end point adjsutments
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This commit is contained in:
Aiden
2026-05-12 13:50:32 +10:00
parent b44504500a
commit 430cf0733d
11 changed files with 773 additions and 57 deletions

View File

@@ -337,6 +337,8 @@ set(RENDER_CADENCE_APP_SOURCES
"${RENDER_CADENCE_APP_DIR}/runtime/RuntimeShaderBridge.h"
"${RENDER_CADENCE_APP_DIR}/runtime/RuntimeSlangShaderCompiler.cpp"
"${RENDER_CADENCE_APP_DIR}/runtime/RuntimeSlangShaderCompiler.h"
"${RENDER_CADENCE_APP_DIR}/runtime/SupportedShaderCatalog.cpp"
"${RENDER_CADENCE_APP_DIR}/runtime/SupportedShaderCatalog.h"
"${RENDER_CADENCE_APP_DIR}/telemetry/CadenceTelemetryJson.h"
"${RENDER_CADENCE_APP_DIR}/telemetry/CadenceTelemetry.h"
"${RENDER_CADENCE_APP_DIR}/telemetry/TelemetryHealthMonitor.h"
@@ -819,6 +821,26 @@ endif()
add_test(NAME RenderCadenceCompositorRuntimeShaderParamsTests COMMAND RenderCadenceCompositorRuntimeShaderParamsTests)
add_executable(RenderCadenceCompositorSupportedShaderCatalogTests
"${APP_DIR}/shader/ShaderPackageRegistry.cpp"
"${APP_DIR}/runtime/support/RuntimeJson.cpp"
"${RENDER_CADENCE_APP_DIR}/runtime/SupportedShaderCatalog.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/RenderCadenceCompositorSupportedShaderCatalogTests.cpp"
)
target_include_directories(RenderCadenceCompositorSupportedShaderCatalogTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime/support"
"${APP_DIR}/shader"
"${RENDER_CADENCE_APP_DIR}/runtime"
)
if(MSVC)
target_compile_options(RenderCadenceCompositorSupportedShaderCatalogTests PRIVATE /W3)
endif()
add_test(NAME RenderCadenceCompositorSupportedShaderCatalogTests COMMAND RenderCadenceCompositorSupportedShaderCatalogTests)
add_executable(RenderCadenceCompositorLoggerTests
"${RENDER_CADENCE_APP_DIR}/logging/Logger.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/RenderCadenceCompositorLoggerTests.cpp"
@@ -849,6 +871,35 @@ endif()
add_test(NAME RenderCadenceCompositorJsonWriterTests COMMAND RenderCadenceCompositorJsonWriterTests)
add_executable(RenderCadenceCompositorRuntimeStateJsonTests
"${APP_DIR}/runtime/support/RuntimeJson.cpp"
"${RENDER_CADENCE_APP_DIR}/app/AppConfig.cpp"
"${RENDER_CADENCE_APP_DIR}/app/AppConfigProvider.cpp"
"${RENDER_CADENCE_APP_DIR}/json/JsonWriter.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/RenderCadenceCompositorRuntimeStateJsonTests.cpp"
)
target_include_directories(RenderCadenceCompositorRuntimeStateJsonTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime/support"
"${APP_DIR}/shader"
"${APP_DIR}/videoio"
"${APP_DIR}/videoio/decklink"
"${RENDER_CADENCE_APP_DIR}/app"
"${RENDER_CADENCE_APP_DIR}/control"
"${RENDER_CADENCE_APP_DIR}/json"
"${RENDER_CADENCE_APP_DIR}/logging"
"${RENDER_CADENCE_APP_DIR}/runtime"
"${RENDER_CADENCE_APP_DIR}/telemetry"
"${RENDER_CADENCE_APP_DIR}/video"
)
if(MSVC)
target_compile_options(RenderCadenceCompositorRuntimeStateJsonTests PRIVATE /W3)
endif()
add_test(NAME RenderCadenceCompositorRuntimeStateJsonTests COMMAND RenderCadenceCompositorRuntimeStateJsonTests)
add_executable(RenderCadenceCompositorHttpControlServerTests
"${RENDER_CADENCE_APP_DIR}/control/HttpControlServer.cpp"
"${RENDER_CADENCE_APP_DIR}/json/JsonWriter.cpp"

View File

@@ -44,6 +44,7 @@ Included now:
- app-owned submission of a completed shader artifact
- render-thread-only GL commit once the artifact is ready
- manifest-driven stateless single-pass shader packages
- HTTP shader list populated from supported stateless single-pass shader packages
- default float, vec2, color, boolean, enum, and trigger parameters
- small JSON writer for future HTTP/WebSocket payloads
- JSON serialization for cadence telemetry snapshots
@@ -145,7 +146,7 @@ The app starts a local HTTP control server on `http://127.0.0.1:8080` by default
Current endpoints:
- `GET /` and UI asset paths: serve the bundled control UI from `ui/dist`
- `GET /api/state`: returns an OpenAPI-shaped state scaffold with cadence telemetry under `performance.cadence`
- `GET /api/state`: returns OpenAPI-shaped display data with cadence telemetry, supported shaders, output status, and a read-only current runtime layer
- `GET /docs/openapi.yaml` and `GET /openapi.yaml`: serves the OpenAPI document
- `GET /docs`: serves Swagger UI
- OpenAPI POST routes are present but return `{ "ok": false, "error": "Endpoint is not implemented in RenderCadenceCompositor yet." }`
@@ -205,6 +206,10 @@ Current runtime shader support is deliberately limited to stateless single-pass
- manifest defaults are used for parameters
- `gVideoInput` and `gLayerInput` are bound to a small fallback source texture until DeckLink input is added
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.
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.
Successful handoff signs:
- telemetry shows `shaderCommitted=1`

View File

@@ -4,6 +4,7 @@
#include "AppConfigProvider.h"
#include "../logging/Logger.h"
#include "../runtime/RuntimeShaderBridge.h"
#include "../runtime/SupportedShaderCatalog.h"
#include "../control/RuntimeStateJson.h"
#include "../telemetry/TelemetryHealthMonitor.h"
#include "../video/DeckLinkOutput.h"
@@ -11,6 +12,7 @@
#include <chrono>
#include <filesystem>
#include <mutex>
#include <string>
#include <thread>
#include <type_traits>
@@ -68,6 +70,8 @@ public:
bool Start(std::string& error)
{
LoadSupportedShaderCatalog();
Log("app", "Starting render thread.");
if (!detail::StartRenderThread(mRenderThread, error, 0))
{
@@ -187,12 +191,17 @@ private:
std::string BuildStateJson()
{
CadenceTelemetrySnapshot telemetry = mHttpTelemetry.Sample(mFrameExchange, mOutput, mOutputThread, mRenderThread);
RuntimeDisplayState runtimeState = CopyRuntimeDisplayState(telemetry);
return RuntimeStateToJson(RuntimeStateJsonInput{
mConfig,
telemetry,
mHttpServer.Port(),
mVideoOutputEnabled,
mVideoOutputStatus
mVideoOutputStatus,
mShaderCatalog.Shaders(),
runtimeState.compileSucceeded,
runtimeState.compileMessage,
runtimeState.activeShaderPackage
});
}
@@ -217,21 +226,69 @@ private:
}
Log("runtime-shader", "Starting background Slang build for shader '" + mConfig.runtimeShaderId + "'.");
SetRuntimeDisplayState(true, "Runtime Slang build started for shader '" + mConfig.runtimeShaderId + "'.", mConfig.runtimeShaderId);
mShaderBridge.Start(
mConfig.runtimeShaderId,
[this](const RuntimeShaderArtifact& artifact) {
SetRuntimeDisplayState(true, artifact.message.empty() ? "Runtime shader artifact is ready." : artifact.message, artifact.shaderId);
mRenderThread.SubmitRuntimeShaderArtifact(artifact);
},
[](const std::string& message) {
[this](const std::string& message) {
SetRuntimeDisplayState(false, message);
LogError("runtime-shader", "Runtime Slang build failed: " + message);
});
}
void LoadSupportedShaderCatalog()
{
const std::filesystem::path shaderRoot = FindRepoPath(mConfig.shaderLibrary);
std::string error;
if (!mShaderCatalog.Load(shaderRoot, static_cast<unsigned>(mConfig.maxTemporalHistoryFrames), error))
{
LogWarning("runtime-shader", "Supported shader catalog is empty: " + error);
return;
}
Log("runtime-shader", "Supported shader catalog loaded with " + std::to_string(mShaderCatalog.Shaders().size()) + " shader(s).");
}
void StopRuntimeShaderBuild()
{
mShaderBridge.Stop();
}
struct RuntimeDisplayState
{
bool compileSucceeded = true;
std::string compileMessage;
const ShaderPackage* activeShaderPackage = nullptr;
};
void SetRuntimeDisplayState(bool compileSucceeded, const std::string& compileMessage, const std::string& activeShaderId = std::string())
{
std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
mRuntimeCompileSucceeded = compileSucceeded;
mRuntimeCompileMessage = compileMessage;
if (!activeShaderId.empty())
mActiveShaderId = activeShaderId;
}
RuntimeDisplayState CopyRuntimeDisplayState(const CadenceTelemetrySnapshot& telemetry) const
{
std::lock_guard<std::mutex> lock(mRuntimeDisplayMutex);
RuntimeDisplayState state;
state.compileSucceeded = mRuntimeCompileSucceeded && telemetry.shaderBuildFailures == 0;
state.compileMessage = mRuntimeCompileMessage;
if (telemetry.shaderBuildFailures > 0)
state.compileMessage = "Runtime shader GL commit failed; see logs for details.";
if (state.compileMessage.empty())
state.compileMessage = mConfig.runtimeShaderId.empty()
? "Runtime shader build disabled."
: "Runtime shader build has not completed yet.";
state.activeShaderPackage = mShaderCatalog.FindPackage(mActiveShaderId);
return state;
}
RenderThread& mRenderThread;
SystemFrameExchange& mFrameExchange;
AppConfig mConfig;
@@ -241,6 +298,11 @@ private:
CadenceTelemetry mHttpTelemetry;
HttpControlServer mHttpServer;
RuntimeShaderBridge mShaderBridge;
SupportedShaderCatalog mShaderCatalog;
mutable std::mutex mRuntimeDisplayMutex;
bool mRuntimeCompileSucceeded = true;
std::string mRuntimeCompileMessage;
std::string mActiveShaderId;
bool mStarted = false;
bool mVideoOutputEnabled = false;
std::string mVideoOutputStatus = "DeckLink output not started.";

View File

@@ -3,10 +3,12 @@
#include "../app/AppConfig.h"
#include "../app/AppConfigProvider.h"
#include "../json/JsonWriter.h"
#include "../runtime/SupportedShaderCatalog.h"
#include "../telemetry/CadenceTelemetryJson.h"
#include <cstdint>
#include <string>
#include <vector>
namespace RenderCadenceCompositor
{
@@ -17,6 +19,10 @@ struct RuntimeStateJsonInput
unsigned short serverPort = 0;
bool videoOutputEnabled = false;
std::string videoOutputStatus;
const std::vector<SupportedShaderSummary>& shaders;
bool runtimeCompileSucceeded = true;
std::string runtimeCompileMessage;
const ShaderPackage* activeShaderPackage = nullptr;
};
inline void WriteVideoIoStatusJson(JsonWriter& writer, const RuntimeStateJsonInput& input)
@@ -33,6 +39,153 @@ inline void WriteVideoIoStatusJson(JsonWriter& writer, const RuntimeStateJsonInp
writer.EndObject();
}
inline void OutputDimensions(const RuntimeStateJsonInput& input, unsigned& width, unsigned& height)
{
VideoFormatDimensions(input.config.outputVideoFormat, width, height);
}
inline const char* ShaderParameterTypeName(ShaderParameterType type)
{
switch (type)
{
case ShaderParameterType::Float: return "float";
case ShaderParameterType::Vec2: return "vec2";
case ShaderParameterType::Color: return "color";
case ShaderParameterType::Boolean: return "bool";
case ShaderParameterType::Enum: return "enum";
case ShaderParameterType::Text: return "text";
case ShaderParameterType::Trigger: return "trigger";
}
return "unknown";
}
inline void WriteNumberArray(JsonWriter& writer, const std::vector<double>& values)
{
writer.BeginArray();
for (double value : values)
writer.Double(value);
writer.EndArray();
}
inline void WriteDefaultParameterValue(JsonWriter& writer, const ShaderParameterDefinition& parameter)
{
switch (parameter.type)
{
case ShaderParameterType::Boolean:
writer.Bool(parameter.defaultBoolean);
return;
case ShaderParameterType::Enum:
writer.String(parameter.defaultEnumValue);
return;
case ShaderParameterType::Text:
writer.String(parameter.defaultTextValue);
return;
case ShaderParameterType::Trigger:
writer.Double(0.0);
return;
case ShaderParameterType::Float:
writer.Double(parameter.defaultNumbers.empty() ? 0.0 : parameter.defaultNumbers.front());
return;
case ShaderParameterType::Vec2:
case ShaderParameterType::Color:
WriteNumberArray(writer, parameter.defaultNumbers);
return;
}
writer.Null();
}
inline void WriteTemporalJson(JsonWriter& writer, const TemporalSettings& temporal)
{
writer.BeginObject();
writer.KeyBool("enabled", temporal.enabled);
writer.KeyString("historySource", "none");
writer.KeyUInt("requestedHistoryLength", temporal.requestedHistoryLength);
writer.KeyUInt("effectiveHistoryLength", temporal.effectiveHistoryLength);
writer.EndObject();
}
inline void WriteFeedbackJson(JsonWriter& writer, const FeedbackSettings& feedback)
{
writer.BeginObject();
writer.KeyBool("enabled", feedback.enabled);
writer.KeyString("writePass", feedback.writePassId);
writer.EndObject();
}
inline void WriteParameterDefinitionJson(JsonWriter& writer, const ShaderParameterDefinition& parameter)
{
writer.BeginObject();
writer.KeyString("id", parameter.id);
writer.KeyString("label", parameter.label.empty() ? parameter.id : parameter.label);
writer.KeyString("description", parameter.description);
writer.KeyString("type", ShaderParameterTypeName(parameter.type));
writer.Key("defaultValue");
WriteDefaultParameterValue(writer, parameter);
writer.Key("value");
WriteDefaultParameterValue(writer, parameter);
if (!parameter.minNumbers.empty())
{
writer.Key("min");
WriteNumberArray(writer, parameter.minNumbers);
}
if (!parameter.maxNumbers.empty())
{
writer.Key("max");
WriteNumberArray(writer, parameter.maxNumbers);
}
if (!parameter.stepNumbers.empty())
{
writer.Key("step");
WriteNumberArray(writer, parameter.stepNumbers);
}
if (parameter.type == ShaderParameterType::Enum)
{
writer.Key("options");
writer.BeginArray();
for (const ShaderParameterOption& option : parameter.enumOptions)
{
writer.BeginObject();
writer.KeyString("value", option.value);
writer.KeyString("label", option.label.empty() ? option.value : option.label);
writer.EndObject();
}
writer.EndArray();
}
if (parameter.type == ShaderParameterType::Text)
{
writer.KeyUInt("maxLength", parameter.maxLength);
if (!parameter.fontId.empty())
writer.KeyString("font", parameter.fontId);
}
writer.EndObject();
}
inline void WriteLayersJson(JsonWriter& writer, const RuntimeStateJsonInput& input)
{
writer.BeginArray();
if (input.activeShaderPackage)
{
const ShaderPackage& shaderPackage = *input.activeShaderPackage;
writer.BeginObject();
writer.KeyString("id", "runtime-layer-1");
writer.KeyString("shaderId", shaderPackage.id);
writer.KeyString("shaderName", shaderPackage.displayName.empty() ? shaderPackage.id : shaderPackage.displayName);
writer.KeyBool("bypass", false);
writer.Key("temporal");
WriteTemporalJson(writer, shaderPackage.temporal);
writer.Key("feedback");
WriteFeedbackJson(writer, shaderPackage.feedback);
writer.Key("parameters");
writer.BeginArray();
for (const ShaderParameterDefinition& parameter : shaderPackage.parameters)
WriteParameterDefinitionJson(writer, parameter);
writer.EndArray();
writer.EndObject();
}
writer.EndArray();
}
inline std::string RuntimeStateToJson(const RuntimeStateJsonInput& input)
{
JsonWriter writer;
@@ -56,17 +209,20 @@ inline std::string RuntimeStateToJson(const RuntimeStateJsonInput& input)
writer.Key("runtime");
writer.BeginObject();
writer.KeyUInt("layerCount", 0);
writer.KeyBool("compileSucceeded", true);
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();

View File

@@ -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;
}

View File

@@ -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;
}
}

View File

@@ -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;
};
}

View File

@@ -6,17 +6,20 @@ info:
REST API exposed by the local Video Shader Toys control server.
The API is intended for local control tools and the bundled React UI. All mutating
endpoints return a small action result object. Successful mutating requests also
broadcast the latest runtime state over the `/ws` WebSocket.
endpoints return a small action result object.
WebSocket state streaming is not described by OpenAPI; connect to `ws://127.0.0.1:{port}/ws`
to receive full runtime state JSON messages whenever state changes.
WebSocket state streaming is planned for the control UI but is not currently served
by RenderCadenceCompositor. Clients should poll `/api/state` until `/ws` is implemented.
servers:
- url: http://127.0.0.1:8080
description: Default local control server
tags:
- name: State
description: Runtime state and status.
- name: Static
description: Bundled control UI and static assets served by the local host.
- name: Docs
description: OpenAPI and Swagger UI documentation served by the local host.
- name: Layers
description: Layer stack control.
- name: Stack Presets
@@ -24,6 +27,146 @@ tags:
- name: Runtime
description: Runtime actions.
paths:
/:
get:
tags: [Static]
summary: Serve the bundled control UI
description: Returns the built React control UI `index.html` from `ui/dist`.
operationId: getControlUiRoot
responses:
"200":
description: Control UI HTML.
content:
text/html:
schema:
type: string
"404":
description: UI bundle was not found.
content:
text/plain:
schema:
type: string
/index.html:
get:
tags: [Static]
summary: Serve the bundled control UI index file
description: Returns the built React control UI `index.html` from `ui/dist`.
operationId: getControlUiIndex
responses:
"200":
description: Control UI HTML.
content:
text/html:
schema:
type: string
"404":
description: UI bundle was not found.
content:
text/plain:
schema:
type: string
/assets/{assetPath}:
get:
tags: [Static]
summary: Serve a bundled control UI asset
description: Serves files from `ui/dist/assets`. The server rejects unsafe relative paths and guesses the content type from the file extension.
operationId: getControlUiAsset
parameters:
- name: assetPath
in: path
required: true
description: Relative asset path below `ui/dist/assets`.
schema:
type: string
responses:
"200":
description: Static asset.
content:
text/javascript:
schema:
type: string
text/css:
schema:
type: string
image/svg+xml:
schema:
type: string
image/png:
schema:
type: string
format: binary
text/plain:
schema:
type: string
"404":
description: Asset was not found or the path was unsafe.
content:
text/plain:
schema:
type: string
/docs:
get:
tags: [Docs]
summary: Serve Swagger UI
description: Returns a small Swagger UI page pointed at `/docs/openapi.yaml`.
operationId: getSwaggerUi
responses:
"200":
description: Swagger UI HTML.
content:
text/html:
schema:
type: string
/docs/:
get:
tags: [Docs]
summary: Serve Swagger UI
description: Alias for `/docs`.
operationId: getSwaggerUiWithTrailingSlash
responses:
"200":
description: Swagger UI HTML.
content:
text/html:
schema:
type: string
/docs/openapi.yaml:
get:
tags: [Docs]
summary: Serve the OpenAPI document
operationId: getOpenApiDocumentFromDocs
responses:
"200":
description: OpenAPI YAML document.
content:
application/yaml:
schema:
type: string
"404":
description: OpenAPI document was not found.
content:
text/plain:
schema:
type: string
/openapi.yaml:
get:
tags: [Docs]
summary: Serve the OpenAPI document
description: Alias for `/docs/openapi.yaml`.
operationId: getOpenApiDocument
responses:
"200":
description: OpenAPI YAML document.
content:
application/yaml:
schema:
type: string
"404":
description: OpenAPI document was not found.
content:
text/plain:
schema:
type: string
/api/state:
get:
tags: [State]

View File

@@ -0,0 +1,89 @@
#include "RuntimeStateJson.h"
#include <iostream>
#include <string>
#include <vector>
namespace
{
int gFailures = 0;
void ExpectContains(const std::string& text, const std::string& fragment, const std::string& message)
{
if (text.find(fragment) != std::string::npos)
return;
++gFailures;
std::cerr << "FAIL: " << message << "\n";
}
ShaderPackage MakePackage()
{
ShaderPackage package;
package.id = "solid-color";
package.displayName = "Solid Color";
package.description = "A single color shader.";
package.category = "Generator";
ShaderPassDefinition pass;
pass.id = "main";
package.passes.push_back(pass);
ShaderParameterDefinition color;
color.id = "color";
color.label = "Color";
color.description = "Output color.";
color.type = ShaderParameterType::Color;
color.defaultNumbers = { 1.0, 0.25, 0.5, 1.0 };
color.minNumbers = { 0.0, 0.0, 0.0, 0.0 };
color.maxNumbers = { 1.0, 1.0, 1.0, 1.0 };
color.stepNumbers = { 0.01, 0.01, 0.01, 0.01 };
package.parameters.push_back(color);
return package;
}
}
int main()
{
RenderCadenceCompositor::AppConfig config = RenderCadenceCompositor::DefaultAppConfig();
config.outputVideoFormat = "1080p";
config.outputFrameRate = "59.94";
RenderCadenceCompositor::CadenceTelemetrySnapshot telemetry;
telemetry.renderFps = 59.94;
telemetry.shaderBuildsCommitted = 1;
std::vector<RenderCadenceCompositor::SupportedShaderSummary> shaders = {
{ "solid-color", "Solid Color", "A single color shader.", "Generator" }
};
const ShaderPackage package = MakePackage();
const std::string json = RenderCadenceCompositor::RuntimeStateToJson(RenderCadenceCompositor::RuntimeStateJsonInput{
config,
telemetry,
8080,
true,
"DeckLink scheduled output running.",
shaders,
true,
"Runtime shader committed.",
&package
});
ExpectContains(json, "\"shaders\":[{\"id\":\"solid-color\"", "state JSON should include supported shaders");
ExpectContains(json, "\"layerCount\":1", "state JSON should expose the display layer count");
ExpectContains(json, "\"layers\":[{\"id\":\"runtime-layer-1\"", "state JSON should expose the active display layer");
ExpectContains(json, "\"parameters\":[{\"id\":\"color\"", "state JSON should expose active shader parameters");
ExpectContains(json, "\"type\":\"color\"", "state JSON should serialize parameter types for the UI");
ExpectContains(json, "\"width\":1920", "state JSON should expose output width");
ExpectContains(json, "\"height\":1080", "state JSON should expose output height");
if (gFailures != 0)
{
std::cerr << gFailures << " RenderCadenceCompositorRuntimeStateJson test failure(s).\n";
return 1;
}
std::cout << "RenderCadenceCompositorRuntimeStateJson tests passed.\n";
return 0;
}

View File

@@ -0,0 +1,113 @@
#include "SupportedShaderCatalog.h"
#include <iostream>
#include <string>
namespace
{
int gFailures = 0;
void Expect(bool condition, const std::string& message)
{
if (condition)
return;
++gFailures;
std::cerr << "FAIL: " << message << "\n";
}
ShaderPackage MakeSinglePassPackage()
{
ShaderPackage shaderPackage;
shaderPackage.id = "supported";
ShaderPassDefinition pass;
pass.id = "main";
pass.entryPoint = "mainImage";
shaderPackage.passes.push_back(pass);
return shaderPackage;
}
void SupportsSinglePassStatelessPackage()
{
const ShaderPackage shaderPackage = MakeSinglePassPackage();
const RenderCadenceCompositor::ShaderSupportResult result =
RenderCadenceCompositor::CheckStatelessSinglePassShaderSupport(shaderPackage);
Expect(result.supported, "single-pass stateless packages should be supported");
Expect(result.reason.empty(), "supported packages should not report a rejection reason");
}
void RejectsMultipassPackage()
{
ShaderPackage shaderPackage = MakeSinglePassPackage();
ShaderPassDefinition secondPass;
secondPass.id = "second";
secondPass.entryPoint = "mainImage";
shaderPackage.passes.push_back(secondPass);
const RenderCadenceCompositor::ShaderSupportResult result =
RenderCadenceCompositor::CheckStatelessSinglePassShaderSupport(shaderPackage);
Expect(!result.supported, "multipass packages should be rejected");
Expect(result.reason.find("single-pass") != std::string::npos, "multipass rejection should explain the single-pass limit");
}
void RejectsTemporalPackage()
{
ShaderPackage shaderPackage = MakeSinglePassPackage();
shaderPackage.temporal.enabled = true;
const RenderCadenceCompositor::ShaderSupportResult result =
RenderCadenceCompositor::CheckStatelessSinglePassShaderSupport(shaderPackage);
Expect(!result.supported, "temporal packages should be rejected");
Expect(result.reason.find("temporal") != std::string::npos, "temporal rejection should mention temporal storage");
}
void RejectsTextureAssets()
{
ShaderPackage shaderPackage = MakeSinglePassPackage();
ShaderTextureAsset asset;
asset.id = "lut";
shaderPackage.textureAssets.push_back(asset);
const RenderCadenceCompositor::ShaderSupportResult result =
RenderCadenceCompositor::CheckStatelessSinglePassShaderSupport(shaderPackage);
Expect(!result.supported, "texture-backed packages should be rejected for now");
Expect(result.reason.find("texture") != std::string::npos, "texture rejection should mention texture assets");
}
void RejectsTextParameters()
{
ShaderPackage shaderPackage = MakeSinglePassPackage();
ShaderParameterDefinition parameter;
parameter.id = "caption";
parameter.type = ShaderParameterType::Text;
shaderPackage.parameters.push_back(parameter);
const RenderCadenceCompositor::ShaderSupportResult result =
RenderCadenceCompositor::CheckStatelessSinglePassShaderSupport(shaderPackage);
Expect(!result.supported, "text-parameter packages should be rejected for now");
Expect(result.reason.find("text") != std::string::npos, "text rejection should mention text parameters");
}
}
int main()
{
SupportsSinglePassStatelessPackage();
RejectsMultipassPackage();
RejectsTemporalPackage();
RejectsTextureAssets();
RejectsTextParameters();
if (gFailures != 0)
{
std::cerr << gFailures << " RenderCadenceCompositorSupportedShaderCatalog test failure(s).\n";
return 1;
}
std::cout << "RenderCadenceCompositorSupportedShaderCatalog tests passed.\n";
return 0;
}

View File

@@ -30,7 +30,7 @@ function App() {
const [dropTargetLayerId, setDropTargetLayerId] = useState(null);
const layers = appState?.layers ?? [];
const shaders = appState?.shaders ?? [];
const shaders = (appState?.shaders ?? []).filter((shader) => shader.available !== false);
const performance = appState?.performance ?? {};
const runtime = appState?.runtime ?? {};
const video = appState?.video ?? {};