Force 16 Word limit for Linked List GPU
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507615df97
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@ -1,51 +1,103 @@
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#pragma once
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#include <PSX/GPU/gpu.hpp>
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#include <PSX/GPU/make_gpu_primitives.hpp>
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#include <PSX/System/IOPorts/dma_io.hpp>
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namespace ScreenCenter {
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using namespace JabyEngine;
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// TODO: Fit these pieces into 16Word buffers (sizeof(T) >> 2 == words)
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// TODO: Can we DMA all of this?
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class Frame : public GPU::internal::LinkedElementCreator<Frame> {
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class Frame {
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private:
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GPU::TILE top_left[2];
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GPU::TILE top_right[2];
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GPU::TILE bottom_left[2];
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GPU::TILE bottom_right[2];
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GPU::LINE_G_MULTI<5> border;
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GPU::LINE_G_SINGLE cross[2];
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struct TopBorder : public GPU::internal::LinkedElementCreator<TopBorder> {
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GPU::TILE top_left[2];
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GPU::TILE top_right[2];
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static constexpr TopBorder::Linked create(GPU::Color24 BaseColor, GPU::SizeI16 Size) {
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TopBorder frame;
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frame.top_left[0] = Make::TILE(Make::AreaI16(0, 0, Size.width, Size.height), BaseColor);
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frame.top_left[1] = Make::TILE(Make::AreaI16(0, 0, Size.height, Size.width), BaseColor);
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frame.top_right[0] = Make::TILE(Make::AreaI16(GPU::Display::Width - Size.width, 0, Size.width, Size.height), BaseColor);
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frame.top_right[1] = Make::TILE(Make::AreaI16(GPU::Display::Width - Size.height, 0, Size.height, Size.width), BaseColor);
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return frame.linked();
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}
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};
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struct BottomBorder : GPU::internal::LinkedElementCreator<BottomBorder> {
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GPU::TILE bottom_left[2];
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GPU::TILE bottom_right[2];
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static constexpr BottomBorder::Linked create(GPU::Color24 BaseColor, GPU::SizeI16 Size) {
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BottomBorder frame;
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frame.bottom_left[0] = Make::TILE(Make::AreaI16(0, GPU::Display::Height - Size.width, Size.height, Size.width), BaseColor);
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frame.bottom_left[1] = Make::TILE(Make::AreaI16(0, GPU::Display::Height - Size.height, Size.width, Size.height), BaseColor);
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frame.bottom_right[0] = Make::TILE(Make::AreaI16(GPU::Display::Width - Size.height, GPU::Display::Height - Size.width, Size.height, Size.width), BaseColor);
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frame.bottom_right[1] = Make::TILE(Make::AreaI16(GPU::Display::Width - Size.width, GPU::Display::Height - Size.height, Size.width, Size.height), BaseColor);
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return frame.linked();
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}
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};
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struct LineBorder : GPU::internal::LinkedElementCreator<LineBorder> {
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GPU::LINE_G_MULTI<5> border;
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static constexpr LineBorder::Linked create() {
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LineBorder frame;
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frame.border = Make::LINE_G(
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GPU::ColorVertex{GPU::Color24::Red(), Make::Vertex(0, 0)},
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GPU::ColorVertex{GPU::Color24::Green(), Make::Vertex(0, GPU::Display::Height - 1)},
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GPU::ColorVertex{GPU::Color24::Blue(), Make::Vertex(GPU::Display::Width - 1, GPU::Display::Height - 1)},
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GPU::ColorVertex{GPU::Color24::Yellow(), Make::Vertex(GPU::Display::Width - 1, 0)},
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GPU::ColorVertex{GPU::Color24::Red(), Make::Vertex(0, 0)}
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);
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return frame.linked();
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}
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};
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struct LineCross : GPU::internal::LinkedElementCreator<LineCross> {
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GPU::LINE_G_SINGLE cross[2];
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static constexpr LineCross::Linked create(const decltype(LineBorder::border)& border) {
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LineCross frame;
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frame.cross[0] = Make::LINE_G(border[0], border[2]);
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frame.cross[1] = Make::LINE_G(border[3], border[1]);
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return frame.linked();
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}
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};
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TopBorder::Linked top_border;
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BottomBorder::Linked bottom_border;
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LineBorder::Linked line_border;
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LineCross::Linked line_cross;
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public:
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static constexpr Frame::Linked create() {
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static constexpr Frame create() {
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constexpr auto BaseColor = GPU::Color24::from_rgb(0x1D, 0xA0, 0xA3);
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constexpr auto Size = Make::SizeI16(64, 16);
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Frame frame;
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frame.top_left[0] = Make::TILE(Make::AreaI16(0, 0, Size.width, Size.height), BaseColor);
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frame.top_left[1] = Make::TILE(Make::AreaI16(0, 0, Size.height, Size.width), BaseColor);
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frame.top_border = TopBorder::create(BaseColor, Size);
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frame.bottom_border = BottomBorder::create(BaseColor, Size);
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frame.line_border = LineBorder::create();
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frame.line_cross = LineCross::create(frame.line_border->border);
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return frame;
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}
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frame.top_right[0] = Make::TILE(Make::AreaI16(GPU::Display::Width - Size.width, 0, Size.width, Size.height), BaseColor);
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frame.top_right[1] = Make::TILE(Make::AreaI16(GPU::Display::Width - Size.height, 0, Size.height, Size.width), BaseColor);
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void setup() {
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// TODO: I want this in one line
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this->top_border.concat(this->bottom_border);
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this->bottom_border.concat(this->line_border);
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this->line_border.concat(this->line_cross);
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}
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frame.bottom_left[0] = Make::TILE(Make::AreaI16(0, GPU::Display::Height - Size.width, Size.height, Size.width), BaseColor);
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frame.bottom_left[1] = Make::TILE(Make::AreaI16(0, GPU::Display::Height - Size.height, Size.width, Size.height), BaseColor);
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frame.bottom_right[0] = Make::TILE(Make::AreaI16(GPU::Display::Width - Size.height, GPU::Display::Height - Size.width, Size.height, Size.width), BaseColor);
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frame.bottom_right[1] = Make::TILE(Make::AreaI16(GPU::Display::Width - Size.width, GPU::Display::Height - Size.height, Size.width, Size.height), BaseColor);
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frame.border = Make::LINE_G(
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GPU::ColorVertex{GPU::Color24::Red(), Make::Vertex(0, 0)},
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GPU::ColorVertex{GPU::Color24::Green(), Make::Vertex(0, GPU::Display::Height - 1)},
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GPU::ColorVertex{GPU::Color24::Blue(), Make::Vertex(GPU::Display::Width - 1, GPU::Display::Height - 1)},
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GPU::ColorVertex{GPU::Color24::Yellow(), Make::Vertex(GPU::Display::Width - 1, 0)},
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GPU::ColorVertex{GPU::Color24::Red(), Make::Vertex(0, 0)}
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);
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frame.cross[0] = Make::LINE_G(frame.border[0], frame.border[2]);
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frame.cross[1] = Make::LINE_G(frame.border[3], frame.border[1]);
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return frame.linked();
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void render() const {
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GPU::render(this->top_border);
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}
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};
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}
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@ -77,7 +77,7 @@ namespace ScreenCenter {
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Formular{.name = PSYQ::Name, .function = PSYQ::set_offset}
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};
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static const auto frame = Frame::create();
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static auto frame = Frame::create();
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static ButtonPulser button_pulse[4];
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static void (*update)() = nullptr;
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@ -160,6 +160,7 @@ namespace ScreenCenter {
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static void setup() {
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Shared::back_menu.reset();
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frame.setup();
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for(auto& pulse : button_pulse) {
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pulse.setup();
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@ -182,7 +183,7 @@ namespace ScreenCenter {
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}
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static void render() {
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GPU::render(frame);
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frame.render();
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Shared::back_menu.render();
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}
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@ -20,7 +20,7 @@ namespace FontWriter {
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JabyEngine::GlobalFontPrimitivePool::setup(font_buffer);
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new_font_writer.setup(LibraryFontTIM, JabyEngine::DefaultFont::Info);
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bios_font_writer.setup(JabyEngine::BIOSFont::TIM, JabyEngine::BIOSFont::Info);
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bios_font_writer.setup(LibraryFontTIM, JabyEngine::DefaultFont::Info);//(JabyEngine::BIOSFont::TIM, JabyEngine::BIOSFont::Info);
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timer.reset();
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}
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@ -77,8 +77,8 @@ namespace JabyEngine {
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return &this->element;
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}
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// TODO: Remove this magic number?
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//static_assert((sizeof(T) >> 2) <= 16);
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// TODO: Replace this magic number?
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static_assert((sizeof(T) >> 2) <= 16);
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};
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namespace internal {
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@ -30,8 +30,8 @@ namespace JabyEngine {
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};
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// Letters are actually only 16x15 but should be treated 16x16
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// TODO: DMA this?
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struct Letter : public GPU::internal::LinkedElementCreator<Letter> {
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// FIXME: This is to big for Linked Lists. Maybe we do not buffer this at all? Or just double buffer it?
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struct Letter /*: public GPU::internal::LinkedElementCreator<Letter>*/ {
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CPU2VRAM cmd;
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Line lines[BIOS_Font::Size.height - 1];
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Line empty_line;
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}
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};
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// v double buffer do not change size without adjusting
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Letter::Linked letter_buffer[2*4];
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// v ::Linked v double buffer do not change size without adjusting
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Letter letter_buffer[2*4];
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uint8_t free_idx;
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void setup() {
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for(auto& letter : this->letter_buffer) {
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letter->setup(SizeU16::create(16/4, 16));
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letter.set_link_identitiy();
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letter.setup(SizeU16::create(16/4, 16));
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//letter.set_link_identitiy();
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}
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this->free_idx = 0;
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}
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void load_to(const PositionU16& pos, const uint16_t* bit_map) {
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auto& cur_letter = this->letter_buffer[this->free_idx++];
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cur_letter->load_to(pos, bit_map);
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cur_letter.load_to(pos, bit_map);
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if((this->free_idx&0x3) == 0) {
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cur_letter.terminate();
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GPU::render(this->letter_buffer[this->free_idx - 4]);
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//cur_letter.terminate();
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//GPU::render(this->letter_buffer[this->free_idx - 4]);
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this->free_idx &= ~0x7;
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}
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else {
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cur_letter.concat(this->letter_buffer[this->free_idx]);
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//cur_letter.concat(this->letter_buffer[this->free_idx]);
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}
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}
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void flush() {
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if((this->free_idx&0x3) != 0) {
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this->letter_buffer[this->free_idx - 1].terminate();
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//this->letter_buffer[this->free_idx - 1].terminate();
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const auto idx = this->free_idx > 3 ? 4 : 0;
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GPU::render(this->letter_buffer[idx]);
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//GPU::render(this->letter_buffer[idx]);
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}
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}
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