Step 3
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@@ -13,10 +13,19 @@
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#include <windows.h>
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#include <atomic>
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#include <cstdint>
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#include <chrono>
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#include <condition_variable>
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#include <functional>
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#include <future>
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#include <memory>
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#include <mutex>
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#include <queue>
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#include <sstream>
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#include <string>
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#include <thread>
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#include <utility>
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#include <vector>
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class RenderEngine
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@@ -60,6 +69,9 @@ public:
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PreviewPaintCallback previewPaint);
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~RenderEngine();
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bool StartRenderThread();
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void StopRenderThread();
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bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
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bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);
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bool InitializeResources(
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@@ -98,6 +110,74 @@ public:
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bool CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels);
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private:
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static constexpr std::chrono::milliseconds kRenderThreadRequestTimeout{ 250 };
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struct RenderThreadTaskState
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{
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std::atomic<bool> started = false;
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std::atomic<bool> cancelled = false;
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};
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template<typename Func>
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auto InvokeOnRenderThread(Func&& func) -> decltype(func())
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{
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using Result = decltype(func());
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if (!mRenderThreadRunning || GetCurrentThreadId() == mRenderThreadId)
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return func();
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auto task = std::make_shared<std::packaged_task<Result()>>(std::forward<Func>(func));
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std::future<Result> result = task->get_future();
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{
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std::lock_guard<std::mutex> lock(mRenderThreadMutex);
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mRenderThreadTasks.push([task]() { (*task)(); });
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}
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mRenderThreadCondition.notify_one();
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return result.get();
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}
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template<typename Func>
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bool TryInvokeOnRenderThread(const char* operationName, Func&& func)
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{
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if (!mRenderThreadRunning || GetCurrentThreadId() == mRenderThreadId)
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return func();
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auto state = std::make_shared<RenderThreadTaskState>();
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auto task = std::make_shared<std::packaged_task<bool()>>(
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[state, func = std::forward<Func>(func)]() mutable {
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state->started = true;
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if (state->cancelled)
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return false;
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return func();
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});
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std::future<bool> result = task->get_future();
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{
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std::lock_guard<std::mutex> lock(mRenderThreadMutex);
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if (mRenderThreadStopping)
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{
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ReportRenderThreadRequestFailure(operationName, "render thread is stopping");
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return false;
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}
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mRenderThreadTasks.push([task]() { (*task)(); });
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}
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mRenderThreadCondition.notify_one();
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if (result.wait_for(kRenderThreadRequestTimeout) == std::future_status::ready)
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return result.get();
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if (!state->started)
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{
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state->cancelled = true;
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ReportRenderThreadRequestFailure(operationName, "timed out before execution");
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return false;
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}
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ReportRenderThreadRequestFailure(operationName, "exceeded timeout while executing; waiting for safe completion");
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return result.get();
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}
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void RenderThreadMain(std::promise<bool> ready);
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void ReportRenderThreadRequestFailure(const char* operationName, const char* reason);
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bool CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
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void RenderLayerStack(
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bool hasInputSource,
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@@ -129,4 +209,12 @@ private:
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RenderCommandQueue mRenderCommandQueue;
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RenderFrameStateResolver mFrameStateResolver;
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RuntimeLiveState mRuntimeLiveState;
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std::thread mRenderThread;
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std::atomic<DWORD> mRenderThreadId = 0;
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std::mutex mRenderThreadMutex;
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std::condition_variable mRenderThreadCondition;
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std::queue<std::function<void()>> mRenderThreadTasks;
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std::atomic<bool> mRenderThreadRunning = false;
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bool mRenderThreadStopping = false;
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bool mResourcesDestroyed = false;
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};
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