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Most modules find themselves wanting some kind of "t" value increasing
with time or frames rendered. It's common for them to create and
maintain this variable locally, incrementing it with every frame
rendered.
It may be interesting to introduce a global notion of ticks since
rototiller started, and have all modules derive their "t" value from
this instead of having their own private versions of it.
In future modules and general innovations it seems likely that playing
with time, like jumping it forwards and backwards to achieve some
visual effects, will be desirable. This isn't applicable to all
modules, but for many their entire visible state is derived from their
"t" value, making them entirely reversible.
This commit doesn't change any modules functionally, it only adds the
plumbing to pull a ticks value down to the modules from the core.
A ticks offset has also been introduced in preparation for supporting
dynamic shifting of the ticks value, though no API is added for doing
so yet.
It also seems likely an API will be needed for disabling the
time-based ticks advancement, with functions for explicitly setting
its value. If modules are created for incorporating external
sequencers and music coordination, they will almost certainly need to
manage the ticks value explicitly. When a sequencer jumps
forwards/backwards in the creative process, the module glue
responsible will need to keep ticks synchronized with the
sequencer/editor tool.
Before any of this can happen, we need ticks as a first-class core
thing shared by all modules.
Future commits will have to modify existing modules to use the ticks
appropriately, replacing their bespoke variants.
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Ideally the number of modules can tile without leaving gaps, but
as rototiller evolves over time modules are added piecemeal so
try accomodate those awkward layouts.
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While the montage doesn't deeply thread the per-tile/module rendering,
the per-frame rendering is threaded with a work unit granularity of
every module's tile.
Meaning every module renders its tile in a single thread, but the
tiles are all rendered in parallel.
For the most part this works, and will only work better as more modules
are added to rototiller increasing the granularity. In the mean time
it's a bit coarse and some modules can be a lot more costly to render
than others, and there can be a shortage of modules to schedule on idle
CPUs.
It would be an interesting task to try make each module's tile get
subfragmented elastically. I didn't make any attempt to do that, but
it might even be worthwhile on hidpi screens where even those small
tiles may have a whole lot of pixels, especially on manycore CPUs.
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This repurposes the generic fb_fragment_tile_single() to better fit
the montage use case.
Partially covered areas are simply skipped, and tiles no longer need
to be square.
In determining the tile width and height, I'm just using the sqrt of
the number of modules and dividing the frame width and height. But
when the sqrt has a fraction, it's rounded up on the width divide
and rounded down on the height divide. So the width gets the extra
column of tiles, and the height just throws away the fraction.
I think it's OK for now, until someone gets a bug up their ass and
wants to avoid having vacant tiles in the bottom right corner when
the number of modules doesn't cooperate.
One problem with the just skipping partially covered areas is they
don't get zeroed out - no fragment is ever generated for them.
To fix that there will prolly have to be a fb_fragment_zero() of
the frame @ prepare :(. I guess it wouldn't be the end of the
world if the fragmenter itself zeroed out skipped regions. It's
kind of an ugly layering violation but this is a private montage-
specific fragmenter.
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The old approach was just to get things working, it's preferable
to not have empty tiles on-screen where modules were skipped and
have all tiles be smaller to accomodate vacancies.
Now the modules list gets pruned @ context create, so the skipping
only happens once and everywhere else is looking at a modules list
and count of only the keepers.
I also added stars to the skipped modules, for now, since both stars
and pixbounce malfunction when the fragment size changes.
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Not doing this produces especially visible artifacts when shown
by rtv.
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Segfaults were observed when montage came up in rtv, since pixbounce
doesn't seem to be rendering properly at all just skip it for now.
I suspect what's happening is rtv ran pixbounce before running montage,
and pixbounce caches fragment knowledge @ initialization. So when
montage ran pixbounce in a tile, that stale fragment knowledge was used
and caused scribbling.
Stars probably has similar problems actually.
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This is somewhat unfinished as it uses the generic tiled fragmenter
that's not interested in appearances but prioritizes total coverage
and simplicity.
Montage should have its own tiler that can produce non-square and even
non-uniform tile dimensions, prioritizing filling the screen with
mostly-uniform tiles.
But that's a TODO item, this is good enough for now and exercises some
fragment details previously irrelevant and often ignored/broken in
modules.
The pixbounce module in particular seems completely broken with small
fragment sizes.
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