end point adjsutments
This commit is contained in:
@@ -44,6 +44,7 @@ Included now:
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- app-owned submission of a completed shader artifact
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- render-thread-only GL commit once the artifact is ready
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- manifest-driven stateless single-pass shader packages
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- HTTP shader list populated from supported stateless single-pass shader packages
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- default float, vec2, color, boolean, enum, and trigger parameters
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- small JSON writer for future HTTP/WebSocket payloads
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- JSON serialization for cadence telemetry snapshots
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@@ -145,7 +146,7 @@ The app starts a local HTTP control server on `http://127.0.0.1:8080` by default
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Current endpoints:
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- `GET /` and UI asset paths: serve the bundled control UI from `ui/dist`
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- `GET /api/state`: returns an OpenAPI-shaped state scaffold with cadence telemetry under `performance.cadence`
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- `GET /api/state`: returns OpenAPI-shaped display data with cadence telemetry, supported shaders, output status, and a read-only current runtime layer
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- `GET /docs/openapi.yaml` and `GET /openapi.yaml`: serves the OpenAPI document
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- `GET /docs`: serves Swagger UI
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- OpenAPI POST routes are present but return `{ "ok": false, "error": "Endpoint is not implemented in RenderCadenceCompositor yet." }`
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@@ -205,6 +206,10 @@ Current runtime shader support is deliberately limited to stateless single-pass
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- manifest defaults are used for parameters
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- `gVideoInput` and `gLayerInput` are bound to a small fallback source texture until DeckLink input is added
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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.
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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.
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Successful handoff signs:
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- telemetry shows `shaderCommitted=1`
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@@ -4,6 +4,7 @@
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#include "AppConfigProvider.h"
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#include "../logging/Logger.h"
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#include "../runtime/RuntimeShaderBridge.h"
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#include "../runtime/SupportedShaderCatalog.h"
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#include "../control/RuntimeStateJson.h"
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#include "../telemetry/TelemetryHealthMonitor.h"
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#include "../video/DeckLinkOutput.h"
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@@ -11,6 +12,7 @@
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#include <chrono>
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#include <filesystem>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <type_traits>
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@@ -68,6 +70,8 @@ public:
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bool Start(std::string& error)
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{
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LoadSupportedShaderCatalog();
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Log("app", "Starting render thread.");
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if (!detail::StartRenderThread(mRenderThread, error, 0))
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{
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@@ -187,12 +191,17 @@ private:
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std::string BuildStateJson()
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{
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CadenceTelemetrySnapshot telemetry = mHttpTelemetry.Sample(mFrameExchange, mOutput, mOutputThread, mRenderThread);
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RuntimeDisplayState runtimeState = CopyRuntimeDisplayState(telemetry);
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return RuntimeStateToJson(RuntimeStateJsonInput{
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mConfig,
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telemetry,
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mHttpServer.Port(),
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mVideoOutputEnabled,
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mVideoOutputStatus
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mVideoOutputStatus,
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mShaderCatalog.Shaders(),
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runtimeState.compileSucceeded,
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runtimeState.compileMessage,
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runtimeState.activeShaderPackage
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});
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}
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@@ -217,21 +226,69 @@ private:
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}
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Log("runtime-shader", "Starting background Slang build for shader '" + mConfig.runtimeShaderId + "'.");
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SetRuntimeDisplayState(true, "Runtime Slang build started for shader '" + mConfig.runtimeShaderId + "'.", mConfig.runtimeShaderId);
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mShaderBridge.Start(
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mConfig.runtimeShaderId,
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[this](const RuntimeShaderArtifact& artifact) {
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SetRuntimeDisplayState(true, artifact.message.empty() ? "Runtime shader artifact is ready." : artifact.message, artifact.shaderId);
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mRenderThread.SubmitRuntimeShaderArtifact(artifact);
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},
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[](const std::string& message) {
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[this](const std::string& message) {
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SetRuntimeDisplayState(false, message);
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LogError("runtime-shader", "Runtime Slang build failed: " + message);
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});
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}
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void LoadSupportedShaderCatalog()
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{
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const std::filesystem::path shaderRoot = FindRepoPath(mConfig.shaderLibrary);
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std::string error;
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if (!mShaderCatalog.Load(shaderRoot, static_cast<unsigned>(mConfig.maxTemporalHistoryFrames), error))
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{
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LogWarning("runtime-shader", "Supported shader catalog is empty: " + error);
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return;
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}
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Log("runtime-shader", "Supported shader catalog loaded with " + std::to_string(mShaderCatalog.Shaders().size()) + " shader(s).");
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}
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void StopRuntimeShaderBuild()
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{
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mShaderBridge.Stop();
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}
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struct RuntimeDisplayState
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{
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bool compileSucceeded = true;
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std::string compileMessage;
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const ShaderPackage* activeShaderPackage = nullptr;
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};
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void SetRuntimeDisplayState(bool compileSucceeded, const std::string& compileMessage, const std::string& activeShaderId = std::string())
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{
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std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
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mRuntimeCompileSucceeded = compileSucceeded;
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mRuntimeCompileMessage = compileMessage;
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if (!activeShaderId.empty())
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mActiveShaderId = activeShaderId;
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}
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RuntimeDisplayState CopyRuntimeDisplayState(const CadenceTelemetrySnapshot& telemetry) const
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{
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std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
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RuntimeDisplayState state;
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state.compileSucceeded = mRuntimeCompileSucceeded && telemetry.shaderBuildFailures == 0;
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state.compileMessage = mRuntimeCompileMessage;
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if (telemetry.shaderBuildFailures > 0)
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state.compileMessage = "Runtime shader GL commit failed; see logs for details.";
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if (state.compileMessage.empty())
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state.compileMessage = mConfig.runtimeShaderId.empty()
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? "Runtime shader build disabled."
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: "Runtime shader build has not completed yet.";
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state.activeShaderPackage = mShaderCatalog.FindPackage(mActiveShaderId);
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return state;
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}
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RenderThread& mRenderThread;
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SystemFrameExchange& mFrameExchange;
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AppConfig mConfig;
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@@ -241,6 +298,11 @@ private:
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CadenceTelemetry mHttpTelemetry;
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HttpControlServer mHttpServer;
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RuntimeShaderBridge mShaderBridge;
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SupportedShaderCatalog mShaderCatalog;
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mutable std::mutex mRuntimeDisplayMutex;
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bool mRuntimeCompileSucceeded = true;
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std::string mRuntimeCompileMessage;
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std::string mActiveShaderId;
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bool mStarted = false;
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bool mVideoOutputEnabled = false;
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std::string mVideoOutputStatus = "DeckLink output not started.";
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@@ -3,10 +3,12 @@
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#include "../app/AppConfig.h"
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#include "../app/AppConfigProvider.h"
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#include "../json/JsonWriter.h"
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#include "../runtime/SupportedShaderCatalog.h"
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#include "../telemetry/CadenceTelemetryJson.h"
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#include <cstdint>
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#include <string>
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#include <vector>
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namespace RenderCadenceCompositor
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{
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@@ -17,6 +19,10 @@ struct RuntimeStateJsonInput
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unsigned short serverPort = 0;
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bool videoOutputEnabled = false;
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std::string videoOutputStatus;
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const std::vector<SupportedShaderSummary>& shaders;
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bool runtimeCompileSucceeded = true;
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std::string runtimeCompileMessage;
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const ShaderPackage* activeShaderPackage = nullptr;
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};
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inline void WriteVideoIoStatusJson(JsonWriter& writer, const RuntimeStateJsonInput& input)
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@@ -33,6 +39,153 @@ inline void WriteVideoIoStatusJson(JsonWriter& writer, const RuntimeStateJsonInp
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writer.EndObject();
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}
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inline void OutputDimensions(const RuntimeStateJsonInput& input, unsigned& width, unsigned& height)
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{
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VideoFormatDimensions(input.config.outputVideoFormat, width, height);
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}
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inline const char* ShaderParameterTypeName(ShaderParameterType type)
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{
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switch (type)
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{
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case ShaderParameterType::Float: return "float";
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case ShaderParameterType::Vec2: return "vec2";
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case ShaderParameterType::Color: return "color";
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case ShaderParameterType::Boolean: return "bool";
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case ShaderParameterType::Enum: return "enum";
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case ShaderParameterType::Text: return "text";
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case ShaderParameterType::Trigger: return "trigger";
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}
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return "unknown";
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}
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inline void WriteNumberArray(JsonWriter& writer, const std::vector<double>& values)
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{
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writer.BeginArray();
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for (double value : values)
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writer.Double(value);
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writer.EndArray();
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}
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inline void WriteDefaultParameterValue(JsonWriter& writer, const ShaderParameterDefinition& parameter)
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{
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switch (parameter.type)
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{
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case ShaderParameterType::Boolean:
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writer.Bool(parameter.defaultBoolean);
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return;
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case ShaderParameterType::Enum:
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writer.String(parameter.defaultEnumValue);
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return;
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case ShaderParameterType::Text:
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writer.String(parameter.defaultTextValue);
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return;
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case ShaderParameterType::Trigger:
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writer.Double(0.0);
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return;
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case ShaderParameterType::Float:
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writer.Double(parameter.defaultNumbers.empty() ? 0.0 : parameter.defaultNumbers.front());
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return;
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case ShaderParameterType::Vec2:
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case ShaderParameterType::Color:
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WriteNumberArray(writer, parameter.defaultNumbers);
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return;
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}
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writer.Null();
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}
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inline void WriteTemporalJson(JsonWriter& writer, const TemporalSettings& temporal)
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{
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writer.BeginObject();
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writer.KeyBool("enabled", temporal.enabled);
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writer.KeyString("historySource", "none");
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writer.KeyUInt("requestedHistoryLength", temporal.requestedHistoryLength);
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writer.KeyUInt("effectiveHistoryLength", temporal.effectiveHistoryLength);
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writer.EndObject();
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}
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inline void WriteFeedbackJson(JsonWriter& writer, const FeedbackSettings& feedback)
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{
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writer.BeginObject();
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writer.KeyBool("enabled", feedback.enabled);
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writer.KeyString("writePass", feedback.writePassId);
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writer.EndObject();
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}
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inline void WriteParameterDefinitionJson(JsonWriter& writer, const ShaderParameterDefinition& parameter)
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{
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writer.BeginObject();
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writer.KeyString("id", parameter.id);
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writer.KeyString("label", parameter.label.empty() ? parameter.id : parameter.label);
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writer.KeyString("description", parameter.description);
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writer.KeyString("type", ShaderParameterTypeName(parameter.type));
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writer.Key("defaultValue");
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WriteDefaultParameterValue(writer, parameter);
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writer.Key("value");
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WriteDefaultParameterValue(writer, parameter);
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if (!parameter.minNumbers.empty())
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{
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writer.Key("min");
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WriteNumberArray(writer, parameter.minNumbers);
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}
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if (!parameter.maxNumbers.empty())
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{
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writer.Key("max");
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WriteNumberArray(writer, parameter.maxNumbers);
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}
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if (!parameter.stepNumbers.empty())
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{
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writer.Key("step");
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WriteNumberArray(writer, parameter.stepNumbers);
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}
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if (parameter.type == ShaderParameterType::Enum)
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{
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writer.Key("options");
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writer.BeginArray();
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for (const ShaderParameterOption& option : parameter.enumOptions)
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{
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writer.BeginObject();
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writer.KeyString("value", option.value);
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writer.KeyString("label", option.label.empty() ? option.value : option.label);
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writer.EndObject();
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}
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writer.EndArray();
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}
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if (parameter.type == ShaderParameterType::Text)
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{
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writer.KeyUInt("maxLength", parameter.maxLength);
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if (!parameter.fontId.empty())
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writer.KeyString("font", parameter.fontId);
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}
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writer.EndObject();
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}
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inline void WriteLayersJson(JsonWriter& writer, const RuntimeStateJsonInput& input)
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{
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writer.BeginArray();
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if (input.activeShaderPackage)
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{
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const ShaderPackage& shaderPackage = *input.activeShaderPackage;
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writer.BeginObject();
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writer.KeyString("id", "runtime-layer-1");
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writer.KeyString("shaderId", shaderPackage.id);
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writer.KeyString("shaderName", shaderPackage.displayName.empty() ? shaderPackage.id : shaderPackage.displayName);
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writer.KeyBool("bypass", false);
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writer.Key("temporal");
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WriteTemporalJson(writer, shaderPackage.temporal);
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writer.Key("feedback");
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WriteFeedbackJson(writer, shaderPackage.feedback);
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writer.Key("parameters");
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writer.BeginArray();
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||||
for (const ShaderParameterDefinition& parameter : shaderPackage.parameters)
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||||
WriteParameterDefinitionJson(writer, parameter);
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||||
writer.EndArray();
|
||||
writer.EndObject();
|
||||
}
|
||||
writer.EndArray();
|
||||
}
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||||
|
||||
inline std::string RuntimeStateToJson(const RuntimeStateJsonInput& input)
|
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{
|
||||
JsonWriter writer;
|
||||
@@ -56,17 +209,20 @@ inline std::string RuntimeStateToJson(const RuntimeStateJsonInput& input)
|
||||
|
||||
writer.Key("runtime");
|
||||
writer.BeginObject();
|
||||
writer.KeyUInt("layerCount", 0);
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||||
writer.KeyBool("compileSucceeded", true);
|
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writer.KeyString("compileMessage", "Runtime state is not ported into RenderCadenceCompositor yet.");
|
||||
writer.KeyUInt("layerCount", input.activeShaderPackage ? 1 : 0);
|
||||
writer.KeyBool("compileSucceeded", input.runtimeCompileSucceeded);
|
||||
writer.KeyString("compileMessage", input.runtimeCompileMessage);
|
||||
writer.EndObject();
|
||||
|
||||
writer.Key("video");
|
||||
writer.BeginObject();
|
||||
writer.KeyBool("hasSignal", false);
|
||||
writer.KeyNull("width");
|
||||
writer.KeyNull("height");
|
||||
writer.KeyString("modeName", "output-only");
|
||||
unsigned outputWidth = 0;
|
||||
unsigned outputHeight = 0;
|
||||
OutputDimensions(input, outputWidth, outputHeight);
|
||||
writer.KeyBool("hasSignal", input.videoOutputEnabled);
|
||||
writer.KeyUInt("width", outputWidth);
|
||||
writer.KeyUInt("height", outputHeight);
|
||||
writer.KeyString("modeName", input.config.outputVideoFormat + " output-only");
|
||||
writer.EndObject();
|
||||
|
||||
writer.Key("decklink");
|
||||
@@ -94,13 +250,23 @@ inline std::string RuntimeStateToJson(const RuntimeStateJsonInput& input)
|
||||
writer.KeyNull("runtimeEvents");
|
||||
writer.Key("shaders");
|
||||
writer.BeginArray();
|
||||
for (const SupportedShaderSummary& shader : input.shaders)
|
||||
{
|
||||
writer.BeginObject();
|
||||
writer.KeyString("id", shader.id);
|
||||
writer.KeyString("name", shader.name);
|
||||
writer.KeyString("description", shader.description);
|
||||
writer.KeyString("category", shader.category);
|
||||
writer.KeyBool("available", true);
|
||||
writer.KeyNull("error");
|
||||
writer.EndObject();
|
||||
}
|
||||
writer.EndArray();
|
||||
writer.Key("stackPresets");
|
||||
writer.BeginArray();
|
||||
writer.EndArray();
|
||||
writer.Key("layers");
|
||||
writer.BeginArray();
|
||||
writer.EndArray();
|
||||
WriteLayersJson(writer, input);
|
||||
|
||||
writer.EndObject();
|
||||
return writer.StringValue();
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
#include "ShaderCompiler.h"
|
||||
#include "ShaderPackageRegistry.h"
|
||||
#include "ShaderTypes.h"
|
||||
#include "SupportedShaderCatalog.h"
|
||||
|
||||
#include <chrono>
|
||||
#include <filesystem>
|
||||
#include <iostream>
|
||||
|
||||
namespace
|
||||
{
|
||||
@@ -28,43 +28,6 @@ std::filesystem::path FindRepoRoot()
|
||||
}
|
||||
}
|
||||
|
||||
bool IsStatelessSinglePassPackage(const ShaderPackage& shaderPackage, std::string& error)
|
||||
{
|
||||
if (shaderPackage.passes.size() != 1)
|
||||
{
|
||||
error = "RenderCadenceCompositor currently supports only single-pass runtime shaders.";
|
||||
return false;
|
||||
}
|
||||
if (shaderPackage.temporal.enabled)
|
||||
{
|
||||
error = "RenderCadenceCompositor currently supports only stateless shaders; temporal history is not enabled in this app.";
|
||||
return false;
|
||||
}
|
||||
if (shaderPackage.feedback.enabled)
|
||||
{
|
||||
error = "RenderCadenceCompositor currently supports only stateless shaders; feedback storage is not enabled in this app.";
|
||||
return false;
|
||||
}
|
||||
if (!shaderPackage.textureAssets.empty())
|
||||
{
|
||||
error = "RenderCadenceCompositor does not load shader texture assets on the render thread; texture-backed shaders need a CPU-prepared asset handoff first.";
|
||||
return false;
|
||||
}
|
||||
if (!shaderPackage.fontAssets.empty())
|
||||
{
|
||||
error = "RenderCadenceCompositor does not load shader font assets on the render thread; text shaders need a CPU-prepared asset handoff first.";
|
||||
return false;
|
||||
}
|
||||
for (const ShaderParameterDefinition& parameter : shaderPackage.parameters)
|
||||
{
|
||||
if (parameter.type == ShaderParameterType::Text)
|
||||
{
|
||||
error = "RenderCadenceCompositor currently skips text parameters because they require per-shader text texture storage.";
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
RuntimeSlangShaderCompiler::~RuntimeSlangShaderCompiler()
|
||||
@@ -140,10 +103,12 @@ RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildShader(const std::strin
|
||||
build.message = error.empty() ? "Shader manifest parse failed." : error;
|
||||
return build;
|
||||
}
|
||||
if (!IsStatelessSinglePassPackage(shaderPackage, error))
|
||||
const RenderCadenceCompositor::ShaderSupportResult support =
|
||||
RenderCadenceCompositor::CheckStatelessSinglePassShaderSupport(shaderPackage);
|
||||
if (!support.supported)
|
||||
{
|
||||
build.succeeded = false;
|
||||
build.message = error;
|
||||
build.message = support.reason;
|
||||
return build;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
#include "SupportedShaderCatalog.h"
|
||||
|
||||
#include "ShaderPackageRegistry.h"
|
||||
|
||||
#include <map>
|
||||
#include <utility>
|
||||
|
||||
namespace RenderCadenceCompositor
|
||||
{
|
||||
ShaderSupportResult CheckStatelessSinglePassShaderSupport(const ShaderPackage& shaderPackage)
|
||||
{
|
||||
if (shaderPackage.passes.size() != 1)
|
||||
return { false, "RenderCadenceCompositor currently supports only single-pass runtime shaders." };
|
||||
|
||||
if (shaderPackage.temporal.enabled)
|
||||
return { false, "RenderCadenceCompositor currently supports only stateless shaders; temporal history is not enabled in this app." };
|
||||
|
||||
if (shaderPackage.feedback.enabled)
|
||||
return { false, "RenderCadenceCompositor currently supports only stateless shaders; feedback storage is not enabled in this app." };
|
||||
|
||||
if (!shaderPackage.textureAssets.empty())
|
||||
return { false, "RenderCadenceCompositor does not load shader texture assets yet; texture-backed shaders need a CPU-prepared asset handoff first." };
|
||||
|
||||
if (!shaderPackage.fontAssets.empty())
|
||||
return { false, "RenderCadenceCompositor does not load shader font assets yet; text shaders need a CPU-prepared asset handoff first." };
|
||||
|
||||
for (const ShaderParameterDefinition& parameter : shaderPackage.parameters)
|
||||
{
|
||||
if (parameter.type == ShaderParameterType::Text)
|
||||
return { false, "RenderCadenceCompositor currently skips text parameters because they require per-shader text texture storage." };
|
||||
}
|
||||
|
||||
return { true, std::string() };
|
||||
}
|
||||
|
||||
bool SupportedShaderCatalog::Load(const std::filesystem::path& shaderRoot, unsigned maxTemporalHistoryFrames, std::string& error)
|
||||
{
|
||||
mShaders.clear();
|
||||
mPackagesById.clear();
|
||||
|
||||
if (shaderRoot.empty())
|
||||
{
|
||||
error = "Shader library path is empty.";
|
||||
return false;
|
||||
}
|
||||
|
||||
ShaderPackageRegistry registry(maxTemporalHistoryFrames);
|
||||
std::map<std::string, ShaderPackage> packagesById;
|
||||
std::vector<std::string> packageOrder;
|
||||
std::vector<ShaderPackageStatus> packageStatuses;
|
||||
if (!registry.Scan(shaderRoot, packagesById, packageOrder, packageStatuses, error))
|
||||
return false;
|
||||
|
||||
for (const std::string& packageId : packageOrder)
|
||||
{
|
||||
const auto packageIt = packagesById.find(packageId);
|
||||
if (packageIt == packagesById.end())
|
||||
continue;
|
||||
|
||||
const ShaderPackage& shaderPackage = packageIt->second;
|
||||
const ShaderSupportResult support = CheckStatelessSinglePassShaderSupport(shaderPackage);
|
||||
if (!support.supported)
|
||||
continue;
|
||||
|
||||
SupportedShaderSummary summary;
|
||||
summary.id = shaderPackage.id;
|
||||
summary.name = shaderPackage.displayName.empty() ? shaderPackage.id : shaderPackage.displayName;
|
||||
summary.description = shaderPackage.description;
|
||||
summary.category = shaderPackage.category;
|
||||
mShaders.push_back(std::move(summary));
|
||||
mPackagesById[shaderPackage.id] = shaderPackage;
|
||||
}
|
||||
|
||||
error.clear();
|
||||
return true;
|
||||
}
|
||||
|
||||
const ShaderPackage* SupportedShaderCatalog::FindPackage(const std::string& shaderId) const
|
||||
{
|
||||
const auto packageIt = mPackagesById.find(shaderId);
|
||||
return packageIt == mPackagesById.end() ? nullptr : &packageIt->second;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
#pragma once
|
||||
|
||||
#include "ShaderTypes.h"
|
||||
|
||||
#include <filesystem>
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace RenderCadenceCompositor
|
||||
{
|
||||
struct SupportedShaderSummary
|
||||
{
|
||||
std::string id;
|
||||
std::string name;
|
||||
std::string description;
|
||||
std::string category;
|
||||
};
|
||||
|
||||
struct ShaderSupportResult
|
||||
{
|
||||
bool supported = false;
|
||||
std::string reason;
|
||||
};
|
||||
|
||||
ShaderSupportResult CheckStatelessSinglePassShaderSupport(const ShaderPackage& shaderPackage);
|
||||
|
||||
class SupportedShaderCatalog
|
||||
{
|
||||
public:
|
||||
bool Load(const std::filesystem::path& shaderRoot, unsigned maxTemporalHistoryFrames, std::string& error);
|
||||
const std::vector<SupportedShaderSummary>& Shaders() const { return mShaders; }
|
||||
const ShaderPackage* FindPackage(const std::string& shaderId) const;
|
||||
|
||||
private:
|
||||
std::vector<SupportedShaderSummary> mShaders;
|
||||
std::map<std::string, ShaderPackage> mPackagesById;
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user