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CLK/Outputs/CRT/Internals/TextureBuilder.cpp

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//
// TextureBuilder.cpp
// Clock Signal
//
// Created by Thomas Harte on 08/03/2016.
// Copyright © 2016 Thomas Harte. All rights reserved.
//
#include "TextureBuilder.hpp"
#include "CRTOpenGL.hpp"
#include "OpenGL.hpp"
#include <string.h>
using namespace Outputs::CRT;
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static const GLint internalFormatForDepth(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;
}
}
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static const GLenum formatForDepth(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;
}
}
TextureBuilder::TextureBuilder(size_t bytes_per_pixel, GLenum texture_unit) :
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bytes_per_pixel_(bytes_per_pixel),
write_areas_start_x_(0),
write_areas_start_y_(0),
is_full_(false),
did_submit_(false),
has_write_area_(false),
number_of_write_areas_(0) {
image_.resize(bytes_per_pixel * InputBufferBuilderWidth * InputBufferBuilderHeight);
glGenTextures(1, &texture_name_);
glActiveTexture(texture_unit);
glBindTexture(GL_TEXTURE_2D, texture_name_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(bytes_per_pixel), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(bytes_per_pixel), GL_UNSIGNED_BYTE, nullptr);
}
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TextureBuilder::~TextureBuilder() {
glDeleteTextures(1, &texture_name_);
}
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inline uint8_t *TextureBuilder::pointer_to_location(uint16_t x, uint16_t y) {
return &image_[((y * InputBufferBuilderWidth) + x) * bytes_per_pixel_];
}
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uint8_t *TextureBuilder::allocate_write_area(size_t required_length) {
if(is_full_) return nullptr;
uint16_t starting_x, starting_y;
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if(!number_of_write_areas_) {
starting_x = write_areas_start_x_;
starting_y = write_areas_start_y_;
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} else {
starting_x = write_areas_[number_of_write_areas_ - 1].x + write_areas_[number_of_write_areas_ - 1].length + 1;
starting_y = write_areas_[number_of_write_areas_ - 1].y;
}
WriteArea next_write_area;
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if(starting_x + required_length + 2 > InputBufferBuilderWidth) {
starting_x = 0;
starting_y++;
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if(starting_y == InputBufferBuilderHeight) {
is_full_ = true;
return nullptr;
}
}
next_write_area.x = starting_x + 1;
next_write_area.y = starting_y;
next_write_area.length = (uint16_t)required_length;
if(number_of_write_areas_ < write_areas_.size())
write_areas_[number_of_write_areas_] = next_write_area;
else
write_areas_.push_back(next_write_area);
number_of_write_areas_++;
has_write_area_ = true;
return pointer_to_location(next_write_area.x, next_write_area.y);
}
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bool TextureBuilder::is_full() {
return is_full_;
}
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void TextureBuilder::reduce_previous_allocation_to(size_t actual_length) {
if(is_full_ || !has_write_area_) return;
has_write_area_ = false;
WriteArea &write_area = write_areas_[number_of_write_areas_-1];
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
// against rounding errors when this run is drawn
uint8_t *start_pointer = pointer_to_location(write_area.x, write_area.y);
memcpy( &start_pointer[-bytes_per_pixel_],
start_pointer,
bytes_per_pixel_);
memcpy( &start_pointer[actual_length * bytes_per_pixel_],
&start_pointer[(actual_length - 1) * bytes_per_pixel_],
bytes_per_pixel_);
}
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void TextureBuilder::submit() {
uint16_t height = write_areas_start_y_ + (write_areas_start_x_ ? 1 : 0);
did_submit_ = true;
glTexSubImage2D( GL_TEXTURE_2D, 0,
0, 0,
InputBufferBuilderWidth, height,
formatForDepth(bytes_per_pixel_), GL_UNSIGNED_BYTE,
image_.data());
}
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void TextureBuilder::flush(const std::function<void(const std::vector<WriteArea> &write_areas, size_t count)> &function) {
bool was_full = is_full_;
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if(did_submit_) {
write_areas_start_y_ = write_areas_start_x_ = 0;
is_full_ = false;
}
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if(number_of_write_areas_ && !was_full) {
if(write_areas_[0].x != write_areas_start_x_+1 || write_areas_[0].y != write_areas_start_y_) {
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) {
write_areas_start_x_ = 0;
write_areas_start_y_ ++;
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if(write_areas_start_y_ == InputBufferBuilderHeight) {
is_full_ = true;
break;
}
}
memmove(
pointer_to_location(write_areas_start_x_, write_areas_start_y_),
pointer_to_location(write_area.x - 1, write_area.y),
(write_area.length + 2) * bytes_per_pixel_);
write_area.x = write_areas_start_x_ + 1;
write_area.y = write_areas_start_y_;
}
}
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if(!is_full_) {
function(write_areas_, number_of_write_areas_);
write_areas_start_x_ = write_areas_[number_of_write_areas_-1].x + write_areas_[number_of_write_areas_-1].length + 1;
write_areas_start_y_ = write_areas_[number_of_write_areas_-1].y;
}
}
did_submit_ = false;
has_write_area_ = false;
number_of_write_areas_ = 0;
}