Runtime layer split
This commit is contained in:
@@ -5,73 +5,10 @@
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#include <algorithm>
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#include <chrono>
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#include <cctype>
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#include <set>
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#include <utility>
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namespace RenderCadenceCompositor
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{
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namespace
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{
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JsonValue ParameterValueToJson(const ShaderParameterDefinition& definition, const ShaderParameterValue& value)
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{
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switch (definition.type)
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{
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case ShaderParameterType::Float:
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return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
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case ShaderParameterType::Vec2:
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case ShaderParameterType::Color:
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{
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JsonValue array = JsonValue::MakeArray();
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for (double number : value.numberValues)
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array.pushBack(JsonValue(number));
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return array;
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}
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case ShaderParameterType::Boolean:
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return JsonValue(value.booleanValue);
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case ShaderParameterType::Enum:
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return JsonValue(value.enumValue);
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case ShaderParameterType::Text:
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return JsonValue(value.textValue);
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case ShaderParameterType::Trigger:
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return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
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}
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return JsonValue();
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}
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bool ParseRuntimeLayerNumber(const std::string& layerId, uint64_t& number)
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{
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const std::string prefix = "runtime-layer-";
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if (layerId.compare(0, prefix.size(), prefix) != 0)
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return false;
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const std::string suffix = layerId.substr(prefix.size());
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if (suffix.empty())
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return false;
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uint64_t parsed = 0;
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for (char character : suffix)
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{
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if (!std::isdigit(static_cast<unsigned char>(character)))
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return false;
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parsed = parsed * 10 + static_cast<uint64_t>(character - '0');
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}
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number = parsed;
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return true;
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}
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std::string AllocateRestoredLayerId(std::set<std::string>& usedLayerIds, uint64_t& nextLayerNumber)
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{
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for (;;)
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{
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std::string candidate = "runtime-layer-" + std::to_string(nextLayerNumber++);
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if (usedLayerIds.insert(candidate).second)
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return candidate;
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}
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}
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}
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bool RuntimeLayerModel::InitializeSingleLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& error)
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{
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Clear();
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@@ -270,145 +207,6 @@ bool RuntimeLayerModel::ResetParameters(const std::string& layerId, std::string&
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return true;
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}
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bool RuntimeLayerModel::InitializeFromRuntimeState(const SupportedShaderCatalog& shaderCatalog, const JsonValue& runtimeState, std::string& error)
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{
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if (!runtimeState.isObject())
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{
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error = "Runtime state root must be a JSON object.";
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return false;
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}
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const JsonValue* layersValue = runtimeState.find("layers");
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if (!layersValue || !layersValue->isArray())
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{
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error = "Runtime state must contain a layers array.";
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return false;
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}
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std::vector<Layer> restoredLayers;
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std::set<std::string> usedLayerIds;
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uint64_t nextLayerNumber = 1;
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for (const JsonValue& layerValue : layersValue->asArray())
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{
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if (!layerValue.isObject())
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continue;
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const JsonValue* shaderIdValue = layerValue.find("shaderId");
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if (!shaderIdValue || !shaderIdValue->isString() || shaderIdValue->asString().empty())
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continue;
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const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderIdValue->asString());
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if (!shaderPackage)
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continue;
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Layer layer;
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const JsonValue* layerIdValue = layerValue.find("id");
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if (layerIdValue && layerIdValue->isString() && !layerIdValue->asString().empty() && usedLayerIds.insert(layerIdValue->asString()).second)
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layer.id = layerIdValue->asString();
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else
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layer.id = AllocateRestoredLayerId(usedLayerIds, nextLayerNumber);
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uint64_t restoredLayerNumber = 0;
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if (ParseRuntimeLayerNumber(layer.id, restoredLayerNumber) && restoredLayerNumber >= nextLayerNumber)
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nextLayerNumber = restoredLayerNumber + 1;
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layer.shaderId = shaderPackage->id;
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layer.packageFingerprint = ShaderPackageFingerprint(*shaderPackage);
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layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
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const JsonValue* bypassValue = layerValue.find("bypass");
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layer.bypass = bypassValue && bypassValue->isBoolean() ? bypassValue->asBoolean() : false;
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layer.buildState = RuntimeLayerBuildState::Pending;
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layer.message = "Runtime Slang build is waiting to start.";
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InitializeDefaultParameterValues(layer, *shaderPackage);
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const JsonValue* parameterValues = layerValue.find("parameterValues");
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if (parameterValues && parameterValues->isObject())
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{
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for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
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{
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const JsonValue* value = parameterValues->find(definition.id);
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if (!value)
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continue;
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ShaderParameterValue normalizedValue;
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std::string normalizeError;
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if (NormalizeAndValidateParameterValue(definition, *value, normalizedValue, normalizeError))
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layer.parameterValues[definition.id] = normalizedValue;
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}
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}
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restoredLayers.push_back(std::move(layer));
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}
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if (restoredLayers.empty())
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{
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error = "Runtime state did not contain any supported layers.";
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return false;
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}
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mLayers = std::move(restoredLayers);
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mNextLayerNumber = nextLayerNumber;
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error.clear();
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return true;
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}
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bool RuntimeLayerModel::ReloadFromCatalog(const SupportedShaderCatalog& shaderCatalog, std::vector<std::pair<std::string, std::string>>& buildsToStart, std::string& error)
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{
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buildsToStart.clear();
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for (Layer& layer : mLayers)
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{
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const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(layer.shaderId);
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if (!shaderPackage)
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{
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layer.buildState = RuntimeLayerBuildState::Failed;
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layer.message = "Shader '" + layer.shaderId + "' is no longer available after reload.";
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continue;
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}
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const std::string nextFingerprint = ShaderPackageFingerprint(*shaderPackage);
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if (layer.packageFingerprint == nextFingerprint)
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{
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buildsToStart.push_back({ layer.id, layer.shaderId });
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continue;
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}
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std::map<std::string, ShaderParameterDefinition> previousDefinitions;
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for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
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previousDefinitions[definition.id] = definition;
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std::map<std::string, ShaderParameterValue> nextValues;
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for (const ShaderParameterDefinition& nextDefinition : shaderPackage->parameters)
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{
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const auto previousDefinitionIt = previousDefinitions.find(nextDefinition.id);
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const auto previousValueIt = layer.parameterValues.find(nextDefinition.id);
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if (previousDefinitionIt != previousDefinitions.end()
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&& previousValueIt != layer.parameterValues.end()
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&& previousDefinitionIt->second.type == nextDefinition.type)
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{
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ShaderParameterValue preservedValue;
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JsonValue valueJson = ParameterValueToJson(previousDefinitionIt->second, previousValueIt->second);
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std::string normalizeError;
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if (NormalizeAndValidateParameterValue(nextDefinition, valueJson, preservedValue, normalizeError))
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{
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nextValues[nextDefinition.id] = preservedValue;
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continue;
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}
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}
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nextValues[nextDefinition.id] = DefaultValueForDefinition(nextDefinition);
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}
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layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
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layer.packageFingerprint = nextFingerprint;
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layer.parameterDefinitions = shaderPackage->parameters;
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layer.parameterValues = std::move(nextValues);
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buildsToStart.push_back({ layer.id, layer.shaderId });
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}
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error.clear();
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return true;
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}
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void RuntimeLayerModel::Clear()
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{
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mLayers.clear();
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@@ -508,37 +306,6 @@ bool RuntimeLayerModel::MarkRenderCommitFailed(const std::string& layerId, const
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return MarkBuildFailed(layerId, message, error);
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}
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RuntimeLayerModelSnapshot RuntimeLayerModel::Snapshot() const
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{
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RuntimeLayerModelSnapshot snapshot;
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snapshot.compileSucceeded = true;
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for (const Layer& layer : mLayers)
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{
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snapshot.displayLayers.push_back(ToReadModel(layer));
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if (!layer.message.empty() && snapshot.compileMessage.empty())
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snapshot.compileMessage = layer.message;
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if (layer.buildState == RuntimeLayerBuildState::Failed)
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snapshot.compileSucceeded = false;
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if (layer.renderReady)
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{
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RuntimeRenderLayerModel renderLayer;
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renderLayer.id = layer.id;
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renderLayer.bypass = layer.bypass;
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renderLayer.artifact = layer.artifact;
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renderLayer.shaderId = renderLayer.artifact.shaderId.empty() ? layer.shaderId : renderLayer.artifact.shaderId;
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if (layer.buildState == RuntimeLayerBuildState::Ready)
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renderLayer.artifact.parameterValues = layer.parameterValues;
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renderLayer.artifact.fontAtlases.clear();
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snapshot.renderLayers.push_back(std::move(renderLayer));
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}
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}
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if (snapshot.compileMessage.empty())
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snapshot.compileMessage = mLayers.empty() ? "Runtime shader build disabled." : "Runtime shader build has not completed yet.";
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return snapshot;
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}
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std::string RuntimeLayerModel::FirstLayerId() const
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{
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return mLayers.empty() ? std::string() : mLayers.front().id;
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@@ -608,21 +375,6 @@ std::string RuntimeLayerModel::AllocateLayerId()
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return "runtime-layer-" + std::to_string(mNextLayerNumber++);
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}
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RuntimeLayerReadModel RuntimeLayerModel::ToReadModel(const Layer& layer)
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{
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RuntimeLayerReadModel readModel;
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readModel.id = layer.id;
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readModel.shaderId = layer.shaderId;
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readModel.shaderName = layer.shaderName;
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readModel.bypass = layer.bypass;
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readModel.buildState = layer.buildState;
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readModel.message = layer.message;
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readModel.renderReady = layer.renderReady;
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readModel.parameterDefinitions = layer.parameterDefinitions;
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readModel.parameterValues = layer.parameterValues;
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return readModel;
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}
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double RuntimeLayerModel::RuntimeElapsedSeconds() const
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{
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return std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();
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94
src/runtime/RuntimeLayerReload.cpp
Normal file
94
src/runtime/RuntimeLayerReload.cpp
Normal file
@@ -0,0 +1,94 @@
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#include "RuntimeLayerModel.h"
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#include "RuntimeParameterUtils.h"
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#include <map>
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#include <utility>
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namespace RenderCadenceCompositor
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{
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namespace
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{
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JsonValue ParameterValueToJson(const ShaderParameterDefinition& definition, const ShaderParameterValue& value)
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{
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switch (definition.type)
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{
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case ShaderParameterType::Float:
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return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
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case ShaderParameterType::Vec2:
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case ShaderParameterType::Color:
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{
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JsonValue array = JsonValue::MakeArray();
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for (double number : value.numberValues)
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array.pushBack(JsonValue(number));
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return array;
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}
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case ShaderParameterType::Boolean:
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return JsonValue(value.booleanValue);
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case ShaderParameterType::Enum:
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return JsonValue(value.enumValue);
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case ShaderParameterType::Text:
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return JsonValue(value.textValue);
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case ShaderParameterType::Trigger:
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return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
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}
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return JsonValue();
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}
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}
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bool RuntimeLayerModel::ReloadFromCatalog(const SupportedShaderCatalog& shaderCatalog, std::vector<std::pair<std::string, std::string>>& buildsToStart, std::string& error)
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{
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buildsToStart.clear();
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for (Layer& layer : mLayers)
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{
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const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(layer.shaderId);
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if (!shaderPackage)
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{
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layer.buildState = RuntimeLayerBuildState::Failed;
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layer.message = "Shader '" + layer.shaderId + "' is no longer available after reload.";
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continue;
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}
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const std::string nextFingerprint = ShaderPackageFingerprint(*shaderPackage);
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if (layer.packageFingerprint == nextFingerprint)
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{
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buildsToStart.push_back({ layer.id, layer.shaderId });
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continue;
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}
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std::map<std::string, ShaderParameterDefinition> previousDefinitions;
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for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
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previousDefinitions[definition.id] = definition;
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std::map<std::string, ShaderParameterValue> nextValues;
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for (const ShaderParameterDefinition& nextDefinition : shaderPackage->parameters)
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{
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const auto previousDefinitionIt = previousDefinitions.find(nextDefinition.id);
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const auto previousValueIt = layer.parameterValues.find(nextDefinition.id);
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if (previousDefinitionIt != previousDefinitions.end()
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&& previousValueIt != layer.parameterValues.end()
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&& previousDefinitionIt->second.type == nextDefinition.type)
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{
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ShaderParameterValue preservedValue;
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JsonValue valueJson = ParameterValueToJson(previousDefinitionIt->second, previousValueIt->second);
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std::string normalizeError;
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if (NormalizeAndValidateParameterValue(nextDefinition, valueJson, preservedValue, normalizeError))
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{
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nextValues[nextDefinition.id] = preservedValue;
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continue;
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}
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}
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nextValues[nextDefinition.id] = DefaultValueForDefinition(nextDefinition);
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}
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layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
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layer.packageFingerprint = nextFingerprint;
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layer.parameterDefinitions = shaderPackage->parameters;
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layer.parameterValues = std::move(nextValues);
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buildsToStart.push_back({ layer.id, layer.shaderId });
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}
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error.clear();
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return true;
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}
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}
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52
src/runtime/RuntimeLayerSnapshot.cpp
Normal file
52
src/runtime/RuntimeLayerSnapshot.cpp
Normal file
@@ -0,0 +1,52 @@
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#include "RuntimeLayerModel.h"
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#include <utility>
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namespace RenderCadenceCompositor
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{
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RuntimeLayerModelSnapshot RuntimeLayerModel::Snapshot() const
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{
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RuntimeLayerModelSnapshot snapshot;
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snapshot.compileSucceeded = true;
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for (const Layer& layer : mLayers)
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{
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snapshot.displayLayers.push_back(ToReadModel(layer));
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if (!layer.message.empty() && snapshot.compileMessage.empty())
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snapshot.compileMessage = layer.message;
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if (layer.buildState == RuntimeLayerBuildState::Failed)
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snapshot.compileSucceeded = false;
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if (layer.renderReady)
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{
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RuntimeRenderLayerModel renderLayer;
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renderLayer.id = layer.id;
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renderLayer.bypass = layer.bypass;
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renderLayer.artifact = layer.artifact;
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renderLayer.shaderId = renderLayer.artifact.shaderId.empty() ? layer.shaderId : renderLayer.artifact.shaderId;
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if (layer.buildState == RuntimeLayerBuildState::Ready)
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renderLayer.artifact.parameterValues = layer.parameterValues;
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renderLayer.artifact.fontAtlases.clear();
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snapshot.renderLayers.push_back(std::move(renderLayer));
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}
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}
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if (snapshot.compileMessage.empty())
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snapshot.compileMessage = mLayers.empty() ? "Runtime shader build disabled." : "Runtime shader build has not completed yet.";
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return snapshot;
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}
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RuntimeLayerReadModel RuntimeLayerModel::ToReadModel(const Layer& layer)
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{
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RuntimeLayerReadModel readModel;
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readModel.id = layer.id;
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readModel.shaderId = layer.shaderId;
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readModel.shaderName = layer.shaderName;
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readModel.bypass = layer.bypass;
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readModel.buildState = layer.buildState;
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readModel.message = layer.message;
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readModel.renderReady = layer.renderReady;
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readModel.parameterDefinitions = layer.parameterDefinitions;
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readModel.parameterValues = layer.parameterValues;
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return readModel;
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}
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}
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129
src/runtime/RuntimeLayerStateRestore.cpp
Normal file
129
src/runtime/RuntimeLayerStateRestore.cpp
Normal file
@@ -0,0 +1,129 @@
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#include "RuntimeLayerModel.h"
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#include "RuntimeParameterUtils.h"
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#include <cctype>
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#include <cstdint>
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#include <set>
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#include <utility>
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|
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namespace RenderCadenceCompositor
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{
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namespace
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{
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bool ParseRuntimeLayerNumber(const std::string& layerId, uint64_t& number)
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{
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const std::string prefix = "runtime-layer-";
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if (layerId.compare(0, prefix.size(), prefix) != 0)
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return false;
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const std::string suffix = layerId.substr(prefix.size());
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if (suffix.empty())
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return false;
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uint64_t parsed = 0;
|
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for (char character : suffix)
|
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{
|
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if (!std::isdigit(static_cast<unsigned char>(character)))
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return false;
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parsed = parsed * 10 + static_cast<uint64_t>(character - '0');
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}
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number = parsed;
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return true;
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}
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||||
std::string AllocateRestoredLayerId(std::set<std::string>& usedLayerIds, uint64_t& nextLayerNumber)
|
||||
{
|
||||
for (;;)
|
||||
{
|
||||
std::string candidate = "runtime-layer-" + std::to_string(nextLayerNumber++);
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||||
if (usedLayerIds.insert(candidate).second)
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return candidate;
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}
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||||
}
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||||
}
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||||
|
||||
bool RuntimeLayerModel::InitializeFromRuntimeState(const SupportedShaderCatalog& shaderCatalog, const JsonValue& runtimeState, std::string& error)
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||||
{
|
||||
if (!runtimeState.isObject())
|
||||
{
|
||||
error = "Runtime state root must be a JSON object.";
|
||||
return false;
|
||||
}
|
||||
|
||||
const JsonValue* layersValue = runtimeState.find("layers");
|
||||
if (!layersValue || !layersValue->isArray())
|
||||
{
|
||||
error = "Runtime state must contain a layers array.";
|
||||
return false;
|
||||
}
|
||||
|
||||
std::vector<Layer> restoredLayers;
|
||||
std::set<std::string> usedLayerIds;
|
||||
uint64_t nextLayerNumber = 1;
|
||||
|
||||
for (const JsonValue& layerValue : layersValue->asArray())
|
||||
{
|
||||
if (!layerValue.isObject())
|
||||
continue;
|
||||
|
||||
const JsonValue* shaderIdValue = layerValue.find("shaderId");
|
||||
if (!shaderIdValue || !shaderIdValue->isString() || shaderIdValue->asString().empty())
|
||||
continue;
|
||||
|
||||
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(shaderIdValue->asString());
|
||||
if (!shaderPackage)
|
||||
continue;
|
||||
|
||||
Layer layer;
|
||||
const JsonValue* layerIdValue = layerValue.find("id");
|
||||
if (layerIdValue && layerIdValue->isString() && !layerIdValue->asString().empty() && usedLayerIds.insert(layerIdValue->asString()).second)
|
||||
layer.id = layerIdValue->asString();
|
||||
else
|
||||
layer.id = AllocateRestoredLayerId(usedLayerIds, nextLayerNumber);
|
||||
|
||||
uint64_t restoredLayerNumber = 0;
|
||||
if (ParseRuntimeLayerNumber(layer.id, restoredLayerNumber) && restoredLayerNumber >= nextLayerNumber)
|
||||
nextLayerNumber = restoredLayerNumber + 1;
|
||||
|
||||
layer.shaderId = shaderPackage->id;
|
||||
layer.packageFingerprint = ShaderPackageFingerprint(*shaderPackage);
|
||||
layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
|
||||
const JsonValue* bypassValue = layerValue.find("bypass");
|
||||
layer.bypass = bypassValue && bypassValue->isBoolean() ? bypassValue->asBoolean() : false;
|
||||
layer.buildState = RuntimeLayerBuildState::Pending;
|
||||
layer.message = "Runtime Slang build is waiting to start.";
|
||||
InitializeDefaultParameterValues(layer, *shaderPackage);
|
||||
|
||||
const JsonValue* parameterValues = layerValue.find("parameterValues");
|
||||
if (parameterValues && parameterValues->isObject())
|
||||
{
|
||||
for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
|
||||
{
|
||||
const JsonValue* value = parameterValues->find(definition.id);
|
||||
if (!value)
|
||||
continue;
|
||||
|
||||
ShaderParameterValue normalizedValue;
|
||||
std::string normalizeError;
|
||||
if (NormalizeAndValidateParameterValue(definition, *value, normalizedValue, normalizeError))
|
||||
layer.parameterValues[definition.id] = normalizedValue;
|
||||
}
|
||||
}
|
||||
|
||||
restoredLayers.push_back(std::move(layer));
|
||||
}
|
||||
|
||||
if (restoredLayers.empty())
|
||||
{
|
||||
error = "Runtime state did not contain any supported layers.";
|
||||
return false;
|
||||
}
|
||||
|
||||
mLayers = std::move(restoredLayers);
|
||||
mNextLayerNumber = nextLayerNumber;
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -42,6 +42,9 @@ add_video_shader_test(RenderCadenceCompositorRuntimeShaderParamsTests
|
||||
add_video_shader_test(RenderCadenceCompositorRuntimeLayerModelTests
|
||||
"${SRC_DIR}/runtime/FontAtlasBuilder.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeLayerModel.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeLayerReload.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeLayerSnapshot.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeLayerStateRestore.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeJson.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeParameterUtils.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeTextTextureComposer.cpp"
|
||||
@@ -79,6 +82,9 @@ add_video_shader_test(RenderCadenceCompositorRuntimeStateJsonTests
|
||||
"${SRC_DIR}/runtime/FontAtlasBuilder.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeJson.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeLayerModel.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeLayerReload.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeLayerSnapshot.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeLayerStateRestore.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeParameterUtils.cpp"
|
||||
"${SRC_DIR}/runtime/RuntimeTextTextureComposer.cpp"
|
||||
"${SRC_DIR}/runtime/SupportedShaderCatalog.cpp"
|
||||
|
||||
Reference in New Issue
Block a user