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