More http post end points filled
All checks were successful
CI / React UI Build (push) Successful in 10s
CI / Native Windows Build And Tests (push) Successful in 3m1s
CI / Windows Release Package (push) Has been skipped

This commit is contained in:
Aiden
2026-05-12 14:23:53 +10:00
parent 38d729b346
commit 1ddcf5d621
15 changed files with 854 additions and 97 deletions

View 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;
}
}