// // 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 using namespace Outputs::CRT; namespace { const GLint internalFormatForDepth(std::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; } } const GLenum formatForDepth(std::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; } } struct DefaultBookender: public TextureBuilder::Bookender { public: DefaultBookender(std::size_t bytes_per_pixel) : bytes_per_pixel_(bytes_per_pixel) {} void add_bookends(uint8_t *const left_value, uint8_t *const right_value, uint8_t *left_bookend, uint8_t *right_bookend) { std::memcpy(left_bookend, left_value, bytes_per_pixel_); std::memcpy(right_bookend, right_value, bytes_per_pixel_); } private: std::size_t bytes_per_pixel_; }; } TextureBuilder::TextureBuilder(std::size_t bytes_per_pixel, GLenum texture_unit) : bytes_per_pixel_(bytes_per_pixel), texture_unit_(texture_unit) { image_.resize(bytes_per_pixel * InputBufferBuilderWidth * InputBufferBuilderHeight); glGenTextures(1, &texture_name_); bind(); glTexImage2D(GL_TEXTURE_2D, 0, internalFormatForDepth(bytes_per_pixel), InputBufferBuilderWidth, InputBufferBuilderHeight, 0, formatForDepth(bytes_per_pixel), GL_UNSIGNED_BYTE, nullptr); set_bookender(nullptr); } TextureBuilder::~TextureBuilder() { glDeleteTextures(1, &texture_name_); } void TextureBuilder::bind() { 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); } inline uint8_t *TextureBuilder::pointer_to_location(uint16_t x, uint16_t y) { return &image_[((y * InputBufferBuilderWidth) + x) * bytes_per_pixel_]; } uint8_t *TextureBuilder::allocate_write_area(std::size_t required_length, std::size_t required_alignment) { // Keep a flag to indicate whether the buffer was full at allocate_write_area; if it was then // don't return anything now, and decline to act upon follow-up methods. is_full_ may be reset // by asynchronous calls to submit. was_full_ will not be touched by it. was_full_ = is_full_; if(is_full_) return nullptr; // If there's not enough space on this line, move to the next. If the next is where the current // submission group started, trigger is/was_full_ and return nothing. std::size_t alignment_offset = (required_alignment - ((write_areas_start_x_ + 1) % required_alignment)) % required_alignment; if(write_areas_start_x_ + required_length + 2 + alignment_offset > InputBufferBuilderWidth) { write_areas_start_x_ = 0; alignment_offset = required_alignment - 1; write_areas_start_y_ = (write_areas_start_y_ + 1) % InputBufferBuilderHeight; if(write_areas_start_y_ == first_unsubmitted_y_) { was_full_ = is_full_ = true; return nullptr; } } // Queue up the latest write area. write_areas_start_x_ += static_cast(alignment_offset); write_area_.x = write_areas_start_x_ + 1; write_area_.y = write_areas_start_y_; write_area_.length = static_cast(required_length); // Return a video pointer. return pointer_to_location(write_area_.x, write_area_.y); } void TextureBuilder::reduce_previous_allocation_to(std::size_t actual_length) { // If the previous allocate_write_area declined to act, decline also. if(was_full_) return; // Update the length of the current write area. write_area_.length = static_cast(actual_length); // Bookend the allocation with duplicates of the first and last pixel, to protect // against rounding errors when this run is drawn. // TODO: allow somebody else to specify the rule for generating a left-padding value and // a right-padding value. uint8_t *start_pointer = pointer_to_location(write_area_.x, write_area_.y) - bytes_per_pixel_; bookender_->add_bookends(&start_pointer[bytes_per_pixel_], &start_pointer[actual_length * bytes_per_pixel_], start_pointer, &start_pointer[(actual_length + 1) * bytes_per_pixel_]); } void TextureBuilder::set_bookender(std::unique_ptr bookender) { bookender_ = std::move(bookender); if(!bookender_) { bookender_.reset(new DefaultBookender(bytes_per_pixel_)); } } bool TextureBuilder::retain_latest() { // If the previous allocate_write_area declined to act, decline also. if(was_full_) return false; // Account for the most recently written area as taken. write_areas_start_x_ += write_area_.length + 2; // Store into the vector directly if there's already room, otherwise grow the vector. // Probably I don't need to mess about with this myself; it's unnecessary second-guessing. // TODO: profile and prove. if(number_of_write_areas_ < write_areas_.size()) write_areas_[number_of_write_areas_] = write_area_; else write_areas_.push_back(write_area_); number_of_write_areas_++; return true; } void TextureBuilder::discard_latest() { if(was_full_) return; number_of_write_areas_--; } bool TextureBuilder::is_full() { return is_full_; } void TextureBuilder::submit() { if(write_areas_start_y_ < first_unsubmitted_y_) { // A write area start y less than the first line on which submissions began implies it must have wrapped // around. So the submission set is everything back to zero before the current write area plus everything // from the first unsubmitted y downward. uint16_t height = write_areas_start_y_ + (write_areas_start_x_ ? 1 : 0); glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, InputBufferBuilderWidth, height, formatForDepth(bytes_per_pixel_), GL_UNSIGNED_BYTE, image_.data()); glTexSubImage2D( GL_TEXTURE_2D, 0, 0, first_unsubmitted_y_, InputBufferBuilderWidth, InputBufferBuilderHeight - first_unsubmitted_y_, formatForDepth(bytes_per_pixel_), GL_UNSIGNED_BYTE, image_.data() + first_unsubmitted_y_ * bytes_per_pixel_ * InputBufferBuilderWidth); } else { // If the current write area start y is after the first unsubmitted line, just submit the region in between. uint16_t height = write_areas_start_y_ + (write_areas_start_x_ ? 1 : 0) - first_unsubmitted_y_; glTexSubImage2D( GL_TEXTURE_2D, 0, 0, first_unsubmitted_y_, InputBufferBuilderWidth, height, formatForDepth(bytes_per_pixel_), GL_UNSIGNED_BYTE, image_.data() + first_unsubmitted_y_ * bytes_per_pixel_ * InputBufferBuilderWidth); } // Update the starting location for the next submission, and mark definitively that the buffer is once again not full. first_unsubmitted_y_ = write_areas_start_y_; is_full_ = false; } void TextureBuilder::flush(const std::function &write_areas, std::size_t count)> &function) { // Just throw everything currently in the flush queue to the provided function, and note that // the queue is now empty. if(number_of_write_areas_) { function(write_areas_, number_of_write_areas_); } number_of_write_areas_ = 0; }