Age | Commit message (Collapse) | Author |
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Switch to the generic til_module_setup_full() and rely on the
"none" builtin's NULL res_setup on finalize to indicate when no
fill_module is desired.
This gets rid of the need for a separate til_module_t* handle for
the fill_module, since til_setup_t.creator can be used for that,
and the NULL til_setup_t* to indicate no fill_module.
Basically discards some busy work style code, there's more
cleanups needed surrounding this stuff though.
More or less identical to the previous change to modules/checkers.
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Switch to the generic til_module_setup_full() and rely on the
"none" builtin's NULL res_setup on finalize to indicate when no
fill_module is desired.
This gets rid of the need for a separate til_module_t* handle for
the fill_module, since til_setup_t.creator can be used for that,
and the NULL til_setup_t* to indicate no fill_module.
Basically discards some busy work style code, there's more
cleanups needed surrounding this stuff though.
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Basically everywhere the
TIL_MODULE_HERMETIC|TIL_MODULE_EXPERIMENTAL exclusions were being
applied needed TIL_MODULE_BUILTIN added.
Mostly this is to prevent randomizers from tripping over builtins
in the available modules lists they draw from.
Because builtins aren't visually interesting by themselves, and
in some cases don't currently even have a means of being
randomized properly like ref's path setting.
This wasn't needed previously since builtins were kept off the
modules list altogether. But since 1a6210be that changed and
they must be explicitly filtered by flag instead.
Note I deliberately left the rkt case with just a TODO comment.
It's not a randomizer situation, and it might be acceptable to
let rkt just show everything all the time in the module lists.
That whole situation there is for advanced users.
Also note that without this, rtv et al would easily trigger an
assert on NULL setup due to the "none" builtin. Since there's
still work to be done there in callers properly handling NULL
@res_setup on a successful finalize. But this commit mitigates
that by avoiding the builtins in the randomizers.
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This gets rid of the ad-hoc module lookups previously necessary
for finalizing the nested module setups. Now that the
til_estup_t.creator tracks the creating module, the
rkt_scene_module_setup() wrapper can take care of finalizing.
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Particularly with nested modules it's annoying to have to stow
the module separate from the setup during the setup process.
If the baked setup included the module pointer in the
non-module-specific-setup part of the setup, then nested settings
could finalize using the generic module setup wrapper and just
rely on this til_setup_t.creator pointer to contain the
appropriate module. Which should enable tossing out a bunch of
copy-n-pasta surrounding nested modules setup.
Note this has to be a void* since til_setup_t is a generic thing
used equally by both the fb code and the module code. Hence why
this is called "creator" and not "module", as well as the void*
as opposed to til_module_t*.
Also if rototiller ever grows a sound backend, the setup
machinery will be reused there as well, and it'll be yet another
creator handle that isn't an til_fb_ops_t or a til_module_t.
It's assumed that the callers producing these setups won't be
trying to pass them to the wrong places i.e. a module setup
getting passed to an fb backend and vice versa.
I'm mildly annoyed about having to move the various til_module_t
blocks to above the module's foo_setup(), but it seemed like the
least annoying option. This may be revisited.
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Most of the time in scener you want to add a compose, you
basically never want blank, so the :blank thing was kind of silly
from the perspective of what happens most often.
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rkt_setup() and rkt_scener_update() had distinct implementations
for scene module setup. This consolidates that where trivial to
both use the new til_module_setup_full() with appropriate
parameters, wrapped up in rkt_scene_module_setup().
The finalizing phase is still ad-hoc which is mildly annoying,
but if finalizing just passed into rkt_scene_module_setup() there
wouldn't be the til_module_t onhand for sticking in rkt_scene_t.
So the code to extract and lookup the module from the settings
would still be needed anyways, as the whole til setup_func api
isn't limited to modules so the baked til_setup_t doesn't come
back with a til_module_t hanging in there. Maybe in the future
this gets changed a bit, there could for instance be a void* in
til_setup_t where something usage-specific goes, like the
relevant module in the case of a module's setup. Something to
consider for the future.
Consolidating these in the pre-finalize phase at least ensures
consistent behavior in initial rkt::scenes setup vs. scener
editing/new scenes.
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When creating nested setting instances, just pass down the full
raw value so if there's any prefix on the value it can be
realized as a prefix for the first entry in the nested instance.
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The application of overrides was still done via ad-hoc value
manipulation. This changes to use til_setting_set_raw_value() in
the obvious manner.
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Trivial refactor s/til_setting_spec_check/til_setting_check_spec/
so it operates on a til_setting_t as opposed to the bare value.
With the containing til_setting_t onhand it can be responsible
for bypassing the check when til_setting_t.nocheck is set.
Adjusted callers in setup_interactively() and rkt_scener_update()
accordingly.
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It's relatively acceptable to use this hammer for the other
errors like ENOMEM especially when this isn't some enterprise-y
service that must endure overload conditions gracefully.
But the setup_finalize() step is rather likely to find invalid
settings, especially now that til_setting_t.nocheck with the ':'
prefix is a thing.
This commit doesn't try resume the setup at the invalid setting
(yet, that will require further til_module_t.setup() method
work), but it at least doesn't rudely disconnect. The user just
gets dumped back to the SCENES state main prompt.
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The existing code assumed til_module_t.name was equivalent to the
name setting's value. That's no longer a safe assumption, and if
the module was made possible via something like nocheck, that
needs to be preserved in the randomized setup.
So this gets the name out of the setting instead, using the new
raw value getter.
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This makes RKT_SCENER_FSM_SEND_NEWSCENE_SETUP* handle ':'
prefixed values correctly, now using the new
til_setting_[sg]et_raw_value() API instead of directly messing
with til_setting_t.value.
It should now be possible to specify anything as a value
regardless of what's in the list for multiple choice settings.
Which does create opportunity for serious breakages... there will
definitely be crashes if you do silly things. Some
til_module_t.setup() methods have historically assumed the
spec_check would police the values reaching them. Those will
have to be made more robust now that this is getting wired up.
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Since blank is a builtin, at least for now it requires explicit
override since the builtins aren't added to the modules values
list and filtering is going to be always applied shortly.
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The "tiller" base (base being a Rocket concept) was always a bit
spurious. Maybe "til" would make more sense, but "rkt" is more
contextually specific.
I think when I originally picked "tiller" I was prioritizing
picking something unlikely to collide with another directory
name. But the way Rocket is naming the directory in the
filesystem it gets suffixed with an _ anyways.
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The "compose,compose,compose,compose" default was never intended
to be permanent, but gave a set of scenes to test the Rocket
integrations like scene selection and scene-specific tracks
without any additional effort.
Now that there's scener for easily adding/editing scenes, and
things are just generally more mature, I think it makes sense to
just go back to something minimal here.
I'd really rather just have it be "", but that's not handled well
presently. There isn't really a way to start with an empty
scenes set for rkt. Which is awkward, but "blank" is close.
It'd just be nice to start with an altogether blank slate rather
than having to always edit the default first scene when starting
anew...
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Now that the "scener" interface seems to be semi usable and
capable of editing... things are looking more complete in the
sense that there's no huge gaping holes and a lot of the dust has
settled.
It's also looking pretty good for this sticking around long-term,
so I'm removing the experimental flag making this more
discoverable and visible in general.
There's still work to be done surrounding GNU Rocket the library,
like getting it using non-blocking connects, and there's a need
for forgetting tracks which the protocol doesn't support
currently. But it'd be silly to wait on getting those things
upstream before making rkt more visible.
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Playing with libs/sig in 2D, this isn't really an interesting
module by itself in terms of visual output. But it might have
utility as a diagnostic thing if libs/sig becomes a more used
thing.
At the very least, for now, it's useful for observing affects of
and iterating on libs/sig development. So I'm merging this, just
gated behind TIL_MODULE_EXPERIMENTAL so it's not in rtv rotation
or presented as something in the usual modules list.
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This augments the NEWSCENE_SETUP state to also handle editing
existing settings, which is slightly different but actually
overlaps with the already implemented invalid input stuff.
There's still work to do, and the UX is kind of awkward at best.
But this takes us from having no ability to edit existing scenes,
to being able to actually make edits interactively while it's all
live... with a modicum of interactive guidance via the setup
machinery.
It basically behaves just like creating a new scene, except
instead of the <enter>-accepted "preferred" values, you accept
the existing relevant setting. So as-is, when editing, you have
no shortcut for getting back the "preferred" value for a given
setting. That's been replaced with the existing value for that
setting.
You also get seemingly spurious redundant queries for module
names in things like compose::layers, but they're really not the
same since the first time you get asked it's actually the full
settings string you're getting an opportunity to specify
wholesale, but can accept to seed the layer's settings as-is,
which you will then be given an opportunity to edit piecemeal.
It's that subsequent piecemeal editing of the individual settings
within the nested instance that can feel like a spurious
duplication, especialy when a given layer has just a bare-value
module name and no subsequent settings.. like "plasma". You'd be
asked if you want "plasma" for the layers/[N], then asked if you
want "plasma" _again_ for the layers/[N]/[0] since the module
name is an unnamed setting at position 0 within the layers/[N]
instance.
It was tempting to try streamline that a bit, but there's
actually utility in having an opportunity to paste in a full
settings string for the layers/[N] if you have a serialized scene
onhand you want to dump in there. Then after that, you can juts
smash enter as much as necessary to accept what you pasted in
without editing those in the piecemeal phase. Or, if there was
actually something in what you pasted you did want to change,
change it during that piecemeal phase.
I think it at least kind of works.
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There's an outstanding issue surrounding the need for context
clones, and I'd just like to write something down somewhere
before it falls off my radar. Presently it's just checkers that
exercises this need, so it makes sense to put it here for now,
until I get around to actually taking action on the issue.
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Mechanical change switching til_fragmenter_slice_per_cpu() users
over to til_fragmenter_slice_per_cpu_x16(), except sparkler where
it's quite detrimental to performance.
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Better spearate the generic error line from surrounding text with
an extra newline
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This was a bit of an aspirational misnomer, editing scenes isn't
actually implemented yet. What the EDITSCENE state currently
implements is the per-scene dialog+prompt, which originally was
going to just be the scene editing flow but became more of a
"view a specified scene's details" with a prompt of its own.
Nothing functionally changes, just mechanical internal renames.
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This is leftover from development when it used a fmt string in
combination with the key, before the desc path was getting
properly appended.
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With the addition of the "radcache" in b6362c, the need for a
faster approximate atan2f() is largely eliminated.
And there seems to be a bug in the implementation as-is taken
from https://mazzo.li/posts/vectorized-atan2.html
You can see the bug as vertical line artifact around the center
where the X coordinate would be 0. Rather than debug what's
wrong with this approximation's implementation surrounding its
quadrant adjustments, let's just resume using atan2f() and let
the cache keep things quick.
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On Linux I don't notice a significant affect on anything letting
rkt try connect every frame when offline but in creative mode.
On Windows however, Dan reported significant latencies in the
Scener prompt responsiveness and visible slowdowns in this
condition.
I suspect the WIN32 Rocket library's sync_tcp_connect() code is
the real problem here. But for now I can ameliorate things a bit
by just hammering on that code path less when unconnected.
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This is only relevant to creative mode. Stops RocketEditor from
continuing playback endlessly until user intervention beyond the
current end of the demo.
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Prepartory commit for pausing playback upon entering 99999 scene
It needs to trigger only on the edge of entering the scene to
permit RocketEditor to unpause playback even if still in scene
99999, if that's what the user is trying to do. It'd be annoying
to have it just keep asserting a paused state until the scene idx
leaves 99999...
But this also enables triggering anything on scene change edges,
for future stuff.
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- strip off the leading /path/to/rkt/module prefix
- separate taps from their scene context path with ':' vs. '/'
RocketEditor doesn't currently support recursive grouping, so
this is as good as it gets.
Note this commit will break the existing tracks for alphazed, so
you'll have to use a newer .zip for track data if building your
rototiller from source. Or build from a prior commit.
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Preparatory commit for rewriting track paths a bit to better
group things in RocketEditor. I'll need access to
rkt_context_t.til_module_context_t.setup->path for prefix
matching purposes..
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This makes it possible to tiled+rotate the output of another
module in the same manner checkers::fill_module fills cells with
module output.
The default stays "none" for the classic roto with the
psychedelic color cycling. When !"none" the color cycling
doesn't get applied currently. It might be interesting to try
support that in the future though.
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During rkt_scener development this append was at one time needed,
as there was no retained reference to the scenes_settings for
deriving paths from.
Now that the path is derived from the actual scenes setting
instance it's just resulting in a double trailing /scenes in the
"/module/rkt/scenes/scenes:" heading
Purely cosmetic fix
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Pressing '=' at either prompts now makes scener's current scene
the current Rocket scene.
While you could already do this manually by just looking at the
scenes list for the one with the '*' in the Rocket column while
either watching a production and pressing <enter> repeatedly to
keep refreshing the scenes list... that's cumbersome and
annoying, now just use this shortcut.
Since this just copies Rocket's scene to the Scener scene index,
it needed to properly handle scene 99999... hence the previous
commits.
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While there's no actual context for 99999, it's a state we need
to represent visibly somehow.. so just make it appear like an
epilogue scene off the end.
I've included the Rocket/Scener/Pinned status columns
consistently as well so you at least still get a visible
indication when you've done something like pinned 99999 somehow
(not that this is possible presently, but with future changes
there will be more ways to copy the Rocket idx into Scener's idx)
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rkt_scener needs to know this value so define it in rkt.h and
switch over all the existing 99999 instances.
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Until channel context paths are distinct it's buggy to let the
contexts linger while constructing the next channel's contexts.
Originally when the gc was added here the intention was to
support stuff like the "ref" module and get the channels settings
wired up immediately with more focus on rtv's details in this
area. Supporting stuff like contexts backing some layers
persisting across channels, while the others were swapped out,
seemed potentially interesting (and it still is).
But the rkt stuff became prioritized as rtv is more like a fuzzer
than anything despite being the default module. And rkt related
activities will continue for now, so let's just get rtv less
likely to crash.
A reliable repro for triggering an ASAN UAF bug without this
commit is:
--seed=0x64af3b05
'--module=rtv,duration=1,context_duration=1,channels=compose,caption_duration=2,snow_duration=0,snow_module=none,log_channels=on'
'--video=sdl,fullscreen=off,size=640x480'
A few channels in blinds will UAF while updating taps stored in a
freed context, because the previous channel has a blinds in the
same layer as the newly setup channel, putting the contexts at
exactly the same paths on-stream. There's probably another bug
in here that I need to dig into, but coexisting contexts at the
same path on-stream was never the intention. The syncronous
immediate gc ensures nothing remains of the previous channel
before constructing the new one at the same path.
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The channel module name was being used as the settings instance
name, which is redundant to the entries[0] "value as label"
behavior with the module name also @ entries[0].
The resulting paths resembled:
/module/rtv/compose/compose/layers/[N]/...
/module/rtv/compose/compose/texture/...
Now they are:
/module/rtv/channel/compose/layers/[N]/...
/module/rtv/channel/compose/texture/...
There's still work to be done in this area of rtv. It's unclear
if even a static "/module/rtv/channel" is correct, or if it
should show the subscript of the channels[] entry currently being
used when that becomes a proper nested settings situation, i.e.
/module/rtv/channels/[0]/compose/layers/[N]/...
...
/module/rtv/channels/[1]/spiro
...
/module/rtv/channels/[2]/roto
...
for a "channels=compose,spiro,roto" kind of hypothetical
another option which might make sense is to have the channel path
more like an auto-increment identifier so the channel contexts
have unique paths and don't collide on the stream. This could be
important for scenarios utilizing the "ref" module and trying to
reuse parts of the context from one channel to the next. When
the paths collide things tend to break in weird ways presently.
this area needs more thought
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Silly and unnecessarily racy to do this in render_fragment now
that blinds is threaded
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This is a first stab at threading blinds, while here I got rid of
the reliance on _checked() put_pixel for clipping.
This could be better, things like using a block put/copy instead
of put_pixel would be a huge advantage for blinds due to its
naturally contiguous blocks per-blind.
While this module when non-threaded wasn't especially slow, any
module leaving cores idle is depriving other potentially threaded
modules of utilizing them for the duration of the non-threaded
render. So now that rototiller is being used for compositions
and increasingly becoming something of a meta-demo, it's become
important to make everything as threaded as possible.
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Especially since taps are established on first use, it's
desirable to get them online immediately so they show in things
like --print-pipes and modules::rkt/RocketEditor and not
spuriously once the context becomes actively rendered...
This kind of thing will be done for all modules eventually
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computing the angle for every pixel coordinate from the origin is
costly, even with the approximate method added by c690303.
An easy speedup is to only do this once for a given frame
dimensions, and cache those results. In the form of a 32-bit
float, it's equivalent to caching a full page of pixel data.
This is slightly complicated by needing to be an effectively
global cache and the potential for multiple shapes contexts
rendering concurrently when part of a composition.
I think this particular situation highlights a need for something
equivalent generalized on-stream where modules can register
discoverable caches of costly to compute information, having a
high probability of being useful to others.
In this particular case it was alphazed's use of shapes in two
layers that made it an obvious win, even without any other
modules needing atan2() per-pixel with a centered origin.
With this commit:
Configured settings as flags:
--seed=0x64adabae '--module=compose,layers=blank\,shapes\\\,type\\\=pinwheel\\\,scale\\\=.9\\\,pinch\\\=.25\\\,pinch_spin\\\=.1\\\,pinches\\\=7\\\,points\\\=19\\\,spin\\\=.01\,shapes\\\,type\\\=pinwheel\\\,scale\\\=.9\\\,pinch\\\=1\\\,pinch_spin\\\=-.25\\\,pinches\\\=8\\\,points\\\=5\\\,spin\\\=0,texture=moire\,centers\=3' '--video=mem,size=1366x768'
FPS: 73
FPS: 74
FPS: 73
Without:
Configured settings as flags:
--seed=0x64adb857 '--module=compose,layers=blank\,shapes\\\,type\\\=pinwheel\\\,scale\\\=.9\\\,pinch\\\=.25\\\,pinch_spin\\\=.1\\\,pinches\\\=7\\\,points\\\=19\\\,spin\\\=.01\,shapes\\\,type\\\=pinwheel\\\,scale\\\=.9\\\,pinch\\\=1\\\,pinch_spin\\\=-.25\\\,pinches\\\=8\\\,points\\\=5\\\,spin\\\=0,texture=moire\,centers\=3' '--video=mem,size=1366x768'
FPS: 55
FPS: 54
FPS: 54
So it's significant, and in alphazed there's also a transition
from one scene with two full-screen shapes layers into a
checkered scene with shapes as the fill_module. Further
amplifying the payoff.. infact whenever shapes is used for a
fill_module in checkers, there's n_cpus shapes contexts created
because checkers is threaded. All of those would be benefitting
from the cache.
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The color stuff as-is isn't cheap and doesn't even get used if
there's a texture present, so don't bother with it at all.
This is especially significant since this module isn't threaded,
so it ties up all the cores leaving most of them idle when part
of a composition.
Also since spiro doesn't clamp its coordinates to the fragment
dimensions, only considering the frame dimensions, it must
continue using the "checked" put_pixel variant...
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This seems to make things work well enough for mingw+wine
Will probably revisit in the future. Adding an ewouldblock
helper rather than duplicating the ifdeffery seems likely
Let's just leave it like this for now and find out if a real
windows test succeeds
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This is available in win32, unlike inet_aton()
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In the early days of checkers when I introduced fill_module= with
the per-cpu contexts to still allow threaded rendering, the whole
seed passing to contexts thing wasn't as well sorted out. This
meant the contexts often produced vastly different outputs
despite being the same module, same seed, and same settings.
The consequence of that was that w/fill_module checkers would
produce crazy randomized output when you expected the same output
in the filled cells. But by using .cpu_affinity (which I had to
implement just for this use case actually) at least the different
outputs would become stable. It was a band-aid over a different
problem that still needed sorting out.
Nowadays, it seems like this is improved enough at least for
alphazed to look correct without the affinity hack, so I'm
removing it because it really kills checkers threaded
performance.
Whatever modules remain uncooperative WRT seed reproducibility,
they'll just need to be fixed up.
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While here also did more minor optimizations moving things out of
the inner loops that were only there out of laziness...
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Taken from this excellent post:
https://mazzo.li/posts/vectorized-atan2.html
While I haven't gone full vectorized, just getting rid of the
regular atan2f() call will be a big improvement.
This just adds the functionality, nothing is calling it yet.
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This is just a first stab at threading shapes... whenever shapes
finds itself in a scene it easily becomes a significant
bottleneck, threading is a trivial path to improving that
somewhat.
While at it I also got rid of the need for _checked() variants
which also helps a bit.
But nothing here is proper optimization of the routines.. there's
too much math happening per pixel in a naive fashion.
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trivial simplification
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