Shader test past
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#include "RuntimeSlangShaderCompiler.h"
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#include "ShaderCompiler.h"
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#include "ShaderTypes.h"
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#include <chrono>
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#include <filesystem>
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#include <iostream>
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namespace
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{
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ShaderParameterDefinition FloatParam(const std::string& id, double defaultValue)
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{
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ShaderParameterDefinition parameter;
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parameter.id = id;
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parameter.label = id;
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parameter.type = ShaderParameterType::Float;
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parameter.defaultNumbers.push_back(defaultValue);
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return parameter;
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}
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std::filesystem::path FindRepoRoot()
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{
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std::filesystem::path current = std::filesystem::current_path();
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for (;;)
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{
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if (std::filesystem::exists(current / "shaders" / "happy-accident" / "shader.slang") &&
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std::filesystem::exists(current / "runtime" / "templates" / "shader_wrapper.slang.in"))
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{
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return current;
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}
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const std::filesystem::path parent = current.parent_path();
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if (parent.empty() || parent == current)
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return std::filesystem::current_path();
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current = parent;
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}
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}
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}
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RuntimeSlangShaderCompiler::~RuntimeSlangShaderCompiler()
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{
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Stop();
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}
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void RuntimeSlangShaderCompiler::StartHappyAccidentBuild()
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{
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if (mRunning.load(std::memory_order_acquire))
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return;
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if (mThread.joinable())
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mThread.join();
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{
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std::lock_guard<std::mutex> lock(mMutex);
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mReadyBuild = RuntimeSlangShaderBuild();
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}
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mRunning.store(true, std::memory_order_release);
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mThread = std::thread([this]() {
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RuntimeSlangShaderBuild build = BuildHappyAccident();
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{
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std::lock_guard<std::mutex> lock(mMutex);
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mReadyBuild = std::move(build);
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mReadyBuild.available = true;
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}
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mRunning.store(false, std::memory_order_release);
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});
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}
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void RuntimeSlangShaderCompiler::Stop()
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{
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if (mThread.joinable())
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mThread.join();
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mRunning.store(false, std::memory_order_release);
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}
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bool RuntimeSlangShaderCompiler::TryConsume(RuntimeSlangShaderBuild& build)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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if (!mReadyBuild.available)
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return false;
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build = std::move(mReadyBuild);
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mReadyBuild = RuntimeSlangShaderBuild();
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return true;
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}
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RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildHappyAccident() const
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{
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RuntimeSlangShaderBuild build;
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build.shaderId = "happy-accident";
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try
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{
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const std::filesystem::path repoRoot = FindRepoRoot();
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const std::filesystem::path shaderDir = repoRoot / "shaders" / "happy-accident";
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const std::filesystem::path runtimeBuildDir = repoRoot / "runtime" / "generated" / "render-cadence-compositor";
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ShaderPackage shaderPackage;
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shaderPackage.id = "happy-accident";
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shaderPackage.displayName = "Happy Accident";
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shaderPackage.entryPoint = "shadeVideo";
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shaderPackage.directoryPath = shaderDir;
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shaderPackage.shaderPath = shaderDir / "shader.slang";
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shaderPackage.manifestPath = shaderDir / "shader.json";
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shaderPackage.parameters.push_back(FloatParam("speed", 1.0));
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shaderPackage.parameters.push_back(FloatParam("scale", 1.0));
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shaderPackage.parameters.push_back(FloatParam("raySteps", 77.0));
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shaderPackage.parameters.push_back(FloatParam("intensity", 1.0));
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shaderPackage.parameters.push_back(FloatParam("sourceMix", 0.0));
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ShaderPassDefinition pass;
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pass.id = "main";
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pass.entryPoint = shaderPackage.entryPoint;
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pass.sourcePath = shaderPackage.shaderPath;
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pass.outputName = "output";
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shaderPackage.passes.push_back(pass);
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ShaderCompiler compiler(
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repoRoot,
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runtimeBuildDir / "happy_accident_wrapper.slang",
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runtimeBuildDir / "happy_accident.generated.glsl",
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runtimeBuildDir / "happy_accident.patched.glsl",
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0);
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std::string error;
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const auto start = std::chrono::steady_clock::now();
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if (!compiler.BuildPassFragmentShaderSource(shaderPackage, pass, build.fragmentShaderSource, error))
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{
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build.succeeded = false;
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build.message = error.empty() ? "Happy Accident Slang compile failed." : error;
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return build;
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}
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const auto end = std::chrono::steady_clock::now();
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const double milliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(end - start).count();
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build.succeeded = true;
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build.message = "Happy Accident Slang compile completed in " + std::to_string(milliseconds) + " ms.";
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return build;
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}
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catch (const std::exception& exception)
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{
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build.succeeded = false;
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build.message = exception.what();
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return build;
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}
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}
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