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authorVito Caputo <vcaputo@pengaru.com>2022-09-04 23:13:36 -0700
committerVito Caputo <vcaputo@pengaru.com>2022-09-04 23:13:36 -0700
commitb5a2667f6c94d5a275251bf6cc359480100a651c (patch)
treee68c50d4503a0a063894251b055b4a9a7e6a6713 /src/modules/checkers
parent7d174878cc27b1319c246913e71cf6ab8fefcb31 (diff)
til: fixup til_fb_fragment_t.texture fragmenting
Until now when fragmenting with a texture present the texture pointer was simply copied through to the new logical fragment. The problem with that is when sampling pixels from the texture in a nested frame scenario, the locations didn't align with the placement of the logical fragment. With this change when the incoming fragment has a texture, the output fragment gets some uninitialized memory attached in the outgoing fragment's texture pointer. Then the fragmenter is expected to do the same populating of res_fragment->texture it already did for res_fragment, just relative to fragment->texture->{buf,stride,pitch} etc. It's a bit hairy/janky because til_fb_fragment_t.texture is just a pointer to another til_fb_fragment_t. So the ephemeral/logical fragments fragmenting/tiling produces which tend to just be sitting on the stack need to get another til_fb_fragment_t instance somewhere and made available at the ephemeral til_fb_fragment_t's .texture member. We don't want to be allocating and freeing these things constantly, so for now I'm just ad-hoc stowing the pointer of an adjacent on-stack texture fragment in the .texture member when the incoming fragment has a texture. But this is gross because the rest of the fragment contents don't get initialized _at_all_, and currently if the incoming fragment has no texture the res_fragment->texture member isn't even initialized. The fragmenters aren't really supposed to be expecting anything sensible in *res_fragment, but now we're making use of res_fragment->texture *if* fragment->texture is set. This is just gross. So there's a bunch of asserts sprinkled around to help police this fragility for now, but if someone writes new fragmenters there's a good chance this will trip them up.
Diffstat (limited to 'src/modules/checkers')
-rw-r--r--src/modules/checkers/checkers.c29
1 files changed, 28 insertions, 1 deletions
diff --git a/src/modules/checkers/checkers.c b/src/modules/checkers/checkers.c
index 32b5aa3..9dcc05c 100644
--- a/src/modules/checkers/checkers.c
+++ b/src/modules/checkers/checkers.c
@@ -146,6 +146,9 @@ int checkers_fragment_tile_single(const til_fb_fragment_t *fragment, unsigned ti
unsigned tiled_w = w * tile_size, tiled_h = h * tile_size;
unsigned x, y, xoff, yoff, xshift = 0, yshift = 0;
+ assert(fragment);
+ assert(res_fragment);
+
/* Detect the need for fractional tiles on both axis and shift the fragments
* to keep the overall checkered output centered. This complicates res_fragment.{x,y,width,height}
* calculations for the peripheral checker tiles as those must clip when shifted.
@@ -171,8 +174,32 @@ int checkers_fragment_tile_single(const til_fb_fragment_t *fragment, unsigned ti
xoff = x * tile_size;
yoff = y * tile_size;
+ if (fragment->texture) {
+ assert(res_fragment->texture);
+ assert(fragment->frame_width == fragment->texture->frame_width);
+ assert(fragment->frame_height == fragment->texture->frame_height);
+ assert(fragment->width == fragment->texture->width);
+ assert(fragment->height == fragment->texture->height);
+ assert(fragment->x == fragment->texture->x);
+ assert(fragment->y == fragment->texture->y);
+
+ *(res_fragment->texture) = (til_fb_fragment_t){
+ .buf = fragment->texture->buf + (yoff * fragment->texture->pitch) - (y ? (yshift * fragment->texture->pitch) : 0) + (xoff - (x ? xshift : 0)),
+ .width = MIN(fragment->width - (xoff - xshift), x ? tile_size : (tile_size - xshift)),
+ .height = MIN(fragment->height - (yoff - yshift), y ? tile_size : (tile_size - yshift)),
+ .x = x ? 0 : xshift,
+ .y = y ? 0 : yshift,
+ .frame_width = tile_size,
+ .frame_height = tile_size,
+ .stride = fragment->texture->stride + (fragment->width - MIN(fragment->width - (xoff - xshift), x ? tile_size : (tile_size - xshift))),
+ .pitch = fragment->texture->pitch,
+ .cleared = fragment->texture->cleared,
+ };
+ }
+
*res_fragment = (til_fb_fragment_t){
- .texture = fragment->texture,
+ .texture = fragment->texture ? res_fragment->texture : NULL,
+ /* TODO: copy pasta! */
.buf = fragment->buf + (yoff * fragment->pitch) - (y ? (yshift * fragment->pitch) : 0) + (xoff - (x ? xshift : 0)),
.width = MIN(fragment->width - (xoff - xshift), x ? tile_size : (tile_size - xshift)),
.height = MIN(fragment->height - (yoff - yshift), y ? tile_size : (tile_size - yshift)),
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