture_exists_) {
glTexImage2D(
GL_TEXTURE_2D,
0,
internalFormatForDepth(data_type_size_),
WriteAreaWidth,
WriteAreaHeight,
0,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
nullptr);
texture_exists_ = true;
}
const auto start_y = TextureAddressGetY(read_pointers.write_area);
const auto end_y = TextureAddressGetY(submit_pointers.write_area);
if(end_y >= start_y) {
// Submit the direct region from the submit pointer to the read pointer.
glTexSubImage2D( GL_TEXTURE_2D, 0,
0, start_y,
WriteAreaWidth,
1 + end_y - start_y,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
&write_area_texture_[size_t(TextureAddress(0, start_y))]);
} else {
// The circular buffer wrapped around; submit the data from the read pointer to the end of
// the buffer and from the start of the buffer to the submit pointer.
glTexSubImage2D( GL_TEXTURE_2D, 0,
0, 0,
WriteAreaWidth,
1 + end_y,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
&write_area_texture_[0]);
glTexSubImage2D( GL_TEXTURE_2D, 0,
0, start_y,
WriteAreaWidth,
WriteAreaHeight - start_y,
formatForDepth(data_type_size_),
GL_UNSIGNED_BYTE,
&write_area_texture_[size_t(TextureAddress(0, start_y))]);
}
}
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// TODO: clear composite buffer (if needed).
// TODO: drawing (!)
// All data now having been spooled to the GPU, update the read pointers to
// the submit pointer location.
read_pointers_.store(submit_pointers);
glClear(GL_COLOR_BUFFER_BIT);
// ::OpenGL::Rectangle rect(-0.8f, -0.8f, 1.6f, 1.6f);
// rect.draw(1, 1, 0);
}