More http post end points filled
This commit is contained in:
@@ -41,6 +41,7 @@ Included now:
|
||||
- latest-N system-memory frame exchange
|
||||
- rendered-frame warmup
|
||||
- background Slang compile of `shaders/happy-accident`
|
||||
- app-owned display/render layer model for shader build readiness
|
||||
- app-owned submission of a completed shader artifact
|
||||
- render-thread-only GL commit once the artifact is ready
|
||||
- manifest-driven stateless single-pass shader packages
|
||||
@@ -149,7 +150,8 @@ Current endpoints:
|
||||
- `GET /api/state`: returns OpenAPI-shaped display data with cadence telemetry, supported shaders, output status, and a read-only current runtime layer
|
||||
- `GET /docs/openapi.yaml` and `GET /openapi.yaml`: serves the OpenAPI document
|
||||
- `GET /docs`: serves Swagger UI
|
||||
- OpenAPI POST routes are present but return `{ "ok": false, "error": "Endpoint is not implemented in RenderCadenceCompositor yet." }`
|
||||
- `POST /api/layers/add` and `POST /api/layers/remove` mutate the app-owned display layer model only
|
||||
- other OpenAPI POST routes are present but return `{ "ok": false, "error": "Endpoint is not implemented in RenderCadenceCompositor yet." }`
|
||||
|
||||
The HTTP server runs on its own thread. It serves static UI/docs files, samples/copies telemetry through callbacks, and does not call render work or DeckLink scheduling.
|
||||
|
||||
@@ -208,7 +210,7 @@ Current runtime shader support is deliberately limited to stateless single-pass
|
||||
|
||||
The `/api/state` shader list uses the same support rules as runtime shader compilation and reports only packages this app can run today. Unsupported manifest feature sets such as multipass, temporal, feedback, texture-backed, font-backed, or text-parameter shaders are hidden from the control UI for now.
|
||||
|
||||
The current runtime shader is also exposed as a read-only display layer with manifest parameter defaults. POST control endpoints still intentionally return "not implemented" responses until the control/state ownership model is ported.
|
||||
Runtime shaders are exposed through `RuntimeLayerModel` as display layers with manifest parameter defaults. The model also records whether each layer has a render-ready artifact. Stage 1 add/remove POST controls mutate this app-owned model and may start background shader builds, but multi-layer render-scene handoff is not ported yet.
|
||||
|
||||
Successful handoff signs:
|
||||
|
||||
@@ -258,6 +260,7 @@ This app keeps the same core behavior but splits it into modules that can grow:
|
||||
- `frames/`: system-memory handoff
|
||||
- `platform/`: COM/Win32/hidden GL context support
|
||||
- `render/`: cadence, simple rendering, PBO readback
|
||||
- `runtime/`: app-owned shader layer readiness model, runtime Slang build bridge, and completed artifact handoff
|
||||
- `control/`: local HTTP API edge and runtime-state JSON presentation
|
||||
- `json/`: compact JSON serialization helpers
|
||||
- `video/`: DeckLink output wrapper and scheduling thread
|
||||
|
||||
@@ -3,15 +3,19 @@
|
||||
#include "AppConfig.h"
|
||||
#include "AppConfigProvider.h"
|
||||
#include "../logging/Logger.h"
|
||||
#include "../runtime/RuntimeLayerModel.h"
|
||||
#include "../runtime/RuntimeShaderBridge.h"
|
||||
#include "../runtime/SupportedShaderCatalog.h"
|
||||
#include "../control/RuntimeStateJson.h"
|
||||
#include "../telemetry/TelemetryHealthMonitor.h"
|
||||
#include "../video/DeckLinkOutput.h"
|
||||
#include "../video/DeckLinkOutputThread.h"
|
||||
#include "RuntimeJson.h"
|
||||
|
||||
#include <chrono>
|
||||
#include <filesystem>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
@@ -71,6 +75,7 @@ public:
|
||||
bool Start(std::string& error)
|
||||
{
|
||||
LoadSupportedShaderCatalog();
|
||||
InitializeRuntimeLayerModel();
|
||||
|
||||
Log("app", "Starting render thread.");
|
||||
if (!detail::StartRenderThread(mRenderThread, error, 0))
|
||||
@@ -174,6 +179,12 @@ private:
|
||||
callbacks.getStateJson = [this]() {
|
||||
return BuildStateJson();
|
||||
};
|
||||
callbacks.addLayer = [this](const std::string& body) {
|
||||
return HandleAddLayer(body);
|
||||
};
|
||||
callbacks.removeLayer = [this](const std::string& body) {
|
||||
return HandleRemoveLayer(body);
|
||||
};
|
||||
|
||||
std::string error;
|
||||
if (!mHttpServer.Start(
|
||||
@@ -191,17 +202,15 @@ private:
|
||||
std::string BuildStateJson()
|
||||
{
|
||||
CadenceTelemetrySnapshot telemetry = mHttpTelemetry.Sample(mFrameExchange, mOutput, mOutputThread, mRenderThread);
|
||||
RuntimeDisplayState runtimeState = CopyRuntimeDisplayState(telemetry);
|
||||
RuntimeLayerModelSnapshot layerSnapshot = CopyRuntimeLayerSnapshot(telemetry);
|
||||
return RuntimeStateToJson(RuntimeStateJsonInput{
|
||||
mConfig,
|
||||
telemetry,
|
||||
mHttpServer.Port(),
|
||||
mVideoOutputEnabled,
|
||||
mVideoOutputStatus,
|
||||
mShaderCatalog.Shaders(),
|
||||
runtimeState.compileSucceeded,
|
||||
runtimeState.compileMessage,
|
||||
runtimeState.activeShaderPackage
|
||||
mShaderCatalog,
|
||||
layerSnapshot
|
||||
});
|
||||
}
|
||||
|
||||
@@ -226,17 +235,9 @@ private:
|
||||
}
|
||||
|
||||
Log("runtime-shader", "Starting background Slang build for shader '" + mConfig.runtimeShaderId + "'.");
|
||||
SetRuntimeDisplayState(true, "Runtime Slang build started for shader '" + mConfig.runtimeShaderId + "'.", mConfig.runtimeShaderId);
|
||||
mShaderBridge.Start(
|
||||
mConfig.runtimeShaderId,
|
||||
[this](const RuntimeShaderArtifact& artifact) {
|
||||
SetRuntimeDisplayState(true, artifact.message.empty() ? "Runtime shader artifact is ready." : artifact.message, artifact.shaderId);
|
||||
mRenderThread.SubmitRuntimeShaderArtifact(artifact);
|
||||
},
|
||||
[this](const std::string& message) {
|
||||
SetRuntimeDisplayState(false, message);
|
||||
LogError("runtime-shader", "Runtime Slang build failed: " + message);
|
||||
});
|
||||
const std::string layerId = FirstRuntimeLayerId();
|
||||
if (!layerId.empty())
|
||||
StartLayerShaderBuild(layerId, mConfig.runtimeShaderId, true);
|
||||
}
|
||||
|
||||
void LoadSupportedShaderCatalog()
|
||||
@@ -252,41 +253,185 @@ private:
|
||||
Log("runtime-shader", "Supported shader catalog loaded with " + std::to_string(mShaderCatalog.Shaders().size()) + " shader(s).");
|
||||
}
|
||||
|
||||
void InitializeRuntimeLayerModel()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
std::string error;
|
||||
if (!mRuntimeLayerModel.InitializeSingleLayer(mShaderCatalog, mConfig.runtimeShaderId, error))
|
||||
{
|
||||
LogWarning("runtime-shader", error + " Runtime shader build disabled.");
|
||||
mConfig.runtimeShaderId.clear();
|
||||
mRuntimeLayerModel.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
void StopRuntimeShaderBuild()
|
||||
{
|
||||
mShaderBridge.Stop();
|
||||
StopAllRuntimeShaderBuilds();
|
||||
}
|
||||
|
||||
struct RuntimeDisplayState
|
||||
void MarkRuntimeBuildStarted(const std::string& message)
|
||||
{
|
||||
bool compileSucceeded = true;
|
||||
std::string compileMessage;
|
||||
const ShaderPackage* activeShaderPackage = nullptr;
|
||||
};
|
||||
|
||||
void SetRuntimeDisplayState(bool compileSucceeded, const std::string& compileMessage, const std::string& activeShaderId = std::string())
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
|
||||
mRuntimeCompileSucceeded = compileSucceeded;
|
||||
mRuntimeCompileMessage = compileMessage;
|
||||
if (!activeShaderId.empty())
|
||||
mActiveShaderId = activeShaderId;
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
std::string error;
|
||||
const std::string layerId = mRuntimeLayerModel.FirstLayerId();
|
||||
if (!layerId.empty())
|
||||
mRuntimeLayerModel.MarkBuildStarted(layerId, message, error);
|
||||
}
|
||||
|
||||
RuntimeDisplayState CopyRuntimeDisplayState(const CadenceTelemetrySnapshot& telemetry) const
|
||||
void MarkRuntimeBuildReady(const RuntimeShaderArtifact& artifact)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
|
||||
RuntimeDisplayState state;
|
||||
state.compileSucceeded = mRuntimeCompileSucceeded && telemetry.shaderBuildFailures == 0;
|
||||
state.compileMessage = mRuntimeCompileMessage;
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
std::string error;
|
||||
if (!mRuntimeLayerModel.MarkBuildReady(artifact, error))
|
||||
LogWarning("runtime-shader", error);
|
||||
}
|
||||
|
||||
void MarkRuntimeBuildFailed(const std::string& message)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
if (!mRuntimeLayerModel.MarkBuildFailedForShader(mConfig.runtimeShaderId, message))
|
||||
LogWarning("runtime-shader", "Runtime shader failed without a matching display layer: " + message);
|
||||
}
|
||||
|
||||
void MarkRuntimeBuildFailedForLayer(const std::string& layerId, const std::string& message)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
std::string error;
|
||||
if (!mRuntimeLayerModel.MarkBuildFailed(layerId, message, error))
|
||||
LogWarning("runtime-shader", error);
|
||||
}
|
||||
|
||||
std::string FirstRuntimeLayerId() const
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
return mRuntimeLayerModel.FirstLayerId();
|
||||
}
|
||||
|
||||
void StartLayerShaderBuild(const std::string& layerId, const std::string& shaderId, bool submitToRender)
|
||||
{
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
std::string error;
|
||||
mRuntimeLayerModel.MarkBuildStarted(layerId, "Runtime Slang build started for shader '" + shaderId + "'.", error);
|
||||
}
|
||||
|
||||
auto bridge = std::make_unique<RuntimeShaderBridge>();
|
||||
RuntimeShaderBridge* bridgePtr = bridge.get();
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
|
||||
auto existingIt = mShaderBuilds.find(layerId);
|
||||
if (existingIt != mShaderBuilds.end())
|
||||
existingIt->second->Stop();
|
||||
mShaderBuilds[layerId] = std::move(bridge);
|
||||
}
|
||||
|
||||
bridgePtr->Start(
|
||||
layerId,
|
||||
shaderId,
|
||||
[this, submitToRender](const RuntimeShaderArtifact& artifact) {
|
||||
MarkRuntimeBuildReady(artifact);
|
||||
if (submitToRender)
|
||||
mRenderThread.SubmitRuntimeShaderArtifact(artifact);
|
||||
},
|
||||
[this, layerId](const std::string& message) {
|
||||
MarkRuntimeBuildFailedForLayer(layerId, message);
|
||||
LogError("runtime-shader", "Runtime Slang build failed: " + message);
|
||||
});
|
||||
}
|
||||
|
||||
void StopLayerShaderBuild(const std::string& layerId)
|
||||
{
|
||||
std::unique_ptr<RuntimeShaderBridge> bridge;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
|
||||
auto bridgeIt = mShaderBuilds.find(layerId);
|
||||
if (bridgeIt == mShaderBuilds.end())
|
||||
return;
|
||||
bridge = std::move(bridgeIt->second);
|
||||
mShaderBuilds.erase(bridgeIt);
|
||||
}
|
||||
bridge->Stop();
|
||||
}
|
||||
|
||||
void StopAllRuntimeShaderBuilds()
|
||||
{
|
||||
std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> builds;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mShaderBuildMutex);
|
||||
builds.swap(mShaderBuilds);
|
||||
}
|
||||
for (auto& entry : builds)
|
||||
entry.second->Stop();
|
||||
}
|
||||
|
||||
ControlActionResult HandleAddLayer(const std::string& body)
|
||||
{
|
||||
std::string shaderId;
|
||||
std::string error;
|
||||
if (!ExtractStringField(body, "shaderId", shaderId, error))
|
||||
return { false, error };
|
||||
|
||||
std::string layerId;
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
if (!mRuntimeLayerModel.AddLayer(mShaderCatalog, shaderId, layerId, error))
|
||||
return { false, error };
|
||||
}
|
||||
|
||||
StartLayerShaderBuild(layerId, shaderId, false);
|
||||
return { true, std::string() };
|
||||
}
|
||||
|
||||
ControlActionResult HandleRemoveLayer(const std::string& body)
|
||||
{
|
||||
std::string layerId;
|
||||
std::string error;
|
||||
if (!ExtractStringField(body, "layerId", layerId, error))
|
||||
return { false, error };
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
if (!mRuntimeLayerModel.RemoveLayer(layerId, error))
|
||||
return { false, error };
|
||||
}
|
||||
|
||||
StopLayerShaderBuild(layerId);
|
||||
return { true, std::string() };
|
||||
}
|
||||
|
||||
static bool ExtractStringField(const std::string& body, const char* fieldName, std::string& value, std::string& error)
|
||||
{
|
||||
JsonValue root;
|
||||
std::string parseError;
|
||||
if (!ParseJson(body.empty() ? "{}" : body, root, parseError) || !root.isObject())
|
||||
{
|
||||
error = parseError.empty() ? "Request body must be a JSON object." : parseError;
|
||||
return false;
|
||||
}
|
||||
|
||||
const JsonValue* field = root.find(fieldName);
|
||||
if (!field || !field->isString() || field->asString().empty())
|
||||
{
|
||||
error = std::string("Request field '") + fieldName + "' must be a non-empty string.";
|
||||
return false;
|
||||
}
|
||||
|
||||
value = field->asString();
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
RuntimeLayerModelSnapshot CopyRuntimeLayerSnapshot(const CadenceTelemetrySnapshot& telemetry) const
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mRuntimeLayerMutex);
|
||||
RuntimeLayerModelSnapshot snapshot = mRuntimeLayerModel.Snapshot();
|
||||
if (telemetry.shaderBuildFailures > 0)
|
||||
state.compileMessage = "Runtime shader GL commit failed; see logs for details.";
|
||||
if (state.compileMessage.empty())
|
||||
state.compileMessage = mConfig.runtimeShaderId.empty()
|
||||
? "Runtime shader build disabled."
|
||||
: "Runtime shader build has not completed yet.";
|
||||
state.activeShaderPackage = mShaderCatalog.FindPackage(mActiveShaderId);
|
||||
return state;
|
||||
{
|
||||
snapshot.compileSucceeded = false;
|
||||
snapshot.compileMessage = "Runtime shader GL commit failed; see logs for details.";
|
||||
}
|
||||
return snapshot;
|
||||
}
|
||||
|
||||
RenderThread& mRenderThread;
|
||||
@@ -297,12 +442,11 @@ private:
|
||||
TelemetryHealthMonitor mTelemetryHealth;
|
||||
CadenceTelemetry mHttpTelemetry;
|
||||
HttpControlServer mHttpServer;
|
||||
RuntimeShaderBridge mShaderBridge;
|
||||
SupportedShaderCatalog mShaderCatalog;
|
||||
mutable std::mutex mRuntimeDisplayMutex;
|
||||
bool mRuntimeCompileSucceeded = true;
|
||||
std::string mRuntimeCompileMessage;
|
||||
std::string mActiveShaderId;
|
||||
mutable std::mutex mRuntimeLayerMutex;
|
||||
RuntimeLayerModel mRuntimeLayerModel;
|
||||
std::mutex mShaderBuildMutex;
|
||||
std::map<std::string, std::unique_ptr<RuntimeShaderBridge>> mShaderBuilds;
|
||||
bool mStarted = false;
|
||||
bool mVideoOutputEnabled = false;
|
||||
std::string mVideoOutputStatus = "DeckLink output not started.";
|
||||
|
||||
@@ -266,6 +266,18 @@ HttpControlServer::HttpResponse HttpControlServer::ServePost(const HttpRequest&
|
||||
if (!IsKnownPostEndpoint(request.path))
|
||||
return TextResponse("404 Not Found", "Not Found");
|
||||
|
||||
if (request.path == "/api/layers/add" && mCallbacks.addLayer)
|
||||
{
|
||||
const ControlActionResult result = mCallbacks.addLayer(request.body);
|
||||
return JsonResponse(result.ok ? "200 OK" : "400 Bad Request", ActionResponse(result.ok, result.error));
|
||||
}
|
||||
|
||||
if (request.path == "/api/layers/remove" && mCallbacks.removeLayer)
|
||||
{
|
||||
const ControlActionResult result = mCallbacks.removeLayer(request.body);
|
||||
return JsonResponse(result.ok ? "200 OK" : "400 Bad Request", ActionResponse(result.ok, result.error));
|
||||
}
|
||||
|
||||
return {
|
||||
"400 Bad Request",
|
||||
"application/json",
|
||||
|
||||
@@ -19,9 +19,17 @@ struct HttpControlServerConfig
|
||||
std::chrono::milliseconds idleSleep = std::chrono::milliseconds(10);
|
||||
};
|
||||
|
||||
struct ControlActionResult
|
||||
{
|
||||
bool ok = false;
|
||||
std::string error;
|
||||
};
|
||||
|
||||
struct HttpControlServerCallbacks
|
||||
{
|
||||
std::function<std::string()> getStateJson;
|
||||
std::function<ControlActionResult(const std::string&)> addLayer;
|
||||
std::function<ControlActionResult(const std::string&)> removeLayer;
|
||||
};
|
||||
|
||||
class UniqueSocket
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include "../app/AppConfig.h"
|
||||
#include "../app/AppConfigProvider.h"
|
||||
#include "../json/JsonWriter.h"
|
||||
#include "../runtime/RuntimeLayerModel.h"
|
||||
#include "../runtime/SupportedShaderCatalog.h"
|
||||
#include "../telemetry/CadenceTelemetryJson.h"
|
||||
|
||||
@@ -19,10 +20,8 @@ struct RuntimeStateJsonInput
|
||||
unsigned short serverPort = 0;
|
||||
bool videoOutputEnabled = false;
|
||||
std::string videoOutputStatus;
|
||||
const std::vector<SupportedShaderSummary>& shaders;
|
||||
bool runtimeCompileSucceeded = true;
|
||||
std::string runtimeCompileMessage;
|
||||
const ShaderPackage* activeShaderPackage = nullptr;
|
||||
const SupportedShaderCatalog& shaderCatalog;
|
||||
const RuntimeLayerModelSnapshot& runtimeLayers;
|
||||
};
|
||||
|
||||
inline void WriteVideoIoStatusJson(JsonWriter& writer, const RuntimeStateJsonInput& input)
|
||||
@@ -112,6 +111,17 @@ inline void WriteFeedbackJson(JsonWriter& writer, const FeedbackSettings& feedba
|
||||
writer.EndObject();
|
||||
}
|
||||
|
||||
inline const char* RuntimeLayerBuildStateName(RuntimeLayerBuildState state)
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case RuntimeLayerBuildState::Pending: return "pending";
|
||||
case RuntimeLayerBuildState::Ready: return "ready";
|
||||
case RuntimeLayerBuildState::Failed: return "failed";
|
||||
}
|
||||
return "unknown";
|
||||
}
|
||||
|
||||
inline void WriteParameterDefinitionJson(JsonWriter& writer, const ShaderParameterDefinition& parameter)
|
||||
{
|
||||
writer.BeginObject();
|
||||
@@ -164,22 +174,34 @@ inline void WriteParameterDefinitionJson(JsonWriter& writer, const ShaderParamet
|
||||
inline void WriteLayersJson(JsonWriter& writer, const RuntimeStateJsonInput& input)
|
||||
{
|
||||
writer.BeginArray();
|
||||
if (input.activeShaderPackage)
|
||||
for (const RuntimeLayerReadModel& layer : input.runtimeLayers.displayLayers)
|
||||
{
|
||||
const ShaderPackage& shaderPackage = *input.activeShaderPackage;
|
||||
const ShaderPackage* shaderPackage = input.shaderCatalog.FindPackage(layer.shaderId);
|
||||
writer.BeginObject();
|
||||
writer.KeyString("id", "runtime-layer-1");
|
||||
writer.KeyString("shaderId", shaderPackage.id);
|
||||
writer.KeyString("shaderName", shaderPackage.displayName.empty() ? shaderPackage.id : shaderPackage.displayName);
|
||||
writer.KeyBool("bypass", false);
|
||||
writer.KeyString("id", layer.id);
|
||||
writer.KeyString("shaderId", layer.shaderId);
|
||||
writer.KeyString("shaderName", layer.shaderName);
|
||||
writer.KeyBool("bypass", layer.bypass);
|
||||
writer.KeyString("buildState", RuntimeLayerBuildStateName(layer.buildState));
|
||||
writer.KeyBool("renderReady", layer.renderReady);
|
||||
writer.KeyString("message", layer.message);
|
||||
writer.Key("temporal");
|
||||
WriteTemporalJson(writer, shaderPackage.temporal);
|
||||
if (shaderPackage)
|
||||
WriteTemporalJson(writer, shaderPackage->temporal);
|
||||
else
|
||||
WriteTemporalJson(writer, TemporalSettings());
|
||||
writer.Key("feedback");
|
||||
WriteFeedbackJson(writer, shaderPackage.feedback);
|
||||
if (shaderPackage)
|
||||
WriteFeedbackJson(writer, shaderPackage->feedback);
|
||||
else
|
||||
WriteFeedbackJson(writer, FeedbackSettings());
|
||||
writer.Key("parameters");
|
||||
writer.BeginArray();
|
||||
for (const ShaderParameterDefinition& parameter : shaderPackage.parameters)
|
||||
WriteParameterDefinitionJson(writer, parameter);
|
||||
if (shaderPackage)
|
||||
{
|
||||
for (const ShaderParameterDefinition& parameter : shaderPackage->parameters)
|
||||
WriteParameterDefinitionJson(writer, parameter);
|
||||
}
|
||||
writer.EndArray();
|
||||
writer.EndObject();
|
||||
}
|
||||
@@ -209,9 +231,9 @@ inline std::string RuntimeStateToJson(const RuntimeStateJsonInput& input)
|
||||
|
||||
writer.Key("runtime");
|
||||
writer.BeginObject();
|
||||
writer.KeyUInt("layerCount", input.activeShaderPackage ? 1 : 0);
|
||||
writer.KeyBool("compileSucceeded", input.runtimeCompileSucceeded);
|
||||
writer.KeyString("compileMessage", input.runtimeCompileMessage);
|
||||
writer.KeyUInt("layerCount", static_cast<uint64_t>(input.runtimeLayers.displayLayers.size()));
|
||||
writer.KeyBool("compileSucceeded", input.runtimeLayers.compileSucceeded);
|
||||
writer.KeyString("compileMessage", input.runtimeLayers.compileMessage);
|
||||
writer.EndObject();
|
||||
|
||||
writer.Key("video");
|
||||
@@ -250,7 +272,7 @@ inline std::string RuntimeStateToJson(const RuntimeStateJsonInput& input)
|
||||
writer.KeyNull("runtimeEvents");
|
||||
writer.Key("shaders");
|
||||
writer.BeginArray();
|
||||
for (const SupportedShaderSummary& shader : input.shaders)
|
||||
for (const SupportedShaderSummary& shader : input.shaderCatalog.Shaders())
|
||||
{
|
||||
writer.BeginObject();
|
||||
writer.KeyString("id", shader.id);
|
||||
|
||||
224
apps/RenderCadenceCompositor/runtime/RuntimeLayerModel.cpp
Normal file
224
apps/RenderCadenceCompositor/runtime/RuntimeLayerModel.cpp
Normal file
@@ -0,0 +1,224 @@
|
||||
#include "RuntimeLayerModel.h"
|
||||
|
||||
#include <utility>
|
||||
|
||||
namespace RenderCadenceCompositor
|
||||
{
|
||||
bool RuntimeLayerModel::InitializeSingleLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& error)
|
||||
{
|
||||
Clear();
|
||||
if (shaderId.empty())
|
||||
{
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
|
||||
if (!shaderPackage)
|
||||
{
|
||||
error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
|
||||
return false;
|
||||
}
|
||||
|
||||
Layer layer;
|
||||
layer.id = AllocateLayerId();
|
||||
layer.shaderId = shaderPackage->id;
|
||||
layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
|
||||
layer.buildState = RuntimeLayerBuildState::Pending;
|
||||
layer.message = "Runtime Slang build is waiting to start.";
|
||||
mLayers.push_back(std::move(layer));
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RuntimeLayerModel::AddLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& layerId, std::string& error)
|
||||
{
|
||||
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderId);
|
||||
if (!shaderPackage)
|
||||
{
|
||||
error = "Shader '" + shaderId + "' is not in the supported shader catalog.";
|
||||
return false;
|
||||
}
|
||||
|
||||
Layer layer;
|
||||
layer.id = AllocateLayerId();
|
||||
layer.shaderId = shaderPackage->id;
|
||||
layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
|
||||
layer.buildState = RuntimeLayerBuildState::Pending;
|
||||
layer.message = "Runtime Slang build is waiting to start.";
|
||||
layerId = layer.id;
|
||||
mLayers.push_back(std::move(layer));
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RuntimeLayerModel::RemoveLayer(const std::string& layerId, std::string& error)
|
||||
{
|
||||
for (auto layerIt = mLayers.begin(); layerIt != mLayers.end(); ++layerIt)
|
||||
{
|
||||
if (layerIt->id != layerId)
|
||||
continue;
|
||||
|
||||
mLayers.erase(layerIt);
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
error = "Unknown runtime layer id: " + layerId;
|
||||
return false;
|
||||
}
|
||||
|
||||
void RuntimeLayerModel::Clear()
|
||||
{
|
||||
mLayers.clear();
|
||||
}
|
||||
|
||||
bool RuntimeLayerModel::MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error)
|
||||
{
|
||||
Layer* layer = FindLayer(layerId);
|
||||
if (!layer)
|
||||
{
|
||||
error = "Unknown runtime layer id: " + layerId;
|
||||
return false;
|
||||
}
|
||||
|
||||
layer->buildState = RuntimeLayerBuildState::Pending;
|
||||
layer->message = message;
|
||||
layer->renderReady = false;
|
||||
layer->artifact = RuntimeShaderArtifact();
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RuntimeLayerModel::MarkBuildReady(const RuntimeShaderArtifact& artifact, std::string& error)
|
||||
{
|
||||
Layer* layer = artifact.layerId.empty() ? FindFirstLayerForShader(artifact.shaderId) : FindLayer(artifact.layerId);
|
||||
if (!layer)
|
||||
{
|
||||
error = artifact.layerId.empty()
|
||||
? "No runtime layer is waiting for shader artifact: " + artifact.shaderId
|
||||
: "No runtime layer is waiting for shader artifact on layer: " + artifact.layerId;
|
||||
return false;
|
||||
}
|
||||
|
||||
layer->shaderName = artifact.displayName.empty() ? artifact.shaderId : artifact.displayName;
|
||||
layer->buildState = RuntimeLayerBuildState::Ready;
|
||||
layer->message = artifact.message;
|
||||
layer->renderReady = true;
|
||||
layer->artifact = artifact;
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RuntimeLayerModel::MarkBuildFailedForShader(const std::string& shaderId, const std::string& message)
|
||||
{
|
||||
Layer* layer = FindFirstLayerForShader(shaderId);
|
||||
if (!layer)
|
||||
return false;
|
||||
|
||||
std::string error;
|
||||
return MarkBuildFailed(layer->id, message, error);
|
||||
}
|
||||
|
||||
bool RuntimeLayerModel::MarkBuildFailed(const std::string& layerId, const std::string& message, std::string& error)
|
||||
{
|
||||
Layer* layer = FindLayer(layerId);
|
||||
if (!layer)
|
||||
{
|
||||
error = "Unknown runtime layer id: " + layerId;
|
||||
return false;
|
||||
}
|
||||
|
||||
layer->buildState = RuntimeLayerBuildState::Failed;
|
||||
layer->message = message;
|
||||
layer->renderReady = false;
|
||||
layer->artifact = RuntimeShaderArtifact();
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool RuntimeLayerModel::MarkRenderCommitFailed(const std::string& layerId, const std::string& message, std::string& error)
|
||||
{
|
||||
return MarkBuildFailed(layerId, message, error);
|
||||
}
|
||||
|
||||
RuntimeLayerModelSnapshot RuntimeLayerModel::Snapshot() const
|
||||
{
|
||||
RuntimeLayerModelSnapshot snapshot;
|
||||
snapshot.compileSucceeded = true;
|
||||
|
||||
for (const Layer& layer : mLayers)
|
||||
{
|
||||
snapshot.displayLayers.push_back(ToReadModel(layer));
|
||||
if (!layer.message.empty() && snapshot.compileMessage.empty())
|
||||
snapshot.compileMessage = layer.message;
|
||||
if (layer.buildState == RuntimeLayerBuildState::Failed)
|
||||
snapshot.compileSucceeded = false;
|
||||
if (layer.renderReady)
|
||||
{
|
||||
RuntimeRenderLayerModel renderLayer;
|
||||
renderLayer.id = layer.id;
|
||||
renderLayer.shaderId = layer.shaderId;
|
||||
renderLayer.artifact = layer.artifact;
|
||||
snapshot.renderLayers.push_back(std::move(renderLayer));
|
||||
}
|
||||
}
|
||||
|
||||
if (snapshot.compileMessage.empty())
|
||||
snapshot.compileMessage = mLayers.empty() ? "Runtime shader build disabled." : "Runtime shader build has not completed yet.";
|
||||
return snapshot;
|
||||
}
|
||||
|
||||
std::string RuntimeLayerModel::FirstLayerId() const
|
||||
{
|
||||
return mLayers.empty() ? std::string() : mLayers.front().id;
|
||||
}
|
||||
|
||||
RuntimeLayerModel::Layer* RuntimeLayerModel::FindLayer(const std::string& layerId)
|
||||
{
|
||||
for (Layer& layer : mLayers)
|
||||
{
|
||||
if (layer.id == layerId)
|
||||
return &layer;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const RuntimeLayerModel::Layer* RuntimeLayerModel::FindLayer(const std::string& layerId) const
|
||||
{
|
||||
for (const Layer& layer : mLayers)
|
||||
{
|
||||
if (layer.id == layerId)
|
||||
return &layer;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RuntimeLayerModel::Layer* RuntimeLayerModel::FindFirstLayerForShader(const std::string& shaderId)
|
||||
{
|
||||
for (Layer& layer : mLayers)
|
||||
{
|
||||
if (layer.shaderId == shaderId)
|
||||
return &layer;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::string RuntimeLayerModel::AllocateLayerId()
|
||||
{
|
||||
return "runtime-layer-" + std::to_string(mNextLayerNumber++);
|
||||
}
|
||||
|
||||
RuntimeLayerReadModel RuntimeLayerModel::ToReadModel(const Layer& layer)
|
||||
{
|
||||
RuntimeLayerReadModel readModel;
|
||||
readModel.id = layer.id;
|
||||
readModel.shaderId = layer.shaderId;
|
||||
readModel.shaderName = layer.shaderName;
|
||||
readModel.bypass = layer.bypass;
|
||||
readModel.buildState = layer.buildState;
|
||||
readModel.message = layer.message;
|
||||
readModel.renderReady = layer.renderReady;
|
||||
return readModel;
|
||||
}
|
||||
}
|
||||
84
apps/RenderCadenceCompositor/runtime/RuntimeLayerModel.h
Normal file
84
apps/RenderCadenceCompositor/runtime/RuntimeLayerModel.h
Normal file
@@ -0,0 +1,84 @@
|
||||
#pragma once
|
||||
|
||||
#include "RuntimeShaderArtifact.h"
|
||||
#include "SupportedShaderCatalog.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace RenderCadenceCompositor
|
||||
{
|
||||
enum class RuntimeLayerBuildState
|
||||
{
|
||||
Pending,
|
||||
Ready,
|
||||
Failed
|
||||
};
|
||||
|
||||
struct RuntimeLayerReadModel
|
||||
{
|
||||
std::string id;
|
||||
std::string shaderId;
|
||||
std::string shaderName;
|
||||
bool bypass = false;
|
||||
RuntimeLayerBuildState buildState = RuntimeLayerBuildState::Pending;
|
||||
std::string message;
|
||||
bool renderReady = false;
|
||||
};
|
||||
|
||||
struct RuntimeRenderLayerModel
|
||||
{
|
||||
std::string id;
|
||||
std::string shaderId;
|
||||
RuntimeShaderArtifact artifact;
|
||||
};
|
||||
|
||||
struct RuntimeLayerModelSnapshot
|
||||
{
|
||||
bool compileSucceeded = true;
|
||||
std::string compileMessage;
|
||||
std::vector<RuntimeLayerReadModel> displayLayers;
|
||||
std::vector<RuntimeRenderLayerModel> renderLayers;
|
||||
};
|
||||
|
||||
class RuntimeLayerModel
|
||||
{
|
||||
public:
|
||||
bool InitializeSingleLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& error);
|
||||
void Clear();
|
||||
|
||||
bool AddLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& layerId, std::string& error);
|
||||
bool RemoveLayer(const std::string& layerId, std::string& error);
|
||||
bool MarkBuildStarted(const std::string& layerId, const std::string& message, std::string& error);
|
||||
bool MarkBuildReady(const RuntimeShaderArtifact& artifact, std::string& error);
|
||||
bool MarkBuildFailedForShader(const std::string& shaderId, const std::string& message);
|
||||
bool MarkBuildFailed(const std::string& layerId, const std::string& message, std::string& error);
|
||||
bool MarkRenderCommitFailed(const std::string& layerId, const std::string& message, std::string& error);
|
||||
|
||||
RuntimeLayerModelSnapshot Snapshot() const;
|
||||
std::string FirstLayerId() const;
|
||||
|
||||
private:
|
||||
struct Layer
|
||||
{
|
||||
std::string id;
|
||||
std::string shaderId;
|
||||
std::string shaderName;
|
||||
bool bypass = false;
|
||||
RuntimeLayerBuildState buildState = RuntimeLayerBuildState::Pending;
|
||||
std::string message;
|
||||
bool renderReady = false;
|
||||
RuntimeShaderArtifact artifact;
|
||||
};
|
||||
|
||||
Layer* FindLayer(const std::string& layerId);
|
||||
const Layer* FindLayer(const std::string& layerId) const;
|
||||
Layer* FindFirstLayerForShader(const std::string& shaderId);
|
||||
std::string AllocateLayerId();
|
||||
static RuntimeLayerReadModel ToReadModel(const Layer& layer);
|
||||
|
||||
std::vector<Layer> mLayers;
|
||||
uint64_t mNextLayerNumber = 1;
|
||||
};
|
||||
}
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
struct RuntimeShaderArtifact
|
||||
{
|
||||
std::string layerId;
|
||||
std::string shaderId;
|
||||
std::string displayName;
|
||||
std::string fragmentShaderSource;
|
||||
|
||||
@@ -8,11 +8,17 @@ RuntimeShaderBridge::~RuntimeShaderBridge()
|
||||
}
|
||||
|
||||
void RuntimeShaderBridge::Start(const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError)
|
||||
{
|
||||
Start(std::string(), shaderId, std::move(onArtifactReady), std::move(onError));
|
||||
}
|
||||
|
||||
void RuntimeShaderBridge::Start(const std::string& layerId, const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError)
|
||||
{
|
||||
Stop();
|
||||
if (shaderId.empty())
|
||||
return;
|
||||
|
||||
mLayerId = layerId;
|
||||
mOnArtifactReady = std::move(onArtifactReady);
|
||||
mOnError = std::move(onError);
|
||||
mStopping.store(false, std::memory_order_release);
|
||||
@@ -26,6 +32,7 @@ void RuntimeShaderBridge::Stop()
|
||||
if (mThread.joinable())
|
||||
mThread.join();
|
||||
mCompiler.Stop();
|
||||
mLayerId.clear();
|
||||
mOnArtifactReady = ArtifactCallback();
|
||||
mOnError = ErrorCallback();
|
||||
}
|
||||
@@ -39,6 +46,7 @@ void RuntimeShaderBridge::ThreadMain()
|
||||
{
|
||||
if (build.succeeded)
|
||||
{
|
||||
build.artifact.layerId = mLayerId;
|
||||
if (mOnArtifactReady)
|
||||
mOnArtifactReady(build.artifact);
|
||||
}
|
||||
|
||||
@@ -20,6 +20,7 @@ public:
|
||||
~RuntimeShaderBridge();
|
||||
|
||||
void Start(const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError);
|
||||
void Start(const std::string& layerId, const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError);
|
||||
void Stop();
|
||||
|
||||
private:
|
||||
@@ -28,6 +29,7 @@ private:
|
||||
RuntimeSlangShaderCompiler mCompiler;
|
||||
std::thread mThread;
|
||||
std::atomic<bool> mStopping{ false };
|
||||
std::string mLayerId;
|
||||
ArtifactCallback mOnArtifactReady;
|
||||
ErrorCallback mOnError;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user