diff options
author | Vito Caputo <vcaputo@pengaru.com> | 2022-09-05 22:50:36 -0700 |
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committer | Vito Caputo <vcaputo@pengaru.com> | 2022-09-05 22:50:36 -0700 |
commit | 0fb1ebed2f4ed97d2b5789b4cb0d564c5ca19bf5 (patch) | |
tree | 638632b34c434da3162f456661b33c8b99f4fff7 /src/modules | |
parent | 237d717f0989e9e3adc51b0088d07db9b8cac6d6 (diff) |
modules/roto: move tables init to context create
Mechanical rearrangement, but ultimately there probably needs to
be an initialize function added to til_module_t. With all the
threading chaos going on, this approach to implicit
initialization with a static flag is racy without using atomics.
For now it's probably marginally better to do this in context
create vs. prepare frame. Context creates *tend* to happen in
single-threaded phases of execution, and infrequently. Prepare
frame is a serialized phase of the rendering for a given context,
but there can be many contexts in-flight simultaneously now with
all the forms of compositing happening, sometimes from multiple
threads. So that assumption no longer holds...
Diffstat (limited to 'src/modules')
-rw-r--r-- | src/modules/roto/roto.c | 71 |
1 files changed, 36 insertions, 35 deletions
diff --git a/src/modules/roto/roto.c b/src/modules/roto/roto.c index e2abea3..1427947 100644 --- a/src/modules/roto/roto.c +++ b/src/modules/roto/roto.c @@ -33,10 +33,46 @@ typedef struct roto_context_t { static int32_t costab[FIXED_TRIG_LUT_SIZE], sintab[FIXED_TRIG_LUT_SIZE]; static uint8_t texture[256][256]; + +static void init_roto(uint8_t texture[256][256], int32_t *costab, int32_t *sintab) +{ + int x, y, i; + + /* Generate simple checker pattern texture, nothing clever, feel free to play! */ + /* If you modify texture on every frame instead of only @ initialization you can + * produce some neat output. These values are indexed into palette[] below. */ + for (y = 0; y < 128; y++) { + for (x = 0; x < 128; x++) + texture[y][x] = 1; + for (; x < 256; x++) + texture[y][x] = 0; + } + for (; y < 256; y++) { + for (x = 0; x < 128; x++) + texture[y][x] = 0; + for (; x < 256; x++) + texture[y][x] = 1; + } + + /* Generate fixed-point cos & sin LUTs. */ + for (i = 0; i < FIXED_TRIG_LUT_SIZE; i++) { + costab[i] = ((cos((double)2*M_PI*i/FIXED_TRIG_LUT_SIZE))*FIXED_EXP); + sintab[i] = ((sin((double)2*M_PI*i/FIXED_TRIG_LUT_SIZE))*FIXED_EXP); + } +} + + static til_module_context_t * roto_create_context(unsigned seed, unsigned ticks, unsigned n_cpus, til_setup_t *setup) { + static int initialized; roto_context_t *ctxt; + if (!initialized) { + initialized = 1; + + init_roto(texture, costab, sintab); + } + ctxt = til_module_context_new(sizeof(roto_context_t), seed, ticks, n_cpus); if (!ctxt) return NULL; @@ -145,45 +181,10 @@ static uint32_t bilerp_color(uint8_t texture[256][256], color_t *palette, int tx } -static void init_roto(uint8_t texture[256][256], int32_t *costab, int32_t *sintab) -{ - int x, y, i; - - /* Generate simple checker pattern texture, nothing clever, feel free to play! */ - /* If you modify texture on every frame instead of only @ initialization you can - * produce some neat output. These values are indexed into palette[] below. */ - for (y = 0; y < 128; y++) { - for (x = 0; x < 128; x++) - texture[y][x] = 1; - for (; x < 256; x++) - texture[y][x] = 0; - } - for (; y < 256; y++) { - for (x = 0; x < 128; x++) - texture[y][x] = 0; - for (; x < 256; x++) - texture[y][x] = 1; - } - - /* Generate fixed-point cos & sin LUTs. */ - for (i = 0; i < FIXED_TRIG_LUT_SIZE; i++) { - costab[i] = ((cos((double)2*M_PI*i/FIXED_TRIG_LUT_SIZE))*FIXED_EXP); - sintab[i] = ((sin((double)2*M_PI*i/FIXED_TRIG_LUT_SIZE))*FIXED_EXP); - } -} - - /* prepare a frame for concurrent rendering */ static void roto_prepare_frame(til_module_context_t *context, unsigned ticks, til_fb_fragment_t **fragment_ptr, til_frame_plan_t *res_frame_plan) { roto_context_t *ctxt = (roto_context_t *)context; - static int initialized; - - if (!initialized) { - initialized = 1; - - init_roto(texture, costab, sintab); - } *res_frame_plan = (til_frame_plan_t){ .fragmenter = til_fragmenter_slice_per_cpu }; |