Age | Commit message (Collapse) | Author |
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This module displays realtime battle for domination simulated
as 2D cellular automata.
This is just a test of the backend piece for a work-in-progress
multiplayer game idea. The visuals were kind of interesting to
watch so I figured may as well merge it as a module to share.
Enjoy!
PS: the results can vary a lot by tweaking the defines in submit.c
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This is the first step of breaking out all the core rendering stuffs
into reusable libraries and making modules purely compositional,
consumers of various included rendering/effects libraries.
Expect multiple modules leveraging libray for a variety of scenes and
such. Also expect compositions mixing the various libraries for more
interesting visuals.
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Fixes silly cosmetic error in configure output for checking libdrm...
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With fb backends entirely abstracted behind fb_ops_t, this is
no longer necessary.
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This uses a simple fixed 640x480 windowed mode (for now).
The SDL2 Renderer & Texture API is used for vsync-synchronized presents.
There's probably excessive copying going on because the rototiller fb
code manages pages and flips but SDL2 doesn't really expose low-level
control of such things.
This backend is quite useful for development purposes, allowing quick
iteration in a windowed environment.
Note this is just the backend implementation, it's dormant code but
trivially activated.
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This should probably be split into multiple commits, but
for simplicity sake it's all cut over at once.
drm_fb.c sees major changes, migrating the remaining drm-specific bits
from drmsetup into it, behind the settings API.
rototiller.c sees a bunch of scaffolding surrounding the settings API
and wiring it up into the commandline handling and renderers and video
backends.
fb.[ch] see minor changes as settings get plumbed to the backend
drmsetup.[ch] goes bye bye
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Preliminary means for interactively configuring settings and defaults
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Settings will be used to express configurable parameters in the
rendering modules and fb backends.
The goal is to address both commandline argument setting of parameters,
automatic use of defaults, as well as interactive configuration
including the outputting of the resulting settings in a form usable as
a commandline for future reuse.
Since settings can be numerous and highly varied from one module or
backend to another, a form similar to the Linux kernel's cmdline or
QEMU's approach has been adopted.
For example, a complete DRM backend, card selection and config would be:
rototiller --video=drm,dev=/dev/dri/card0,connector=LVDS-1,mode=1024x768@60
If any of the above were omitted, then the missing settings would be
interactively configured.
If you added --defaults, then any omissions would be automatically
filled in with the defaults.
i.e.
rototiller --video=drm,dev=/dev/dri/card4 --defaults
would use the preferred connector and mode for that card.
rototiller --video=drm --defaults
would do the same but also default to the /dev/dri/card0 path.
for brevity, I omitted rendering modules from above, but the same
approach applies simply to --module=:
rototiller --module=sparkler --video=drm --defaults
If you ran rototiller without any arguments, then a fully interactive
setup would ensue for module and video.
If you ran rototiller with just --defaults, then everything is
defaulted for you. A default rendering module will be used (the
original roto renderer, probably).
Note that this commit only adds scaffolding to make this possible,
none of this is wired up yet.
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Largely mechanical copying of the drm code into the new fb_ops_t
abstraction. Dormant for now.
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This is a simple worker thread implementation derived from the ray_threads
code in the ray module. The ray_threads code should be discarded in a
future commit now that rototiller can render fragments using threads.
If a module supplies a prepare_frame() method, then it is called
per-frame to prepare a rototiller_frame_t which specifies how to divvy
up the page into fragments. Those fragments are then dispatched to a
thread per CPU which call the module's rendering function in parallel.
There is no coupling of the number of fragments in a frame to the number of
threads/CPUs. Some modules may benefit from the locality of tile-based
rendering, so the fragments are simply dispatched across the available CPUs
in a striped fashion.
Helpers will be added later to the fb interface for tiling fragments, which
modules desiring tiled rendering may utilize in their prepare_frame()
methods.
This commit does not modify any modules to become threaded, it only adds
the scaffolding.
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This is unoptimized, with a palette slapped together in vim, but still
pretty neat!
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Restoring some organizational sanity since adopting autotools.
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