Runtime layer split

This commit is contained in:
2026-05-21 17:40:31 +10:00
parent 4096e9c26a
commit 269dbd0079
5 changed files with 281 additions and 248 deletions

View File

@@ -5,73 +5,10 @@
#include <algorithm>
#include <chrono>
#include <cctype>
#include <set>
#include <utility>
namespace RenderCadenceCompositor
{
namespace
{
JsonValue ParameterValueToJson(const ShaderParameterDefinition& definition, const ShaderParameterValue& value)
{
switch (definition.type)
{
case ShaderParameterType::Float:
return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
case ShaderParameterType::Vec2:
case ShaderParameterType::Color:
{
JsonValue array = JsonValue::MakeArray();
for (double number : value.numberValues)
array.pushBack(JsonValue(number));
return array;
}
case ShaderParameterType::Boolean:
return JsonValue(value.booleanValue);
case ShaderParameterType::Enum:
return JsonValue(value.enumValue);
case ShaderParameterType::Text:
return JsonValue(value.textValue);
case ShaderParameterType::Trigger:
return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
}
return JsonValue();
}
bool ParseRuntimeLayerNumber(const std::string& layerId, uint64_t& number)
{
const std::string prefix = "runtime-layer-";
if (layerId.compare(0, prefix.size(), prefix) != 0)
return false;
const std::string suffix = layerId.substr(prefix.size());
if (suffix.empty())
return false;
uint64_t parsed = 0;
for (char character : suffix)
{
if (!std::isdigit(static_cast<unsigned char>(character)))
return false;
parsed = parsed * 10 + static_cast<uint64_t>(character - '0');
}
number = parsed;
return true;
}
std::string AllocateRestoredLayerId(std::set<std::string>& usedLayerIds, uint64_t& nextLayerNumber)
{
for (;;)
{
std::string candidate = "runtime-layer-" + std::to_string(nextLayerNumber++);
if (usedLayerIds.insert(candidate).second)
return candidate;
}
}
}
bool RuntimeLayerModel::InitializeSingleLayer(const SupportedShaderCatalog& shaderCatalog, const std::string& shaderId, std::string& error)
{
Clear();
@@ -270,145 +207,6 @@ bool RuntimeLayerModel::ResetParameters(const std::string& layerId, std::string&
return true;
}
bool RuntimeLayerModel::InitializeFromRuntimeState(const SupportedShaderCatalog& shaderCatalog, const JsonValue& runtimeState, std::string& error)
{
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;
}
bool RuntimeLayerModel::ReloadFromCatalog(const SupportedShaderCatalog& shaderCatalog, std::vector<std::pair<std::string, std::string>>& buildsToStart, std::string& error)
{
buildsToStart.clear();
for (Layer& layer : mLayers)
{
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(layer.shaderId);
if (!shaderPackage)
{
layer.buildState = RuntimeLayerBuildState::Failed;
layer.message = "Shader '" + layer.shaderId + "' is no longer available after reload.";
continue;
}
const std::string nextFingerprint = ShaderPackageFingerprint(*shaderPackage);
if (layer.packageFingerprint == nextFingerprint)
{
buildsToStart.push_back({ layer.id, layer.shaderId });
continue;
}
std::map<std::string, ShaderParameterDefinition> previousDefinitions;
for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
previousDefinitions[definition.id] = definition;
std::map<std::string, ShaderParameterValue> nextValues;
for (const ShaderParameterDefinition& nextDefinition : shaderPackage->parameters)
{
const auto previousDefinitionIt = previousDefinitions.find(nextDefinition.id);
const auto previousValueIt = layer.parameterValues.find(nextDefinition.id);
if (previousDefinitionIt != previousDefinitions.end()
&& previousValueIt != layer.parameterValues.end()
&& previousDefinitionIt->second.type == nextDefinition.type)
{
ShaderParameterValue preservedValue;
JsonValue valueJson = ParameterValueToJson(previousDefinitionIt->second, previousValueIt->second);
std::string normalizeError;
if (NormalizeAndValidateParameterValue(nextDefinition, valueJson, preservedValue, normalizeError))
{
nextValues[nextDefinition.id] = preservedValue;
continue;
}
}
nextValues[nextDefinition.id] = DefaultValueForDefinition(nextDefinition);
}
layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
layer.packageFingerprint = nextFingerprint;
layer.parameterDefinitions = shaderPackage->parameters;
layer.parameterValues = std::move(nextValues);
buildsToStart.push_back({ layer.id, layer.shaderId });
}
error.clear();
return true;
}
void RuntimeLayerModel::Clear()
{
mLayers.clear();
@@ -508,37 +306,6 @@ bool RuntimeLayerModel::MarkRenderCommitFailed(const std::string& layerId, const
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.bypass = layer.bypass;
renderLayer.artifact = layer.artifact;
renderLayer.shaderId = renderLayer.artifact.shaderId.empty() ? layer.shaderId : renderLayer.artifact.shaderId;
if (layer.buildState == RuntimeLayerBuildState::Ready)
renderLayer.artifact.parameterValues = layer.parameterValues;
renderLayer.artifact.fontAtlases.clear();
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;
@@ -608,21 +375,6 @@ 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;
readModel.parameterDefinitions = layer.parameterDefinitions;
readModel.parameterValues = layer.parameterValues;
return readModel;
}
double RuntimeLayerModel::RuntimeElapsedSeconds() const
{
return std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();

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@@ -0,0 +1,94 @@
#include "RuntimeLayerModel.h"
#include "RuntimeParameterUtils.h"
#include <map>
#include <utility>
namespace RenderCadenceCompositor
{
namespace
{
JsonValue ParameterValueToJson(const ShaderParameterDefinition& definition, const ShaderParameterValue& value)
{
switch (definition.type)
{
case ShaderParameterType::Float:
return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
case ShaderParameterType::Vec2:
case ShaderParameterType::Color:
{
JsonValue array = JsonValue::MakeArray();
for (double number : value.numberValues)
array.pushBack(JsonValue(number));
return array;
}
case ShaderParameterType::Boolean:
return JsonValue(value.booleanValue);
case ShaderParameterType::Enum:
return JsonValue(value.enumValue);
case ShaderParameterType::Text:
return JsonValue(value.textValue);
case ShaderParameterType::Trigger:
return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
}
return JsonValue();
}
}
bool RuntimeLayerModel::ReloadFromCatalog(const SupportedShaderCatalog& shaderCatalog, std::vector<std::pair<std::string, std::string>>& buildsToStart, std::string& error)
{
buildsToStart.clear();
for (Layer& layer : mLayers)
{
const ShaderPackage* shaderPackage = shaderCatalog.FindPackage(layer.shaderId);
if (!shaderPackage)
{
layer.buildState = RuntimeLayerBuildState::Failed;
layer.message = "Shader '" + layer.shaderId + "' is no longer available after reload.";
continue;
}
const std::string nextFingerprint = ShaderPackageFingerprint(*shaderPackage);
if (layer.packageFingerprint == nextFingerprint)
{
buildsToStart.push_back({ layer.id, layer.shaderId });
continue;
}
std::map<std::string, ShaderParameterDefinition> previousDefinitions;
for (const ShaderParameterDefinition& definition : layer.parameterDefinitions)
previousDefinitions[definition.id] = definition;
std::map<std::string, ShaderParameterValue> nextValues;
for (const ShaderParameterDefinition& nextDefinition : shaderPackage->parameters)
{
const auto previousDefinitionIt = previousDefinitions.find(nextDefinition.id);
const auto previousValueIt = layer.parameterValues.find(nextDefinition.id);
if (previousDefinitionIt != previousDefinitions.end()
&& previousValueIt != layer.parameterValues.end()
&& previousDefinitionIt->second.type == nextDefinition.type)
{
ShaderParameterValue preservedValue;
JsonValue valueJson = ParameterValueToJson(previousDefinitionIt->second, previousValueIt->second);
std::string normalizeError;
if (NormalizeAndValidateParameterValue(nextDefinition, valueJson, preservedValue, normalizeError))
{
nextValues[nextDefinition.id] = preservedValue;
continue;
}
}
nextValues[nextDefinition.id] = DefaultValueForDefinition(nextDefinition);
}
layer.shaderName = shaderPackage->displayName.empty() ? shaderPackage->id : shaderPackage->displayName;
layer.packageFingerprint = nextFingerprint;
layer.parameterDefinitions = shaderPackage->parameters;
layer.parameterValues = std::move(nextValues);
buildsToStart.push_back({ layer.id, layer.shaderId });
}
error.clear();
return true;
}
}

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@@ -0,0 +1,52 @@
#include "RuntimeLayerModel.h"
#include <utility>
namespace RenderCadenceCompositor
{
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.bypass = layer.bypass;
renderLayer.artifact = layer.artifact;
renderLayer.shaderId = renderLayer.artifact.shaderId.empty() ? layer.shaderId : renderLayer.artifact.shaderId;
if (layer.buildState == RuntimeLayerBuildState::Ready)
renderLayer.artifact.parameterValues = layer.parameterValues;
renderLayer.artifact.fontAtlases.clear();
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;
}
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;
readModel.parameterDefinitions = layer.parameterDefinitions;
readModel.parameterValues = layer.parameterValues;
return readModel;
}
}

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@@ -0,0 +1,129 @@
#include "RuntimeLayerModel.h"
#include "RuntimeParameterUtils.h"
#include <cctype>
#include <cstdint>
#include <set>
#include <utility>
namespace RenderCadenceCompositor
{
namespace
{
bool ParseRuntimeLayerNumber(const std::string& layerId, uint64_t& number)
{
const std::string prefix = "runtime-layer-";
if (layerId.compare(0, prefix.size(), prefix) != 0)
return false;
const std::string suffix = layerId.substr(prefix.size());
if (suffix.empty())
return false;
uint64_t parsed = 0;
for (char character : suffix)
{
if (!std::isdigit(static_cast<unsigned char>(character)))
return false;
parsed = parsed * 10 + static_cast<uint64_t>(character - '0');
}
number = parsed;
return true;
}
std::string AllocateRestoredLayerId(std::set<std::string>& usedLayerIds, uint64_t& nextLayerNumber)
{
for (;;)
{
std::string candidate = "runtime-layer-" + std::to_string(nextLayerNumber++);
if (usedLayerIds.insert(candidate).second)
return candidate;
}
}
}
bool RuntimeLayerModel::InitializeFromRuntimeState(const SupportedShaderCatalog& shaderCatalog, const JsonValue& runtimeState, std::string& error)
{
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;
}
}

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@@ -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"