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#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "til.h"
#include "til_fb.h"
#include "til_module_context.h"
#include "til_settings.h"
#include "til_util.h"
/* Copyright (C) 2020 - Vito Caputo <vcaputo@pengaru.com> */
/* This implements a rudimentary compositing module for layering
* the output from other modules into a single frame.
*/
#define COMPOSE_DEFAULT_LAYER_MODULE "moire"
#define COMPOSE_DEFAULT_TEXTURE_MODULE "none"
typedef struct compose_layer_t {
til_module_context_t *module_ctxt;
/* XXX: it's expected that layers will get more settable attributes to stick in here */
} compose_layer_t;
typedef struct compose_context_t {
til_module_context_t til_module_context;
til_fb_fragment_t texture_fb;
compose_layer_t texture;
size_t n_layers;
compose_layer_t layers[];
} compose_context_t;
typedef struct compose_setup_layer_t {
til_setup_t *module_setup;
} compose_setup_layer_t;
typedef struct compose_setup_t {
til_setup_t til_setup;
compose_setup_layer_t texture;
size_t n_layers;
compose_setup_layer_t layers[];
} compose_setup_t;
static til_module_context_t * compose_create_context(const til_module_t *module, til_stream_t *stream, unsigned seed, unsigned ticks, unsigned n_cpus, til_setup_t *setup);
static void compose_destroy_context(til_module_context_t *context);
static void compose_render_fragment(til_module_context_t *context, til_stream_t *stream, unsigned ticks, unsigned cpu, til_fb_fragment_t **fragment_ptr);
static int compose_setup(const til_settings_t *settings, til_setting_t **res_setting, const til_setting_desc_t **res_desc, til_setup_t **res_setup);
til_module_t compose_module = {
.create_context = compose_create_context,
.destroy_context = compose_destroy_context,
.render_fragment = compose_render_fragment,
.name = "compose",
.description = "Layered modules compositor",
.setup = compose_setup,
};
static til_module_context_t * compose_create_context(const til_module_t *module, til_stream_t *stream, unsigned seed, unsigned ticks, unsigned n_cpus, til_setup_t *setup)
{
compose_setup_t *s = (compose_setup_t *)setup;
compose_context_t *ctxt;
assert(setup);
ctxt = til_module_context_new(module, sizeof(compose_context_t) + s->n_layers * sizeof(compose_layer_t), stream, seed, ticks, n_cpus, setup);
if (!ctxt)
return NULL;
for (size_t i = 0; i < s->n_layers; i++) {
const til_module_t *layer_module;
layer_module = ((compose_setup_t *)setup)->layers[i].module_setup->creator;
(void) til_module_create_context(layer_module, stream, rand_r(&seed), ticks, n_cpus, s->layers[i].module_setup, &ctxt->layers[i].module_ctxt); /* TODO: errors */
ctxt->n_layers++;
}
if (((compose_setup_t *)setup)->texture.module_setup) {
const til_module_t *texture_module;
texture_module = ((compose_setup_t *)setup)->texture.module_setup->creator;
(void) til_module_create_context(texture_module, stream, rand_r(&seed), ticks, n_cpus, s->texture.module_setup, &ctxt->texture.module_ctxt); /* TODO: errors */
}
return &ctxt->til_module_context;
}
static void compose_destroy_context(til_module_context_t *context)
{
compose_context_t *ctxt = (compose_context_t *)context;
for (size_t i = 0; i < ctxt->n_layers; i++)
til_module_context_free(ctxt->layers[i].module_ctxt);
til_module_context_free(ctxt->texture.module_ctxt);
free(ctxt->texture_fb.buf);
free(context);
}
static void compose_render_fragment(til_module_context_t *context, til_stream_t *stream, unsigned ticks, unsigned cpu, til_fb_fragment_t **fragment_ptr)
{
compose_context_t *ctxt = (compose_context_t *)context;
til_fb_fragment_t *fragment = *fragment_ptr, *texture = &ctxt->texture_fb;
til_fb_fragment_t *old_texture = fragment->texture;
if (ctxt->texture.module_ctxt) {
if (!ctxt->texture_fb.buf ||
ctxt->texture_fb.frame_width != fragment->frame_width ||
ctxt->texture_fb.frame_height != fragment->frame_height) {
ctxt->texture_fb = (til_fb_fragment_t){
.buf = realloc(ctxt->texture_fb.buf, fragment->frame_height * fragment->frame_width * sizeof(uint32_t)),
.frame_width = fragment->frame_width,
.frame_height = fragment->frame_height,
.width = fragment->frame_width,
.height = fragment->frame_height,
.pitch = fragment->frame_width,
};
}
ctxt->texture_fb.cleared = 0;
/* XXX: if when snapshotting becomes a thing, ctxt->texture_fb is snapshottable, this will likely break as-is */
til_module_render(ctxt->texture.module_ctxt, stream, ticks, &texture);
til_module_render(ctxt->layers[0].module_ctxt, stream, ticks, &fragment);
for (size_t i = 1; i < ctxt->n_layers; i++) {
fragment->texture = texture; /* keep forcing our texture, in case something below us installed their own. */
til_module_render(ctxt->layers[i].module_ctxt, stream, ticks, &fragment);
}
} else {
for (size_t i = 0; i < ctxt->n_layers; i++) {
fragment->texture = NULL; /* keep forcing no texture, in case something below us installed their own. TODO: more formally define texture semantics as it pertains to module nesting */
til_module_render(ctxt->layers[i].module_ctxt, stream, ticks, &fragment);
}
}
fragment->texture = old_texture;
*fragment_ptr = fragment;
}
/* return a randomized valid layers= setting */
static char * compose_random_layers_setting(unsigned seed)
{
size_t n_modules, n_rand_overlays, n_overlayable = 0, n_unusable = 0, base_idx;
char *layers = NULL;
const til_module_t **modules;
unsigned unusable_flags = (TIL_MODULE_HERMETIC | TIL_MODULE_EXPERIMENTAL | TIL_MODULE_BUILTIN);
til_get_modules(&modules, &n_modules);
for (size_t i = 0; i < n_modules; i++) {
if ((modules[i]->flags & unusable_flags) ||
modules[i] == &compose_module) {
n_unusable++;
continue;
}
if (modules[i]->flags & TIL_MODULE_OVERLAYABLE)
n_overlayable++;
}
base_idx = rand_r(&seed) % (n_modules - (n_overlayable + n_unusable));
for (size_t i = 0, j = 0; !layers && i < n_modules; i++) {
if ((modules[i]->flags & unusable_flags) ||
modules[i] == &compose_module)
continue;
if (modules[i]->flags & TIL_MODULE_OVERLAYABLE)
continue;
if (j++ == base_idx)
layers = strdup(modules[i]->name);
}
/* TODO FIXME: this doesn't prevent duplicate overlays in the random set,
* which generally is undesirable - but actually watching the results, is
* sometimes interesting. Maybe another module flag is necessary for indicating
* manifold-appropriate overlays.
*/
n_rand_overlays = 1 + (rand_r(&seed) % (n_overlayable - 1));
for (size_t n = 0; n < n_rand_overlays; n++) {
size_t rand_idx = rand_r(&seed) % n_overlayable;
for (size_t i = 0, j = 0; i < n_modules; i++) {
if ((modules[i]->flags & unusable_flags) ||
modules[i] == &compose_module)
continue;
if (!(modules[i]->flags & TIL_MODULE_OVERLAYABLE))
continue;
if (j++ == rand_idx) {
char *new;
new = realloc(layers, strlen(layers) + 1 + strlen(modules[i]->name) + 1);
if (!new) {
free(layers);
return NULL;
}
strcat(new, ",");
strcat(new, modules[i]->name);
layers = new;
break;
}
}
}
return layers;
}
static void compose_setup_free(til_setup_t *setup)
{
compose_setup_t *s = (compose_setup_t *)setup;
for (size_t i = 0; i < s->n_layers; i++)
til_setup_free(s->layers[i].module_setup);
til_setup_free(s->texture.module_setup);
free(setup);
}
static int compose_layer_module_setup(const til_settings_t *settings, til_setting_t **res_setting, const til_setting_desc_t **res_desc, til_setup_t **res_setup)
{
const char *exclusions[] = { "none", "compose" /* XXX: prevent infinite recursion */, NULL };
/* nested compose might be interesting, but there needs to be guards to prevent the potential infinite recursion.
* note you can still access it via the ':' override prefix
*/
return til_module_setup_full(settings,
res_setting,
res_desc,
res_setup,
"Layer module name",
COMPOSE_DEFAULT_LAYER_MODULE,
(TIL_MODULE_EXPERIMENTAL | TIL_MODULE_HERMETIC),
exclusions);
}
static int compose_texture_module_setup(const til_settings_t *settings, til_setting_t **res_setting, const til_setting_desc_t **res_desc, til_setup_t **res_setup)
{
return til_module_setup_full(settings,
res_setting,
res_desc,
res_setup,
"Texture module name",
COMPOSE_DEFAULT_TEXTURE_MODULE,
(TIL_MODULE_EXPERIMENTAL | TIL_MODULE_HERMETIC),
NULL);
}
static int compose_setup(const til_settings_t *settings, til_setting_t **res_setting, const til_setting_desc_t **res_desc, til_setup_t **res_setup)
{
const til_settings_t *layers_settings, *texture_settings;
til_setting_t *layers;
til_setting_t *texture;
const char *texture_values[] = {
"none",
"blinds",
"checkers",
"drizzle",
"julia",
"moire",
"plasma",
"roto",
"stars",
"submit",
"swab",
"voronoi",
NULL
};
int r;
r = til_settings_get_and_describe_setting(settings,
&(til_setting_spec_t){
.name = "Comma-separated list of module layers, in draw-order",
.key = "layers",
.preferred = "drizzle,stars,spiro,plato",
.annotations = NULL,
/* TODO: .values = could have a selection of interesting preset compositions... */
.random = compose_random_layers_setting,
.as_nested_settings = 1,
},
&layers, /* XXX: unused in raw-value form, we want the settings instance */
res_setting,
res_desc);
if (r)
return r;
layers_settings = layers->value_as_nested_settings;
assert(layers_settings);
{
til_setting_t *layer_setting;
/*
* Note this relies on til_settings_get_value_by_idx() returning NULL once idx runs off the end,
* which is indistinguishable from a NULL-valued setting, so if the user were to fat-finger
* an empty layer like "layers=foo,,bar" maybe we'd never reach bar. This could be made more robust
* by explicitly looking at the number of settings and just ignoring NULL values, but maybe
* instead we should just prohibit such settings constructions? Like an empty value should still get
* "" not NULL put in it. FIXME TODO XXX verify/clarify/assert this in code
*/
for (size_t i = 0; til_settings_get_value_by_idx(layers_settings, i, &layer_setting); i++) {
if (!layer_setting->value_as_nested_settings) {
r = til_setting_desc_new( layers_settings,
&(til_setting_spec_t){
.as_nested_settings = 1,
}, res_desc);
if (r < 0)
return r;
*res_setting = layer_setting;
return 1;
}
}
for (size_t i = 0; til_settings_get_value_by_idx(layers_settings, i, &layer_setting); i++) {
r = compose_layer_module_setup(layer_setting->value_as_nested_settings,
res_setting,
res_desc,
NULL); /* XXX: note no res_setup, must defer finalize */
if (r)
return r;
}
}
r = til_settings_get_and_describe_setting(settings,
&(til_setting_spec_t){
.name = "Module to use for source texture, \"none\" to disable",
.key = "texture",
.preferred = COMPOSE_DEFAULT_TEXTURE_MODULE,
.annotations = NULL,
.values = texture_values,
.as_nested_settings = 1,
.as_label = 1,
},
&texture,
res_setting,
res_desc);
if (r)
return r;
assert(res_setting && *res_setting && (*res_setting)->value_as_nested_settings);
texture_settings = (*res_setting)->value_as_nested_settings;
r = compose_texture_module_setup(texture_settings,
res_setting,
res_desc,
NULL); /* XXX: note no res_setup, must defer finalize */
if (r)
return r;
if (res_setup) { /* turn layers settings into an array of compose_setup_layer_t's {name,til_setup_t} */
size_t n_layers = til_settings_get_count(layers_settings);
til_setting_t *layer_setting;
compose_setup_t *setup;
setup = til_setup_new(settings, sizeof(*setup) + n_layers * sizeof(*setup->layers), compose_setup_free, &compose_module);
if (!setup)
return -ENOMEM;
setup->n_layers = n_layers;
for (size_t i = 0; til_settings_get_value_by_idx(layers_settings, i, &layer_setting); i++) {
r = compose_layer_module_setup(layer_setting->value_as_nested_settings,
res_setting,
res_desc,
&setup->layers[i].module_setup); /* finalize! */
if (r < 0) {
til_setup_free(&setup->til_setup);
return r;
}
assert(r == 0);
}
r = compose_texture_module_setup(texture_settings,
res_setting,
res_desc,
&setup->texture.module_setup); /* finalize! */
if (r < 0) {
til_setup_free(&setup->til_setup);
return r;
}
assert(r == 0);
*res_setup = &setup->til_setup;
}
return 0;
}
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