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CLK/Outputs/CRT/Internals/TextureBuilder.cpp

144 lines
4.2 KiB
C++

//
// 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;
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;
}
}
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) :
bytes_per_pixel_(bytes_per_pixel),
next_write_x_position_(0),
next_write_y_position_(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);
}
TextureBuilder::~TextureBuilder()
{
glDeleteTextures(1, &texture_name_);
}
uint8_t *TextureBuilder::allocate_write_area(size_t required_length)
{
if(next_write_y_position_ != InputBufferBuilderHeight)
{
last_allocation_amount_ = required_length;
if(next_write_x_position_ + required_length + 2 > InputBufferBuilderWidth)
{
next_write_x_position_ = 0;
next_write_y_position_++;
if(next_write_y_position_ == InputBufferBuilderHeight)
return nullptr;
}
write_x_position_ = next_write_x_position_ + 1;
write_y_position_ = next_write_y_position_;
write_target_pointer_ = (write_y_position_ * InputBufferBuilderWidth) + write_x_position_;
next_write_x_position_ += required_length + 2;
}
else return nullptr;
return &image_[write_target_pointer_ * bytes_per_pixel_];
}
bool TextureBuilder::is_full()
{
return (next_write_y_position_ == InputBufferBuilderHeight);
}
void TextureBuilder::reduce_previous_allocation_to(size_t actual_length)
{
if(next_write_y_position_ == InputBufferBuilderHeight) return;
uint8_t *const image_pointer = image_.data();
// correct if the writing cursor was reset while a client was writing
if(next_write_x_position_ == 0 && next_write_y_position_ == 0)
{
memmove(&image_pointer[bytes_per_pixel_], &image_pointer[write_target_pointer_ * bytes_per_pixel_], actual_length * bytes_per_pixel_);
write_target_pointer_ = 1;
last_allocation_amount_ = actual_length;
next_write_x_position_ = (uint16_t)(actual_length + 2);
write_x_position_ = 1;
write_y_position_ = 0;
}
// book end the allocation with duplicates of the first and last pixel, to protect
// against rounding errors when this run is drawn
memcpy( &image_pointer[(write_target_pointer_ - 1) * bytes_per_pixel_],
&image_pointer[write_target_pointer_ * bytes_per_pixel_],
bytes_per_pixel_);
memcpy( &image_pointer[(write_target_pointer_ + actual_length) * bytes_per_pixel_],
&image_pointer[(write_target_pointer_ + actual_length - 1) * bytes_per_pixel_],
bytes_per_pixel_);
// return any allocated length that wasn't actually used to the available pool
next_write_x_position_ -= (last_allocation_amount_ - actual_length);
}
uint16_t TextureBuilder::get_last_write_x_position()
{
return write_x_position_;
}
uint16_t TextureBuilder::get_last_write_y_position()
{
return write_y_position_;
}
void TextureBuilder::submit()
{
uint16_t height = write_y_position_ + (next_write_x_position_ ? 1 : 0);
next_write_x_position_ = next_write_y_position_ = 0;
glTexSubImage2D( GL_TEXTURE_2D, 0,
0, 0,
InputBufferBuilderWidth, height,
formatForDepth(bytes_per_pixel_), GL_UNSIGNED_BYTE,
image_.data());
}