Refactor
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158
apps/LoopThroughWithOpenGLCompositing/runtime/RuntimeHost.h
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158
apps/LoopThroughWithOpenGLCompositing/runtime/RuntimeHost.h
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#pragma once
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#include "RuntimeJson.h"
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#include "ShaderTypes.h"
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#include <chrono>
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#include <filesystem>
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#include <map>
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#include <mutex>
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#include <string>
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#include <vector>
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class RuntimeHost
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{
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public:
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RuntimeHost();
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bool Initialize(std::string& error);
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bool PollFileChanges(bool& registryChanged, bool& reloadRequested, std::string& error);
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bool ManualReloadRequested();
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void ClearReloadRequest();
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bool AddLayer(const std::string& shaderId, std::string& error);
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bool RemoveLayer(const std::string& layerId, std::string& error);
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bool MoveLayer(const std::string& layerId, int direction, std::string& error);
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bool MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
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bool SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error);
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bool SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error);
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bool UpdateLayerParameter(const std::string& layerId, const std::string& parameterId, const JsonValue& newValue, std::string& error);
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bool UpdateLayerParameterByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue, std::string& error);
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bool ResetLayerParameters(const std::string& layerId, std::string& error);
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bool SaveStackPreset(const std::string& presetName, std::string& error) const;
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bool LoadStackPreset(const std::string& presetName, std::string& error);
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void SetCompileStatus(bool succeeded, const std::string& message);
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void SetSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
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void SetDeckLinkOutputStatus(const std::string& modelName, bool supportsInternalKeying, bool supportsExternalKeying,
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bool keyerInterfaceAvailable, bool externalKeyingRequested, bool externalKeyingActive, const std::string& statusMessage);
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void SetPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
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void AdvanceFrame();
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bool BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error);
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std::vector<RuntimeRenderState> GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const;
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std::string BuildStateJson() const;
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const std::filesystem::path& GetRepoRoot() const { return mRepoRoot; }
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const std::filesystem::path& GetUiRoot() const { return mUiRoot; }
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const std::filesystem::path& GetDocsRoot() const { return mDocsRoot; }
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const std::filesystem::path& GetRuntimeRoot() const { return mRuntimeRoot; }
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unsigned short GetServerPort() const { return mServerPort; }
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unsigned short GetOscPort() const { return mConfig.oscPort; }
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unsigned GetMaxTemporalHistoryFrames() const { return mConfig.maxTemporalHistoryFrames; }
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bool ExternalKeyingEnabled() const { return mConfig.enableExternalKeying; }
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const std::string& GetInputVideoFormat() const { return mConfig.inputVideoFormat; }
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const std::string& GetInputFrameRate() const { return mConfig.inputFrameRate; }
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const std::string& GetOutputVideoFormat() const { return mConfig.outputVideoFormat; }
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const std::string& GetOutputFrameRate() const { return mConfig.outputFrameRate; }
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void SetServerPort(unsigned short port);
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bool AutoReloadEnabled() const { return mAutoReloadEnabled; }
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private:
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struct AppConfig
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{
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std::string shaderLibrary = "shaders";
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unsigned short serverPort = 8080;
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unsigned short oscPort = 9000;
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bool autoReload = true;
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unsigned maxTemporalHistoryFrames = 4;
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bool enableExternalKeying = false;
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std::string inputVideoFormat = "1080p";
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std::string inputFrameRate = "59.94";
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std::string outputVideoFormat = "1080p";
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std::string outputFrameRate = "59.94";
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};
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struct DeckLinkOutputStatus
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{
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std::string modelName;
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bool supportsInternalKeying = false;
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bool supportsExternalKeying = false;
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bool keyerInterfaceAvailable = false;
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bool externalKeyingRequested = false;
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bool externalKeyingActive = false;
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std::string statusMessage;
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};
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struct LayerPersistentState
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{
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std::string id;
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std::string shaderId;
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bool bypass = false;
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std::map<std::string, ShaderParameterValue> parameterValues;
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};
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struct PersistentState
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{
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std::vector<LayerPersistentState> layers;
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};
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bool LoadConfig(std::string& error);
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bool LoadPersistentState(std::string& error);
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bool SavePersistentState(std::string& error) const;
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bool ScanShaderPackages(std::string& error);
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bool ParseShaderManifest(const std::filesystem::path& manifestPath, ShaderPackage& shaderPackage, std::string& error) const;
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bool NormalizeAndValidateValue(const ShaderParameterDefinition& definition, const JsonValue& value, ShaderParameterValue& normalizedValue, std::string& error) const;
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ShaderParameterValue DefaultValueForDefinition(const ShaderParameterDefinition& definition) const;
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void EnsureLayerDefaultsLocked(LayerPersistentState& layerState, const ShaderPackage& shaderPackage) const;
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std::string ReadTextFile(const std::filesystem::path& path, std::string& error) const;
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bool WriteTextFile(const std::filesystem::path& path, const std::string& contents, std::string& error) const;
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bool ResolvePaths(std::string& error);
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JsonValue BuildStateValue() const;
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JsonValue SerializeLayerStackLocked() const;
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bool DeserializeLayerStackLocked(const JsonValue& layersValue, std::vector<LayerPersistentState>& layers, std::string& error);
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void NormalizePersistentLayerIdsLocked();
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std::vector<std::string> GetStackPresetNamesLocked() const;
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std::string MakeSafePresetFileStem(const std::string& presetName) const;
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JsonValue SerializeParameterValue(const ShaderParameterDefinition& definition, const ShaderParameterValue& value) const;
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std::string TemporalHistorySourceToString(TemporalHistorySource source) const;
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LayerPersistentState* FindLayerById(const std::string& layerId);
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const LayerPersistentState* FindLayerById(const std::string& layerId) const;
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std::string GenerateLayerId();
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private:
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mutable std::mutex mMutex;
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AppConfig mConfig;
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PersistentState mPersistentState;
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std::filesystem::path mRepoRoot;
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std::filesystem::path mUiRoot;
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std::filesystem::path mDocsRoot;
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std::filesystem::path mShaderRoot;
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std::filesystem::path mRuntimeRoot;
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std::filesystem::path mPresetRoot;
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std::filesystem::path mRuntimeStatePath;
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std::filesystem::path mConfigPath;
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std::filesystem::path mWrapperPath;
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std::filesystem::path mGeneratedGlslPath;
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std::filesystem::path mPatchedGlslPath;
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std::map<std::string, ShaderPackage> mPackagesById;
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std::vector<std::string> mPackageOrder;
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bool mReloadRequested;
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bool mCompileSucceeded;
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std::string mCompileMessage;
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bool mHasSignal;
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unsigned mSignalWidth;
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unsigned mSignalHeight;
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std::string mSignalModeName;
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double mFrameBudgetMilliseconds;
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double mRenderMilliseconds;
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double mSmoothedRenderMilliseconds;
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DeckLinkOutputStatus mDeckLinkOutputStatus;
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unsigned short mServerPort;
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bool mAutoReloadEnabled;
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std::chrono::steady_clock::time_point mStartTime;
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std::chrono::steady_clock::time_point mLastScanTime;
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uint64_t mFrameCounter;
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uint64_t mNextLayerId;
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};
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