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Sketches interface for a GPU data bookender, to avoid stray errors with packed pixel formats.
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@ -98,6 +98,21 @@ class TextureBuilder {
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/// allocated, indicating their final resting locations and their lengths.
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/// allocated, indicating their final resting locations and their lengths.
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void flush(const std::function<void(const std::vector<WriteArea> &write_areas, size_t count)> &);
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void flush(const std::function<void(const std::vector<WriteArea> &write_areas, size_t count)> &);
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/// A Bookender helps to paper over precision errors when rendering; its job is to provide single-sample
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/// extensions that duplicate the left and right edges of a written area. By default the texture builder will
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/// simply copy the appropriate number of bytes per pixel, but if the client is using a packed pixel format
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/// then that may be incorrect, e.g. if each sample is a byte but contains two pixels, each in a single nibble,
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/// then the correct duplication might be a byte composed of copies of the two top nibbles as the left bookend,
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/// and one composed of copies of the two bottom nibbles on the right.
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struct Bookender {
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/// Writes to left_bookend the sample that should appear as a continuation before the left_value;
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/// writes to right_bookend the sample that should appear as a continuation after right_value.
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void add_bookends(uint8_t *const left_value, uint8_t *const right_value, uint8_t *left_bookend, uint8_t *right_bookend);
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};
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/// Sets the current bookender. Will be called synchronously within the builder-writing thread.
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void set_bookender(Bookender *bookender);
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private:
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private:
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// the buffer size
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// the buffer size
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size_t bytes_per_pixel_;
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size_t bytes_per_pixel_;
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