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133 lines
5.2 KiB
C++
133 lines
5.2 KiB
C++
//
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// TextureBuilder.hpp
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// Clock Signal
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//
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// Created by Thomas Harte on 08/03/2016.
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// Copyright 2016 Thomas Harte. All rights reserved.
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//
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#ifndef Outputs_CRT_Internals_TextureBuilder_hpp
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#define Outputs_CRT_Internals_TextureBuilder_hpp
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <vector>
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#include "OpenGL.hpp"
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#include "CRTConstants.hpp"
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namespace Outputs {
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namespace CRT {
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/*!
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Owns an OpenGL texture resource and provides mechanisms to fill it from bottom left to top right
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with runs of data, ensuring each run is neighboured immediately to the left and right by copies of its
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first and last pixels.
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Although this class is not itself inherently thread safe, it is built to permit one serialised stream
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of calls to provide source data, with an interceding (but also serialised) submission to the GPU at any time.
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Intended usage by the data generator:
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(i) allocate a write area with allocate_write_area, supplying a maximum size.
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(ii) call reduce_previous_allocation_to to announce the actual size written.
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This will cause you to have added source data to the target texture. You can then either use that data
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or allow it to expire.
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(iii) call retain_latest to add the most recently written write area to the flush queue.
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The flush queue contains provisional data, that can sit in the CPU's memory space indefinitely. This facility
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is provided because it is expected that a texture will be built alontside some other collection of data;
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that data in the flush queue is expected to become useful in coordination with something else but should
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be retained at least until then.
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(iv) call flush to move data to the submit queue.
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When you flush, you'll receive a record of the bounds of all newly-flushed areas of source data. That gives
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an opportunity to correlate the data with whatever else it is being tied to. It will continue to sit in
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the CPU's memory space but has now passed beyond any further modification or reporting.
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Intended usage by the GPU owner:
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(i) call submit to move data to the GPU and free up its CPU-side resources.
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The latest data is now on the GPU, regardless of where the data provider may be in its process; only data
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that has entered the submission queue is uploaded.
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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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/// this creates a new texture and binds it to the current active texture unit.
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TextureBuilder(std::size_t bytes_per_pixel, GLenum texture_unit);
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virtual ~TextureBuilder();
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/// Finds the first available space of at least @c required_length pixels in size which is suitably aligned
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/// for writing of @c required_alignment number of pixels at a time.
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/// Calls must be paired off with calls to @c reduce_previous_allocation_to.
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/// @returns a pointer to the allocated space if any was available; @c nullptr otherwise.
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uint8_t *allocate_write_area(std::size_t required_length, std::size_t required_alignment = 1);
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/// Announces that the owner is finished with the region created by the most recent @c allocate_write_area
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/// and indicates that its actual final size was @c actual_length.
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void reduce_previous_allocation_to(std::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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/// @returns @c true if a retain succeeded; @c false otherwise.
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bool retain_latest();
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// Undoes the most recent retain_latest. Undefined behaviour if a submission has occurred in the interim.
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void discard_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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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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struct WriteArea {
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uint16_t x, y, length;
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};
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/// Finalises all write areas allocated since the last call to @c flush. Only finalised areas will be
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/// submitted upon the next @c submit. The supplied function will be called with a list of write areas
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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, std::size_t count)> &);
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/// Binds this texture to the unit supplied at instantiation.
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void bind();
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private:
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// the buffer size and target unit
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std::size_t bytes_per_pixel_;
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GLenum texture_unit_;
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// the buffer
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std::vector<uint8_t> image_;
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GLuint texture_name_;
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// the current write area
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WriteArea write_area_;
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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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std::size_t number_of_write_areas_ = 0;
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bool is_full_ = false, was_full_ = false;
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uint16_t first_unsubmitted_y_ = 0;
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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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// Caveat: reset to the origin upon a submit. So used in comparison by flush to
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// determine whether the current batch of write areas needs to be relocated.
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uint16_t write_areas_start_x_ = 0, write_areas_start_y_ = 0;
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};
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}
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}
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#endif /* Outputs_CRT_Internals_TextureBuilder_hpp */
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