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https://github.com/TomHarte/CLK.git
synced 2024-12-27 01:31:42 +00:00
Eliminates attempts cleverly to shuffle unsubmitted runs, because no mechanism exists to stop them overwriting previously-submitted-but-not-yet-flushed runs. Which implies that the buffer must be fully circular. The cost of which is sometimes having to make two calls to glTexSubImage2D
. Also added some TODOs, and a means for reporting when a retain_latest
is ineffective, in which situation it would be inappropriate to attempt to generate correlated geometry
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a0367d6669
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@ -140,12 +140,15 @@ void CRT::advance_cycles(unsigned int number_of_cycles, bool hsync_requested, bo
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bool is_output_segment = ((is_output_run && next_run_length) && !horizontal_flywheel_->is_in_retrace() && !vertical_flywheel_->is_in_retrace());
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uint8_t *next_run = nullptr;
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if(is_output_segment && !openGL_output_builder_.composite_output_buffer_is_full()) {
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next_run = openGL_output_builder_.array_builder.get_input_storage(SourceVertexSize);
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bool did_retain_source_data = openGL_output_builder_.texture_builder.retain_latest();
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if(did_retain_source_data) {
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next_run = openGL_output_builder_.array_builder.get_input_storage(SourceVertexSize);
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}
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}
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if(next_run) {
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// output_y and texture locations will be written later; we won't necessarily know what it is outside of the locked region
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openGL_output_builder_.texture_builder.retain_latest();
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// output_y and texture locations will be written later; we won't necessarily know what they are
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// outside of the locked region
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source_output_position_x1() = (uint16_t)horizontal_flywheel_->get_current_output_position();
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source_phase() = colour_burst_phase_;
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source_amplitude() = colour_burst_amplitude_;
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@ -37,8 +37,8 @@ TextureBuilder::TextureBuilder(size_t bytes_per_pixel, GLenum texture_unit) :
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bytes_per_pixel_(bytes_per_pixel),
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write_areas_start_x_(0),
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write_areas_start_y_(0),
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first_unsubmitted_y_(0),
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is_full_(false),
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did_submit_(false),
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number_of_write_areas_(0) {
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image_.resize(bytes_per_pixel * InputBufferBuilderWidth * InputBufferBuilderHeight);
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glGenTextures(1, &texture_name_);
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@ -61,55 +61,44 @@ inline uint8_t *TextureBuilder::pointer_to_location(uint16_t x, uint16_t y) {
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}
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uint8_t *TextureBuilder::allocate_write_area(size_t required_length) {
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// Keep a flag to indicate whether the buffer was full at allocate_write_area; if it was then
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// don't return anything now, and decline to act upon follow-up methods. is_full_ may be reset
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// by asynchronous calls to submit. was_full_ will not be touched by it.
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was_full_ = is_full_;
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if(is_full_) return nullptr;
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uint16_t starting_x, starting_y;
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// If there's not enough space on this line, move to the next. If the next is where the current
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// submission group started, trigger is/was_full_ and return nothing.
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if(write_areas_start_x_ + required_length + 2 > InputBufferBuilderWidth) {
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write_areas_start_x_ = 0;
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write_areas_start_y_ = (write_areas_start_y_ + 1) % InputBufferBuilderHeight;
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if(!number_of_write_areas_) {
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starting_x = write_areas_start_x_;
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starting_y = write_areas_start_y_;
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} else {
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starting_x = write_areas_[number_of_write_areas_ - 1].x + write_areas_[number_of_write_areas_ - 1].length + 1;
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starting_y = write_areas_[number_of_write_areas_ - 1].y;
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}
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if(starting_x + required_length + 2 > InputBufferBuilderWidth) {
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starting_x = 0;
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starting_y++;
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if(starting_y == InputBufferBuilderHeight) {
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is_full_ = true;
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if(write_areas_start_y_ == first_unsubmitted_y_) {
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was_full_ = is_full_ = true;
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return nullptr;
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}
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}
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write_area_.x = starting_x + 1;
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write_area_.y = starting_y;
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// Queue up the latest write area.
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write_area_.x = write_areas_start_x_ + 1;
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write_area_.y = write_areas_start_y_;
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write_area_.length = (uint16_t)required_length;
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// Return a video pointer.
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return pointer_to_location(write_area_.x, write_area_.y);
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}
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bool TextureBuilder::is_full() {
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return is_full_;
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}
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void TextureBuilder::retain_latest() {
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if(is_full_) return;
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if(number_of_write_areas_ < write_areas_.size())
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write_areas_[number_of_write_areas_] = write_area_;
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else
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write_areas_.push_back(write_area_);
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number_of_write_areas_++;
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}
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void TextureBuilder::reduce_previous_allocation_to(size_t actual_length) {
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if(is_full_) return;
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// If the previous allocate_write_area declined to act, decline also.
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if(was_full_) return;
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// Update the length of the current write area.
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write_area_.length = (uint16_t)actual_length;
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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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// Bookend 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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// TODO: allow somebody else to specify the rule for generating a left-padding value and
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// a right-padding value.
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uint8_t *start_pointer = pointer_to_location(write_area_.x, write_area_.y);
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memcpy( &start_pointer[-bytes_per_pixel_],
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start_pointer,
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@ -120,56 +109,66 @@ void TextureBuilder::reduce_previous_allocation_to(size_t actual_length) {
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bytes_per_pixel_);
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}
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void TextureBuilder::submit() {
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uint16_t height = write_areas_start_y_ + (write_areas_start_x_ ? 1 : 0);
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did_submit_ = true;
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bool TextureBuilder::retain_latest() {
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// If the previous allocate_write_area declined to act, decline also.
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if(was_full_) return false;
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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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// Account for the most recently written area as taken.
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write_areas_start_x_ += write_area_.length + 2;
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// Store into the vector directly if there's already room, otherwise grow the vector.
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// Probably I don't need to mess about with this myself; it's unnecessary second-guessing.
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// TODO: profile and prove.
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if(number_of_write_areas_ < write_areas_.size())
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write_areas_[number_of_write_areas_] = write_area_;
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else
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write_areas_.push_back(write_area_);
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number_of_write_areas_++;
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return true;
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}
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bool TextureBuilder::is_full() {
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return is_full_;
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}
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void TextureBuilder::submit() {
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if(write_areas_start_y_ < first_unsubmitted_y_) {
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// A write area start y less than the first line on which submissions began implies it must have wrapped
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// around. So the submission set is everything back to zero before the current write area plus everything
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// from the first unsubmitted y downward.
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uint16_t height = write_areas_start_y_ + (write_areas_start_x_ ? 1 : 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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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, first_unsubmitted_y_,
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InputBufferBuilderWidth, InputBufferBuilderHeight - first_unsubmitted_y_,
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formatForDepth(bytes_per_pixel_), GL_UNSIGNED_BYTE,
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image_.data() + first_unsubmitted_y_ * bytes_per_pixel_ * InputBufferBuilderWidth);
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} else {
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// If the current write area start y is after the first unsubmitted line, just submit the region in between.
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uint16_t height = write_areas_start_y_ + (write_areas_start_x_ ? 1 : 0) - first_unsubmitted_y_;
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glTexSubImage2D( GL_TEXTURE_2D, 0,
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0, first_unsubmitted_y_,
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InputBufferBuilderWidth, height,
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formatForDepth(bytes_per_pixel_), GL_UNSIGNED_BYTE,
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image_.data() + first_unsubmitted_y_ * bytes_per_pixel_ * InputBufferBuilderWidth);
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}
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// Update the starting location for the next submission, and mark definitively that the buffer is once again not full.
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first_unsubmitted_y_ = write_areas_start_y_;
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is_full_ = false;
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}
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void TextureBuilder::flush(const std::function<void(const std::vector<WriteArea> &write_areas, size_t count)> &function) {
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bool was_full = is_full_;
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if(did_submit_) {
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write_areas_start_y_ = write_areas_start_x_ = 0;
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is_full_ = false;
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// Just throw everything currently in the flush queue to the provided function, and note that
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// the queue is now empty.
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if(number_of_write_areas_) {
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function(write_areas_, number_of_write_areas_);
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}
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if(number_of_write_areas_ && !was_full) {
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if(write_areas_[0].x != write_areas_start_x_+1 || write_areas_[0].y != write_areas_start_y_) {
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for(size_t area = 0; area < number_of_write_areas_; area++) {
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WriteArea &write_area = write_areas_[area];
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if(write_areas_start_x_ + write_area.length + 2 > InputBufferBuilderWidth) {
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write_areas_start_x_ = 0;
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write_areas_start_y_ ++;
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if(write_areas_start_y_ == InputBufferBuilderHeight) {
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is_full_ = true;
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break;
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}
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}
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memmove(
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pointer_to_location(write_areas_start_x_, write_areas_start_y_),
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pointer_to_location(write_area.x - 1, write_area.y),
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(write_area.length + 2) * bytes_per_pixel_);
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write_area.x = write_areas_start_x_ + 1;
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write_area.y = write_areas_start_y_;
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}
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}
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if(!is_full_) {
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function(write_areas_, number_of_write_areas_);
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write_areas_start_x_ = write_areas_[number_of_write_areas_-1].x + write_areas_[number_of_write_areas_-1].length + 1;
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write_areas_start_y_ = write_areas_[number_of_write_areas_-1].y;
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}
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}
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did_submit_ = false;
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number_of_write_areas_ = 0;
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}
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@ -68,7 +68,8 @@ class TextureBuilder {
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void reduce_previous_allocation_to(size_t actual_length);
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/// Allocated runs are provisional; they will not appear in the next flush queue unless retained.
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void retain_latest();
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/// @returns @c true if a retain succeeded; @c false otherwise.
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bool retain_latest();
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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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@ -99,8 +100,8 @@ class TextureBuilder {
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// the list of write areas that have ascended to the flush queue
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std::vector<WriteArea> write_areas_;
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size_t number_of_write_areas_;
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bool is_full_;
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bool did_submit_;
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bool is_full_, was_full_;
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uint16_t first_unsubmitted_y_;
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inline uint8_t *pointer_to_location(uint16_t x, uint16_t y);
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// Usually: the start position for the current batch of write areas.
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