extends Control signal render_initial_ready(key) # A small chunk at the start has been rendered and is ready to play signal render_complete(key) # The full track has been rendered and is ready to pop-in enum RENDER_MODE {BATCH, DYNAMIC, JAOT, TEST_READBACK} var render_mode = RENDER_MODE.JAOT const INPUT_TEX_WIDTH := 4096 const INPUT_FORMAT := Image.FORMAT_RGBA8 # Image.FORMAT_LA8 const INPUT_BYTES_PER_TEXEL := 4 # 2 const OUTPUT_BYTES_PER_TEXEL := 4 const QUAD_COLOR := PoolColorArray([Color.white, Color.white, Color.white, Color.white]) var OUTPUT_FRAMEBUFFER_SIZE: Vector2 var OUTPUT_WIDTH: int var OUTPUT_HEIGHT: int onready var viewport: Viewport = self.get_parent() onready var render_queue: Array = [] # of [key, remaining_samples] onready var cached_midis: Dictionary = {} # key: [target_samples, ImageTexture] onready var cached_renders: Dictionary = {} # key: [remaining_samples, PoolByteArray] onready var current_textures: Array = [] # of ImageTextures - Needed to prevent GC before draw onready var waiting_for_viewport: Array = [] onready var done_first_draw: bool = false var initialized_instrument_texture := false func _ready() -> void: self.material = ShaderMaterial.new() self.material.shader = preload('res://shaders/audio_renderer.gdshader') match self.render_mode: RENDER_MODE.BATCH, RENDER_MODE.DYNAMIC: self._update_viewport(4096, 4096) RENDER_MODE.JAOT: self._update_viewport(256, 2048) func _process(_delta) -> void: update() func _draw() -> void: # Seems like the first one always fails if not self.done_first_draw: self.done_first_draw = true return if self.waiting_for_viewport: # Another node later in the draw sequence can call this within the same frame, # otherwise, this picks it up the following frame self.get_result() # self.waiting_for_viewport is cleared at the end of get_result() if self.render_queue: match self.render_mode: RENDER_MODE.BATCH: self._render_in_batch() RENDER_MODE.DYNAMIC: self._render_dynamic_one_at_a_time() RENDER_MODE.JAOT: self._render_just_ahead_of_time() func _update_viewport(width: int, height: int) -> void: self.OUTPUT_WIDTH = width self.OUTPUT_HEIGHT = height self.OUTPUT_FRAMEBUFFER_SIZE = Vector2(width, height) self.viewport.size = OUTPUT_FRAMEBUFFER_SIZE self.material.set_shader_param('OUTPUT_FRAMEBUFFER_SIZE', OUTPUT_FRAMEBUFFER_SIZE) self.material.set_shader_param('INT_OUTPUT_WIDTH', OUTPUT_WIDTH) func initialize_instrument_texture(reinitialize := false) -> void: if not reinitialize and self.initialized_instrument_texture: return SoundLoader.samples_to_texture() self.material.set_shader_param('instrument_samples', SoundLoader.samples_tex) self.material.set_shader_param('instrument_samples_size', SoundLoader.samples_tex.get_size()) self.initialized_instrument_texture = true func _get_cached_midi(key: String) -> Array: # [target_samples: int, tex: ImageTexture, tempo_scale_thousandths: int] if not('-' in key): return self.cached_midis[key] + [1000] var split := key.split('-') var tempo_scale_thousandths := int(split[1]) var target_time_and_tex = self.cached_midis[split[0]] var new_target_samples: int = (target_time_and_tex[0]*32000*1000)/tempo_scale_thousandths return [new_target_samples, target_time_and_tex[1], tempo_scale_thousandths] func _render_midi(key: String, output_rows_drawn_including_this: int, rows_to_draw: int) -> void: var target_samples_and_tex_and_tempo = self._get_cached_midi(key) var target_samples: int = target_samples_and_tex_and_tempo[0] var tex: ImageTexture = target_samples_and_tex_and_tempo[1] var tempo_scale_thousandths: int = target_samples_and_tex_and_tempo[2] self.material.set_shader_param('tempo_scale_thousandths', tempo_scale_thousandths) if rows_to_draw <= OUTPUT_HEIGHT: # Full draw var y_top: int = OUTPUT_HEIGHT - output_rows_drawn_including_this var y_bot: int = y_top + rows_to_draw var uv_inv_v: float = 1 - (rows_to_draw / OUTPUT_FRAMEBUFFER_SIZE.y) var uvs := PoolVector2Array([Vector2(0, uv_inv_v), Vector2(1, uv_inv_v), Vector2(1, 1), Vector2(0, 1)]) var points := PoolVector2Array([Vector2(0, y_top), Vector2(OUTPUT_WIDTH, y_top), Vector2(OUTPUT_WIDTH, y_bot), Vector2(0, y_bot)]) draw_primitive(points, QUAD_COLOR, uvs, tex) self.waiting_for_viewport.append([rows_to_draw, key]) # Grab the result next draw else: print('Could not fit %s into %dx%d output framebuffer, it needs %d rows'%[key, OUTPUT_WIDTH, OUTPUT_HEIGHT, rows_to_draw]) func _render_in_batch() -> void: self.waiting_for_viewport = [] var rows_drawn := 0 while self.render_queue: var target_samples: int = self.render_queue[0][1] var rows_to_draw := int(ceil(target_samples/float(OUTPUT_WIDTH))) rows_drawn += rows_to_draw if rows_drawn > OUTPUT_HEIGHT: if self.waiting_for_viewport.empty(): print('Could not fit %s into %dx%d output framebuffer, it needs %d rows'%[self.render_queue[0][0], OUTPUT_WIDTH, OUTPUT_HEIGHT, rows_to_draw]) self.render_queue.pop_front() break # Draw the next ImageTexture self._render_midi(self.render_queue.pop_front()[0], rows_drawn, rows_to_draw) func _render_dynamic_one_at_a_time() -> void: # Non power-of-two dimensioned textures should be restricted to GLES3 self.waiting_for_viewport = [] var entry = self.render_queue.pop_front() var key: String = entry[0] var target_samples: int = entry[1] var rows_to_draw := int(ceil(target_samples/float(OUTPUT_WIDTH))) self._update_viewport(4096, rows_to_draw) # Draw the next ImageTexture self._render_midi(key, rows_to_draw, rows_to_draw) func _render_just_ahead_of_time() -> void: # Optimized for latency var entry = self.render_queue[0] var key: String = entry[0] var remaining_samples: int = entry[1] var target_samples_and_tex_and_tempo = self._get_cached_midi(key) var total_target_samples: int = target_samples_and_tex_and_tempo[0] var tex: ImageTexture = target_samples_and_tex_and_tempo[1] var tempo_scale_thousandths: int = target_samples_and_tex_and_tempo[2] var total_rows := int(ceil(total_target_samples/float(OUTPUT_WIDTH))) var remaining_rows := int(ceil(remaining_samples/float(OUTPUT_WIDTH))) var rows_to_draw := remaining_rows # Draw the next ImageTexture self.material.set_shader_param('tempo_scale_thousandths', tempo_scale_thousandths) var y_top: int = 0 if remaining_rows <= OUTPUT_HEIGHT: y_top = OUTPUT_HEIGHT - rows_to_draw self.render_queue.pop_front() else: rows_to_draw = OUTPUT_HEIGHT self.render_queue[0] = [key, remaining_samples - (rows_to_draw*OUTPUT_WIDTH)] # Draw the next ImageTexture var starting_row := total_rows - remaining_rows # The start of the unrendered rows var ending_row := starting_row + rows_to_draw # The end of this chunk of unrendered rows var uv_top: float = 1 - (ending_row / OUTPUT_FRAMEBUFFER_SIZE.y) var uv_bot: float = 1 - (starting_row / OUTPUT_FRAMEBUFFER_SIZE.y) var uvs := PoolVector2Array([Vector2(0, uv_top), Vector2(1, uv_top), Vector2(1, uv_bot), Vector2(0, uv_bot)]) var points := PoolVector2Array([Vector2(0, y_top), Vector2(OUTPUT_WIDTH, y_top), Vector2(OUTPUT_WIDTH, OUTPUT_HEIGHT), Vector2(0, OUTPUT_HEIGHT)]) draw_primitive(points, QUAD_COLOR, uvs, tex) self.waiting_for_viewport.append([rows_to_draw, key]) # Grab the result next draw func push_image(image: Image, target_time: int, key: String, enqueue: bool = true) -> void: if not self.initialized_instrument_texture: self.initialize_instrument_texture() var tex := ImageTexture.new() tex.create_from_image(image, 0) self.cached_midis[key] = [target_time, tex] self.material.set_shader_param('midi_events_size', tex.get_size()) # Should all be the same size for now, revisit if we need mixed sizes. if enqueue: self.render_queue.append([key, target_time]) func push_bytes(data: PoolByteArray, target_time: int, key: String, enqueue: bool = true) -> void: var rows = int(pow(2, ceil(log((len(data)/INPUT_BYTES_PER_TEXEL) / INPUT_TEX_WIDTH)/log(2)))) var target_length = rows * INPUT_BYTES_PER_TEXEL * INPUT_TEX_WIDTH while len(data) < target_length: # This is inefficient, but this function should be called with pre-padded data anyway data.append(0) var image := Image.new() image.create_from_data(INPUT_TEX_WIDTH, rows, false, INPUT_FORMAT, data) self.push_image(image, target_time, key, enqueue) func queue_cached_bgm(key: String) -> void: var new_target_time_etc := self._get_cached_midi(key) self.render_queue.append([key, new_target_time_etc[0]]) func get_result() -> void: var result_texture := self.viewport.get_texture() var result_image := result_texture.get_data() var result_bytes := result_image.get_data() match self.render_mode: RENDER_MODE.BATCH: # Multiple complete songs in a fixed-size framebuffer var retrieved_rows := 0 for rows_and_key in self.waiting_for_viewport: var entry_rows: int = rows_and_key[0] var key: String = rows_and_key[1] var bytes_start := retrieved_rows * OUTPUT_WIDTH * OUTPUT_BYTES_PER_TEXEL var bytes_end := (retrieved_rows + entry_rows) * OUTPUT_WIDTH * OUTPUT_BYTES_PER_TEXEL var entry_bytes := result_bytes.subarray(bytes_start, bytes_end-1) self.cached_renders[key] = [0, entry_bytes] emit_signal('render_initial_ready', key) emit_signal('render_complete', key) retrieved_rows += entry_rows RENDER_MODE.DYNAMIC: # One complete song in a framebuffer sized to fit it var rows_and_key = self.waiting_for_viewport[0] var key: String = rows_and_key[1] self.cached_renders[key] = [0, result_bytes] emit_signal('render_initial_ready', key) emit_signal('render_complete', key) RENDER_MODE.JAOT: # One partial song in a small framebuffer var rows_and_key = self.waiting_for_viewport[0] var key: String = rows_and_key[1] var samples_just_rendered: int = len(result_bytes) / OUTPUT_BYTES_PER_TEXEL if not (key in self.cached_renders): var samples_and_tex = _get_cached_midi(key) var target_samples: int = samples_and_tex[0] if samples_just_rendered >= target_samples: result_bytes.resize(target_samples * OUTPUT_BYTES_PER_TEXEL) self.cached_renders[key] = [0, result_bytes] emit_signal('render_initial_ready', key) emit_signal('render_complete', key) else: var remaining_samples: int = target_samples - samples_just_rendered self.cached_renders[key] = [remaining_samples, result_bytes] emit_signal('render_initial_ready', key) else: var old_remaining_samples_and_data = self.cached_renders[key] var target_samples: int = old_remaining_samples_and_data[0] var existing_data: PoolByteArray = old_remaining_samples_and_data[1] if samples_just_rendered >= target_samples: result_bytes.resize(target_samples * OUTPUT_BYTES_PER_TEXEL) self.cached_renders[key] = [0, existing_data + result_bytes] emit_signal('render_complete', key) else: self.cached_renders[key] = [target_samples - samples_just_rendered, existing_data + result_bytes] RENDER_MODE.TEST_READBACK: pass # This has bitrotted # # Debugging: compare a sequence of all the possible 16bit integers # print_debug('result_image format is %d and has size'%result_image.get_format(), result_image.get_size(), result_bytes.subarray(0, 11)) # test_readback(result_bytes) self.waiting_for_viewport = [] # This has bitrotted # func test_readback(result_bytes: PoolByteArray): # # Debugging: compare a sequence of all the possible 16bit integers # var buff := StreamPeerBuffer.new() # buff.set_data_array(result_bytes) # var tex_readback = 0 # var uv_readback = 0 # for i in 0x1000: # tex_readback = buff.get_u16() # uv_readback = buff.get_u16() # if tex_readback != i: # print('tex readback %d (0x%04x) was instead %d (0x%04x)'%[i, i, tex_readback, tex_readback]) # if uv_readback != i: # print('uv readback %d (0x%04x) was instead %d (0x%04x)'%[i, i, uv_readback, uv_readback])