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https://github.com/TomHarte/CLK.git
synced 2024-12-27 01:31:42 +00:00
Pushed responsibility for submitting texture contents up to the texture builder, simplifying the interface.
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5c5e44874f
commit
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@ -13,30 +13,6 @@
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#include "../../../SignalProcessing/FIRFilter.hpp"
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#include "Shaders/OutputShader.hpp"
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static const GLint internalFormatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_R8UI;
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case 2: return GL_RG8UI;
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case 3: return GL_RGB8UI;
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case 4: return GL_RGBA8UI;
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}
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}
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static const GLenum formatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_RED_INTEGER;
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case 2: return GL_RG_INTEGER;
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case 3: return GL_RGB_INTEGER;
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case 4: return GL_RGBA_INTEGER;
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}
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}
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struct Range {
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GLsizei location, length;
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};
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@ -78,8 +54,7 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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_rgb_shader(nullptr),
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_last_output_width(0),
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_last_output_height(0),
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_fence(nullptr),
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_texture_builder(new TextureBuilder(buffer_depth))
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_fence(nullptr)
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{
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_output_buffer.data.resize(OutputVertexBufferDataSize);
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_source_buffer.data.resize(SourceVertexBufferDataSize);
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@ -94,14 +69,8 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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filteredTexture.reset(new OpenGL::TextureTarget(IntermediateBufferWidth, IntermediateBufferHeight, filtered_texture_unit));
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// create the surce texture
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glGenTextures(1, &textureName);
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glActiveTexture(source_data_texture_unit);
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glBindTexture(GL_TEXTURE_2D, textureName);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(_texture_builder->get_bytes_per_pixel()), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(_texture_builder->get_bytes_per_pixel()), GL_UNSIGNED_BYTE, nullptr);
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_texture_builder.reset(new TextureBuilder(buffer_depth));
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// create the output vertex array
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glGenVertexArrays(1, &output_vertex_array);
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@ -122,7 +91,6 @@ OpenGLOutputBuilder::OpenGLOutputBuilder(unsigned int buffer_depth) :
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OpenGLOutputBuilder::~OpenGLOutputBuilder()
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{
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glDeleteTextures(1, &textureName);
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glDeleteBuffers(1, &output_array_buffer);
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glDeleteBuffers(1, &source_array_buffer);
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glDeleteVertexArrays(1, &output_vertex_array);
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@ -190,16 +158,8 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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GLsizei submitted_source_data = submitArrayData(source_array_buffer, _source_buffer.data.data(), &_source_buffer.pointer);
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// upload new source pixels, if any
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uint16_t completed_texture_y = _texture_builder->get_and_finalise_current_line();
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if(completed_texture_y)
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{
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glActiveTexture(source_data_texture_unit);
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, 0,
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InputBufferBuilderWidth, completed_texture_y,
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formatForDepth(_texture_builder->get_bytes_per_pixel()), GL_UNSIGNED_BYTE,
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_texture_builder->get_image_pointer());
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}
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_texture_builder->submit();
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// buffer usage restart from 0 for the next time around
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_composite_src_output_y = 0;
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@ -80,7 +80,7 @@ class OpenGLOutputBuilder {
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unsigned int _last_output_width, _last_output_height;
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GLuint textureName, shadowMaskTextureName;
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GLuint shadowMaskTextureName;
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GLuint defaultFramebuffer;
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@ -8,102 +8,134 @@
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#include "TextureBuilder.hpp"
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#include "CRTOpenGL.hpp"
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#include "OpenGL.hpp"
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#include <string.h>
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using namespace Outputs::CRT;
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TextureBuilder::TextureBuilder(size_t bytes_per_pixel) :
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_bytes_per_pixel(bytes_per_pixel),
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_next_write_x_position(0),
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_next_write_y_position(0)
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static const GLint internalFormatForDepth(size_t depth)
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{
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_image.resize(bytes_per_pixel * InputBufferBuilderWidth * InputBufferBuilderHeight);
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_R8UI;
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case 2: return GL_RG8UI;
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case 3: return GL_RGB8UI;
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case 4: return GL_RGBA8UI;
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}
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}
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static const GLenum formatForDepth(size_t depth)
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{
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switch(depth)
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{
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default: return GL_FALSE;
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case 1: return GL_RED_INTEGER;
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case 2: return GL_RG_INTEGER;
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case 3: return GL_RGB_INTEGER;
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case 4: return GL_RGBA_INTEGER;
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}
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}
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TextureBuilder::TextureBuilder(size_t bytes_per_pixel) :
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bytes_per_pixel_(bytes_per_pixel),
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next_write_x_position_(0),
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next_write_y_position_(0)
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{
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image_.resize(bytes_per_pixel * InputBufferBuilderWidth * InputBufferBuilderHeight);
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glGenTextures(1, &texture_name_);
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glBindTexture(GL_TEXTURE_2D, texture_name_);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(bytes_per_pixel), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(bytes_per_pixel), GL_UNSIGNED_BYTE, nullptr);
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}
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TextureBuilder::~TextureBuilder()
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{
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glDeleteTextures(1, &texture_name_);
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}
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uint8_t *TextureBuilder::allocate_write_area(size_t required_length)
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{
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if(_next_write_y_position != InputBufferBuilderHeight)
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if(next_write_y_position_ != InputBufferBuilderHeight)
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{
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_last_allocation_amount = required_length;
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last_allocation_amount_ = required_length;
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if(_next_write_x_position + required_length + 2 > InputBufferBuilderWidth)
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if(next_write_x_position_ + required_length + 2 > InputBufferBuilderWidth)
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{
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_next_write_x_position = 0;
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_next_write_y_position++;
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next_write_x_position_ = 0;
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next_write_y_position_++;
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if(_next_write_y_position == InputBufferBuilderHeight)
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if(next_write_y_position_ == InputBufferBuilderHeight)
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return nullptr;
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}
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_write_x_position = _next_write_x_position + 1;
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_write_y_position = _next_write_y_position;
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_write_target_pointer = (_write_y_position * InputBufferBuilderWidth) + _write_x_position;
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_next_write_x_position += required_length + 2;
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write_x_position_ = next_write_x_position_ + 1;
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write_y_position_ = next_write_y_position_;
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write_target_pointer_ = (write_y_position_ * InputBufferBuilderWidth) + write_x_position_;
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next_write_x_position_ += required_length + 2;
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}
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else return nullptr;
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return &_image[_write_target_pointer * _bytes_per_pixel];
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return &image_[write_target_pointer_ * bytes_per_pixel_];
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}
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bool TextureBuilder::is_full()
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{
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return (_next_write_y_position == InputBufferBuilderHeight);
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return (next_write_y_position_ == InputBufferBuilderHeight);
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}
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void TextureBuilder::reduce_previous_allocation_to(size_t actual_length)
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{
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if(_next_write_y_position == InputBufferBuilderHeight) return;
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if(next_write_y_position_ == InputBufferBuilderHeight) return;
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uint8_t *const image_pointer = _image.data();
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uint8_t *const image_pointer = image_.data();
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// correct if the writing cursor was reset while a client was writing
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if(_next_write_x_position == 0 && _next_write_y_position == 0)
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if(next_write_x_position_ == 0 && next_write_y_position_ == 0)
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{
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memmove(&image_pointer[_bytes_per_pixel], &image_pointer[_write_target_pointer * _bytes_per_pixel], actual_length * _bytes_per_pixel);
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_write_target_pointer = 1;
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_last_allocation_amount = actual_length;
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_next_write_x_position = (uint16_t)(actual_length + 2);
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_write_x_position = 1;
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_write_y_position = 0;
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memmove(&image_pointer[bytes_per_pixel_], &image_pointer[write_target_pointer_ * bytes_per_pixel_], actual_length * bytes_per_pixel_);
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write_target_pointer_ = 1;
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last_allocation_amount_ = actual_length;
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next_write_x_position_ = (uint16_t)(actual_length + 2);
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write_x_position_ = 1;
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write_y_position_ = 0;
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}
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// book end the allocation with duplicates of the first and last pixel, to protect
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// against rounding errors when this run is drawn
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memcpy( &image_pointer[(_write_target_pointer - 1) * _bytes_per_pixel],
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&image_pointer[_write_target_pointer * _bytes_per_pixel],
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_bytes_per_pixel);
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memcpy( &image_pointer[(write_target_pointer_ - 1) * bytes_per_pixel_],
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&image_pointer[write_target_pointer_ * bytes_per_pixel_],
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bytes_per_pixel_);
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memcpy( &image_pointer[(_write_target_pointer + actual_length) * _bytes_per_pixel],
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&image_pointer[(_write_target_pointer + actual_length - 1) * _bytes_per_pixel],
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_bytes_per_pixel);
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memcpy( &image_pointer[(write_target_pointer_ + actual_length) * bytes_per_pixel_],
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&image_pointer[(write_target_pointer_ + actual_length - 1) * bytes_per_pixel_],
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bytes_per_pixel_);
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// return any allocated length that wasn't actually used to the available pool
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_next_write_x_position -= (_last_allocation_amount - actual_length);
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}
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uint8_t *TextureBuilder::get_image_pointer()
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{
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return _image.data();
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}
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uint16_t TextureBuilder::get_and_finalise_current_line()
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{
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uint16_t result = _write_y_position + (_next_write_x_position ? 1 : 0);
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_next_write_x_position = _next_write_y_position = 0;
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return result;
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next_write_x_position_ -= (last_allocation_amount_ - actual_length);
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}
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uint16_t TextureBuilder::get_last_write_x_position()
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{
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return _write_x_position;
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return write_x_position_;
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}
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uint16_t TextureBuilder::get_last_write_y_position()
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{
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return _write_y_position;
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return write_y_position_;
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}
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size_t TextureBuilder::get_bytes_per_pixel()
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void TextureBuilder::submit()
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{
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return _bytes_per_pixel;
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uint16_t height = write_y_position_ + (next_write_x_position_ ? 1 : 0);
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next_write_x_position_ = next_write_y_position_ = 0;
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, 0,
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InputBufferBuilderWidth, height,
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formatForDepth(bytes_per_pixel_), GL_UNSIGNED_BYTE,
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image_.data());
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}
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@ -26,8 +26,10 @@ namespace CRT {
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*/
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class TextureBuilder {
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public:
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/// Constructs an instance of InputTextureBuilder that contains a texture of colour depth @c bytes_per_pixel.
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/// Constructs an instance of InputTextureBuilder that contains a texture of colour depth @c bytes_per_pixel;
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/// this creates a new texture and binds it to the current active texture unit.
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TextureBuilder(size_t bytes_per_pixel);
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virtual ~TextureBuilder();
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/// Finds the first available space of at least @c required_length pixels in size. Calls must be paired off
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/// with calls to @c reduce_previous_allocation_to.
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@ -38,42 +40,36 @@ class TextureBuilder {
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/// and indicates that its actual final size was @c actual_length.
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void reduce_previous_allocation_to(size_t actual_length);
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/// @returns the row that was the final one to receive data; also resets the builder to restart filling of
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/// the texture from row 0.
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uint16_t get_and_finalise_current_line();
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/// @returns a pointer to the image data for this texture.
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uint8_t *get_image_pointer();
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/// @returns the start column for the most recent allocated write area.
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uint16_t get_last_write_x_position();
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/// @returns the row of the most recent allocated write area.
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uint16_t get_last_write_y_position();
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/// @returns the number of bytes per pixel as supplied to the constructor.
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size_t get_bytes_per_pixel();
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/// @returns @c true if all future calls to @c allocate_write_area will fail on account of the input texture
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/// being full; @c false if calls may succeed.
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bool is_full();
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/// Updates the currently-bound texture with all new data provided since the last @c submit.
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void submit();
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private:
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// where pixel data will be put to the next time a write is requested
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uint16_t _next_write_x_position, _next_write_y_position;
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uint16_t next_write_x_position_, next_write_y_position_;
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// the most recent position returned for pixel data writing
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uint16_t _write_x_position, _write_y_position;
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uint16_t write_x_position_, write_y_position_;
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// details of the most recent allocation
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size_t _write_target_pointer;
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size_t _last_allocation_amount;
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size_t write_target_pointer_;
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size_t last_allocation_amount_;
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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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// the buffer
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std::vector<uint8_t> _image;
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std::vector<uint8_t> image_;
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GLuint texture_name_;
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};
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}
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