Fixes
This commit is contained in:
102
src/render/thread/RenderThreadRuntimeShaders.cpp
Normal file
102
src/render/thread/RenderThreadRuntimeShaders.cpp
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#include "RenderThread.h"
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#include "../logging/Logger.h"
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#include <mutex>
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#include <utility>
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#include <vector>
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void RenderThread::SubmitRuntimeShaderArtifact(const RuntimeShaderArtifact& artifact)
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{
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if (artifact.fragmentShaderSource.empty())
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return;
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std::lock_guard<std::mutex> lock(mShaderArtifactMutex);
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mPendingShaderArtifact = artifact;
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mHasPendingShaderArtifact = true;
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}
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void RenderThread::SubmitRuntimeRenderLayers(const std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers)
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{
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std::lock_guard<std::mutex> lock(mRenderLayersMutex);
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mPendingRenderLayers = layers;
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mHasPendingRenderLayers = true;
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}
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bool RenderThread::TryTakePendingRuntimeShaderArtifact(RuntimeShaderArtifact& artifact)
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{
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std::lock_guard<std::mutex> lock(mShaderArtifactMutex);
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if (!mHasPendingShaderArtifact)
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return false;
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artifact = std::move(mPendingShaderArtifact);
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mPendingShaderArtifact = RuntimeShaderArtifact();
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mHasPendingShaderArtifact = false;
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return true;
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}
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bool RenderThread::TryTakePendingRenderLayers(std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel>& layers)
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{
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std::lock_guard<std::mutex> lock(mRenderLayersMutex);
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if (!mHasPendingRenderLayers)
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return false;
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layers = std::move(mPendingRenderLayers);
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mPendingRenderLayers.clear();
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mHasPendingRenderLayers = false;
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return true;
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}
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void RenderThread::TryCommitReadyRuntimeShader(RuntimeRenderScene& runtimeRenderScene)
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{
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std::vector<RenderCadenceCompositor::RuntimeRenderLayerModel> layers;
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std::string commitError;
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if (TryTakePendingRenderLayers(layers))
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{
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bool structuralChange = false;
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if (!runtimeRenderScene.CommitRenderLayers(layers, commitError, &structuralChange))
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{
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RenderCadenceCompositor::TryLog(
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RenderCadenceCompositor::LogLevel::Error,
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"render-thread",
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"Runtime render-layer commit failed: " + commitError);
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mShaderBuildFailures.fetch_add(1, std::memory_order_relaxed);
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return;
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}
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if (structuralChange)
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{
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RenderCadenceCompositor::TryLog(
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RenderCadenceCompositor::LogLevel::Log,
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"render-thread",
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"Runtime render layer snapshot committed.");
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mShaderBuildsCommitted.fetch_add(1, std::memory_order_relaxed);
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}
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return;
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}
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RuntimeShaderArtifact artifact;
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if (!TryTakePendingRuntimeShaderArtifact(artifact))
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return;
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RenderCadenceCompositor::RuntimeRenderLayerModel layer;
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layer.id = artifact.layerId.empty() ? "runtime-layer-1" : artifact.layerId;
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layer.shaderId = artifact.shaderId;
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layer.artifact = artifact;
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layers.push_back(std::move(layer));
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if (!runtimeRenderScene.CommitRenderLayers(layers, commitError))
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{
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RenderCadenceCompositor::TryLog(
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RenderCadenceCompositor::LogLevel::Error,
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"render-thread",
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"Runtime shader GL commit failed: " + commitError);
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mShaderBuildFailures.fetch_add(1, std::memory_order_relaxed);
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return;
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}
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RenderCadenceCompositor::TryLog(
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RenderCadenceCompositor::LogLevel::Log,
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"render-thread",
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"Runtime shader committed: " + artifact.shaderId + ". " + artifact.message);
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mShaderBuildsCommitted.fetch_add(1, std::memory_order_relaxed);
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}
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