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This commit is contained in:
Aiden
2026-05-12 02:35:15 +10:00
parent c0d7e84495
commit 511b67c9bc
18 changed files with 772 additions and 150 deletions

View File

@@ -4,6 +4,8 @@ This app is the modular version of the working DeckLink render-cadence probe.
Its job is to prove the production-facing foundation before the current compositor's shader/runtime/control features are ported over.
Before adding features here, read the guardrails in [Render Cadence Golden Rules](../../docs/RENDER_CADENCE_GOLDEN_RULES.md).
## Architecture
```text
@@ -40,13 +42,18 @@ Included now:
- background Slang compile of `shaders/happy-accident`
- 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
- default float, vec2, color, boolean, enum, and trigger parameters
- compact telemetry
- non-GL frame-exchange tests
Intentionally not included yet:
- DeckLink input
- shader package rendering
- multipass shader rendering
- temporal/history/feedback shader storage
- texture/LUT asset upload
- text-parameter rasterization
- runtime state
- OSC/API control
- preview
@@ -83,6 +90,14 @@ build\vs2022-x64-debug\Debug\RenderCadenceCompositor.exe
Press Enter to stop.
To test a different compatible shader package:
```powershell
build\vs2022-x64-debug\Debug\RenderCadenceCompositor.exe --shader solid-color
```
Use `--no-shader` to keep the simple motion fallback only.
## Expected Telemetry
The app prints one line per second:
@@ -107,13 +122,22 @@ Healthy first-run signs:
## Runtime Slang Shader Test
On startup the app begins compiling `shaders/happy-accident` on a background thread owned by the app orchestration layer.
On startup the app begins compiling the selected shader package on a background thread owned by the app orchestration layer. The default is `shaders/happy-accident`.
The render thread keeps drawing the simple motion renderer while Slang compiles. It does not choose packages, launch Slang, or track build lifecycle. It only receives a completed shader artifact and attempts the OpenGL shader compile/link at a frame boundary. If either the Slang build or GL commit fails, the app keeps rendering the simple motion fallback.
Current runtime shader support is deliberately limited to stateless single-pass packages:
- one pass only
- no temporal history
- no feedback storage
- no texture/LUT assets yet
- no text parameters yet
- manifest defaults are used for parameters
- `gVideoInput` and `gLayerInput` are bound to a small fallback source texture until DeckLink input is added
Successful handoff signs:
- console prints `Runtime shader committed: happy-accident`
- telemetry shows `shaderCommitted=1`
- output changes from the simple motion pattern to the Happy Accident shader
- render/schedule cadence remains near 60 fps during and after the handoff

View File

@@ -36,7 +36,7 @@ private:
};
}
int main()
int main(int argc, char** argv)
{
ComInitGuard com;
if (!com.Initialize())
@@ -67,6 +67,21 @@ int main()
RenderThread renderThread(frameExchange, renderConfig);
RenderCadenceCompositor::AppConfig appConfig = RenderCadenceCompositor::DefaultAppConfig();
for (int index = 1; index < argc; ++index)
{
const std::string argument = argv[index];
if (argument == "--shader" && index + 1 < argc)
{
appConfig.runtimeShaderId = argv[++index];
continue;
}
if (argument == "--no-shader")
{
appConfig.runtimeShaderId.clear();
continue;
}
}
RenderCadenceCompositor::RenderCadenceApp<RenderThread, SystemFrameExchange> app(renderThread, frameExchange, appConfig);
std::string error;

View File

@@ -13,6 +13,7 @@ AppConfig DefaultAppConfig()
config.warmupTimeout = std::chrono::seconds(3);
config.prerollTimeout = std::chrono::seconds(3);
config.prerollPoll = std::chrono::milliseconds(2);
config.runtimeShaderId = "happy-accident";
return config;
}
}

View File

@@ -6,6 +6,7 @@
#include <chrono>
#include <cstddef>
#include <string>
namespace RenderCadenceCompositor
{
@@ -18,6 +19,7 @@ struct AppConfig
std::chrono::milliseconds warmupTimeout = std::chrono::seconds(3);
std::chrono::milliseconds prerollTimeout = std::chrono::seconds(3);
std::chrono::milliseconds prerollPoll = std::chrono::milliseconds(2);
std::string runtimeShaderId = "happy-accident";
};
AppConfig DefaultAppConfig();

View File

@@ -1,7 +1,7 @@
#pragma once
#include "AppConfig.h"
#include "../runtime/RuntimeSlangShaderCompiler.h"
#include "../runtime/RuntimeShaderBridge.h"
#include "../telemetry/TelemetryPrinter.h"
#include "../video/DeckLinkOutput.h"
#include "../video/DeckLinkOutputThread.h"
@@ -143,34 +143,19 @@ private:
void StartRuntimeShaderBuild()
{
mShaderCompiler.StartHappyAccidentBuild();
mShaderBridgeStopping = false;
mShaderBridgeThread = std::thread([this]() { ShaderBridgeMain(); });
mShaderBridge.Start(
mConfig.runtimeShaderId,
[this](const RuntimeShaderArtifact& artifact) {
mRenderThread.SubmitRuntimeShaderArtifact(artifact);
},
[](const std::string& message) {
std::cout << "Runtime Slang build failed: " << message << "\n";
});
}
void StopRuntimeShaderBuild()
{
mShaderBridgeStopping = true;
if (mShaderBridgeThread.joinable())
mShaderBridgeThread.join();
mShaderCompiler.Stop();
}
void ShaderBridgeMain()
{
while (!mShaderBridgeStopping)
{
RuntimeSlangShaderBuild build;
if (mShaderCompiler.TryConsume(build))
{
if (build.succeeded)
mRenderThread.SubmitRuntimeShaderArtifact(build.artifact);
else
std::cout << "Runtime Slang build failed: " << build.message << "\n";
return;
}
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
mShaderBridge.Stop();
}
RenderThread& mRenderThread;
@@ -179,9 +164,7 @@ private:
DeckLinkOutput mOutput;
DeckLinkOutputThread<SystemFrameExchange> mOutputThread;
TelemetryPrinter mTelemetry;
RuntimeSlangShaderCompiler mShaderCompiler;
std::thread mShaderBridgeThread;
std::atomic<bool> mShaderBridgeStopping{ false };
RuntimeShaderBridge mShaderBridge;
bool mStarted = false;
};
}

View File

@@ -9,7 +9,6 @@
#include "SimpleMotionRenderer.h"
#include <algorithm>
#include <iostream>
#include <thread>
#include <windows.h>
@@ -220,16 +219,14 @@ void RenderThread::TryCommitReadyRuntimeShader(RuntimeShaderRenderer& runtimeSha
return;
std::string commitError;
if (!runtimeShaderRenderer.CommitFragmentShader(artifact.fragmentShaderSource, commitError))
if (!runtimeShaderRenderer.CommitShaderArtifact(artifact, commitError))
{
std::cout << "Runtime shader GL commit failed: " << commitError << "\n";
OutputDebugStringA(("Runtime shader GL commit failed: " + commitError + "\n").c_str());
std::lock_guard<std::mutex> lock(mMetricsMutex);
++mMetrics.shaderBuildFailures;
return;
}
std::cout << "Runtime shader committed: " << artifact.shaderId << ". " << artifact.message << "\n";
OutputDebugStringA(("Runtime shader committed: " + artifact.shaderId + ". " + artifact.message + "\n").c_str());
std::lock_guard<std::mutex> lock(mMetricsMutex);
++mMetrics.shaderBuildsCommitted;

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@@ -0,0 +1,120 @@
#include "RuntimeShaderParams.h"
#include "Std140Buffer.h"
#include <chrono>
namespace
{
ShaderParameterValue DefaultValueForDefinition(const ShaderParameterDefinition& definition)
{
ShaderParameterValue value;
switch (definition.type)
{
case ShaderParameterType::Float:
value.numberValues = definition.defaultNumbers.empty() ? std::vector<double>{ 0.0 } : definition.defaultNumbers;
break;
case ShaderParameterType::Vec2:
value.numberValues = definition.defaultNumbers.size() == 2 ? definition.defaultNumbers : std::vector<double>{ 0.0, 0.0 };
break;
case ShaderParameterType::Color:
value.numberValues = definition.defaultNumbers.size() == 4 ? definition.defaultNumbers : std::vector<double>{ 1.0, 1.0, 1.0, 1.0 };
break;
case ShaderParameterType::Boolean:
value.booleanValue = definition.defaultBoolean;
break;
case ShaderParameterType::Enum:
value.enumValue = definition.defaultEnumValue;
break;
case ShaderParameterType::Text:
value.textValue = definition.defaultTextValue;
break;
case ShaderParameterType::Trigger:
value.numberValues = { 0.0, -1000000.0 };
break;
}
return value;
}
int EnumIndexForDefault(const ShaderParameterDefinition& definition, const ShaderParameterValue& value)
{
for (std::size_t optionIndex = 0; optionIndex < definition.enumOptions.size(); ++optionIndex)
{
if (definition.enumOptions[optionIndex].value == value.enumValue)
return static_cast<int>(optionIndex);
}
return 0;
}
double UtcSecondsOfDay()
{
const auto now = std::chrono::system_clock::now();
const auto seconds = std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
const long long secondsPerDay = 24 * 60 * 60;
long long daySeconds = seconds % secondsPerDay;
if (daySeconds < 0)
daySeconds += secondsPerDay;
return static_cast<double>(daySeconds);
}
}
std::vector<unsigned char> BuildRuntimeShaderGlobalParamsStd140(
const RuntimeShaderArtifact& artifact,
uint64_t frameIndex,
unsigned width,
unsigned height)
{
std::vector<unsigned char> buffer;
buffer.reserve(512);
AppendStd140Float(buffer, static_cast<float>(frameIndex) / 60.0f);
AppendStd140Vec2(buffer, static_cast<float>(width), static_cast<float>(height));
AppendStd140Vec2(buffer, static_cast<float>(width), static_cast<float>(height));
AppendStd140Float(buffer, static_cast<float>(UtcSecondsOfDay()));
AppendStd140Float(buffer, 0.0f);
AppendStd140Float(buffer, 0.37f);
AppendStd140Float(buffer, static_cast<float>(frameIndex));
AppendStd140Float(buffer, 1.0f);
AppendStd140Float(buffer, 0.0f);
AppendStd140Int(buffer, 0);
AppendStd140Int(buffer, 0);
AppendStd140Int(buffer, 0);
for (const ShaderParameterDefinition& definition : artifact.parameterDefinitions)
{
const ShaderParameterValue value = DefaultValueForDefinition(definition);
switch (definition.type)
{
case ShaderParameterType::Float:
AppendStd140Float(buffer, value.numberValues.empty() ? 0.0f : static_cast<float>(value.numberValues[0]));
break;
case ShaderParameterType::Vec2:
AppendStd140Vec2(buffer,
value.numberValues.size() > 0 ? static_cast<float>(value.numberValues[0]) : 0.0f,
value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : 0.0f);
break;
case ShaderParameterType::Color:
AppendStd140Vec4(buffer,
value.numberValues.size() > 0 ? static_cast<float>(value.numberValues[0]) : 1.0f,
value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : 1.0f,
value.numberValues.size() > 2 ? static_cast<float>(value.numberValues[2]) : 1.0f,
value.numberValues.size() > 3 ? static_cast<float>(value.numberValues[3]) : 1.0f);
break;
case ShaderParameterType::Boolean:
AppendStd140Int(buffer, value.booleanValue ? 1 : 0);
break;
case ShaderParameterType::Enum:
AppendStd140Int(buffer, EnumIndexForDefault(definition, value));
break;
case ShaderParameterType::Text:
break;
case ShaderParameterType::Trigger:
AppendStd140Int(buffer, 0);
AppendStd140Float(buffer, -1000000.0f);
break;
}
}
buffer.resize(AlignStd140(buffer.size(), 16), 0);
return buffer;
}

View File

@@ -0,0 +1,12 @@
#pragma once
#include "../runtime/RuntimeShaderArtifact.h"
#include <cstdint>
#include <vector>
std::vector<unsigned char> BuildRuntimeShaderGlobalParamsStd140(
const RuntimeShaderArtifact& artifact,
uint64_t frameIndex,
unsigned width,
unsigned height);

View File

@@ -1,5 +1,7 @@
#include "RuntimeShaderRenderer.h"
#include "RuntimeShaderParams.h"
#include <array>
#include <cstring>
#include <string>
@@ -7,6 +9,7 @@
namespace
{
constexpr GLuint kGlobalParamsBindingPoint = 0;
constexpr GLuint kSourceTextureUnit = 0;
const char* kVertexShaderSource = R"GLSL(
#version 430 core
@@ -26,28 +29,6 @@ void main()
}
)GLSL";
struct GlobalParamsStd140
{
float time = 0.0f;
float pad0 = 0.0f;
float inputResolution[2] = {};
float outputResolution[2] = {};
float utcTimeSeconds = 0.0f;
float utcOffsetSeconds = 0.0f;
float startupRandom = 0.37f;
float frameCount = 0.0f;
float mixAmount = 1.0f;
float bypass = 0.0f;
int sourceHistoryLength = 0;
int temporalHistoryLength = 0;
int feedbackAvailable = 0;
float speed = 1.0f;
float scale = 1.0f;
float raySteps = 77.0f;
float intensity = 1.0f;
float sourceMix = 0.0f;
float pad1[3] = {};
};
}
RuntimeShaderRenderer::~RuntimeShaderRenderer()
@@ -57,7 +38,16 @@ RuntimeShaderRenderer::~RuntimeShaderRenderer()
bool RuntimeShaderRenderer::CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error)
{
if (fragmentShaderSource.empty())
RuntimeShaderArtifact artifact;
artifact.shaderId = "runtime-fragment";
artifact.displayName = "Runtime Fragment";
artifact.fragmentShaderSource = fragmentShaderSource;
return CommitShaderArtifact(artifact, error);
}
bool RuntimeShaderRenderer::CommitShaderArtifact(const RuntimeShaderArtifact& artifact, std::string& error)
{
if (artifact.fragmentShaderSource.empty())
{
error = "Cannot commit an empty fragment shader.";
return false;
@@ -69,50 +59,15 @@ bool RuntimeShaderRenderer::CommitFragmentShader(const std::string& fragmentShad
GLuint vertexShader = 0;
GLuint fragmentShader = 0;
GLuint program = 0;
if (!CompileShader(GL_VERTEX_SHADER, kVertexShaderSource, vertexShader, error))
if (!BuildProgram(artifact.fragmentShaderSource, program, vertexShader, fragmentShader, error))
return false;
if (!CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource.c_str(), fragmentShader, error))
{
glDeleteShader(vertexShader);
return false;
}
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint linkResult = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
std::array<char, 4096> log = {};
GLsizei length = 0;
glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), &length, log.data());
error = std::string(log.data(), static_cast<std::size_t>(length));
glDeleteProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return false;
}
const GLuint globalParamsIndex = glGetUniformBlockIndex(program, "GlobalParams");
if (globalParamsIndex != GL_INVALID_INDEX)
glUniformBlockBinding(program, globalParamsIndex, kGlobalParamsBindingPoint);
glUseProgram(program);
const GLint videoInputLocation = glGetUniformLocation(program, "gVideoInput");
if (videoInputLocation >= 0)
glUniform1i(videoInputLocation, 0);
const GLint layerInputLocation = glGetUniformLocation(program, "gLayerInput");
if (layerInputLocation >= 0)
glUniform1i(layerInputLocation, 0);
glUseProgram(0);
DestroyProgram();
mProgram = program;
mVertexShader = vertexShader;
mFragmentShader = fragmentShader;
mArtifact = artifact;
AssignSamplerUniforms(mProgram);
return true;
}
@@ -121,22 +76,12 @@ void RuntimeShaderRenderer::RenderFrame(uint64_t frameIndex, unsigned width, uns
if (mProgram == 0)
return;
GlobalParamsStd140 params;
params.time = static_cast<float>(frameIndex) / 60.0f;
params.inputResolution[0] = static_cast<float>(width);
params.inputResolution[1] = static_cast<float>(height);
params.outputResolution[0] = static_cast<float>(width);
params.outputResolution[1] = static_cast<float>(height);
params.frameCount = static_cast<float>(frameIndex);
glViewport(0, 0, static_cast<GLsizei>(width), static_cast<GLsizei>(height));
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsBuffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(params), &params);
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mGlobalParamsBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
UpdateGlobalParams(frameIndex, width, height);
BindRuntimeTextures();
glBindVertexArray(mVertexArray);
glUseProgram(mProgram);
glDrawArrays(GL_TRIANGLES, 0, 3);
@@ -158,11 +103,28 @@ bool RuntimeShaderRenderer::EnsureStaticGlResources(std::string& error)
{
glGenBuffers(1, &mGlobalParamsBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsBuffer);
glBufferData(GL_UNIFORM_BUFFER, static_cast<GLsizeiptr>(sizeof(GlobalParamsStd140)), nullptr, GL_DYNAMIC_DRAW);
glBufferData(GL_UNIFORM_BUFFER, 1024, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
if (mFallbackSourceTexture == 0)
{
const unsigned char pixels[] = {
0, 0, 0, 255,
96, 64, 32, 255,
64, 96, 160, 255,
255, 255, 255, 255
};
glGenTextures(1, &mFallbackSourceTexture);
glBindTexture(GL_TEXTURE_2D, mFallbackSourceTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (mVertexArray == 0 || mGlobalParamsBuffer == 0)
if (mVertexArray == 0 || mGlobalParamsBuffer == 0 || mFallbackSourceTexture == 0)
{
error = "Failed to create runtime shader GL resources.";
return false;
@@ -170,6 +132,93 @@ bool RuntimeShaderRenderer::EnsureStaticGlResources(std::string& error)
return true;
}
bool RuntimeShaderRenderer::BuildProgram(const std::string& fragmentShaderSource, GLuint& program, GLuint& vertexShader, GLuint& fragmentShader, std::string& error)
{
program = 0;
vertexShader = 0;
fragmentShader = 0;
if (!CompileShader(GL_VERTEX_SHADER, kVertexShaderSource, vertexShader, error))
return false;
if (!CompileShader(GL_FRAGMENT_SHADER, fragmentShaderSource.c_str(), fragmentShader, error))
{
glDeleteShader(vertexShader);
vertexShader = 0;
return false;
}
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint linkResult = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
std::array<char, 4096> log = {};
GLsizei length = 0;
glGetProgramInfoLog(program, static_cast<GLsizei>(log.size()), &length, log.data());
error = std::string(log.data(), static_cast<std::size_t>(length));
glDeleteProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
program = 0;
vertexShader = 0;
fragmentShader = 0;
return false;
}
const GLuint globalParamsIndex = glGetUniformBlockIndex(program, "GlobalParams");
if (globalParamsIndex != GL_INVALID_INDEX)
glUniformBlockBinding(program, globalParamsIndex, kGlobalParamsBindingPoint);
return true;
}
void RuntimeShaderRenderer::AssignSamplerUniforms(GLuint program) const
{
glUseProgram(program);
const GLint videoInputLocation = glGetUniformLocation(program, "gVideoInput");
if (videoInputLocation >= 0)
glUniform1i(videoInputLocation, static_cast<GLint>(kSourceTextureUnit));
const GLint videoInputArrayLocation = glGetUniformLocation(program, "gVideoInput_0");
if (videoInputArrayLocation >= 0)
glUniform1i(videoInputArrayLocation, static_cast<GLint>(kSourceTextureUnit));
const GLint layerInputLocation = glGetUniformLocation(program, "gLayerInput");
if (layerInputLocation >= 0)
glUniform1i(layerInputLocation, static_cast<GLint>(kSourceTextureUnit));
const GLint layerInputArrayLocation = glGetUniformLocation(program, "gLayerInput_0");
if (layerInputArrayLocation >= 0)
glUniform1i(layerInputArrayLocation, static_cast<GLint>(kSourceTextureUnit));
glUseProgram(0);
}
void RuntimeShaderRenderer::UpdateGlobalParams(uint64_t frameIndex, unsigned width, unsigned height)
{
std::vector<unsigned char>& buffer = mGlobalParamsScratch;
buffer = BuildRuntimeShaderGlobalParamsStd140(mArtifact, frameIndex, width, height);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsBuffer);
const GLsizeiptr bufferSize = static_cast<GLsizeiptr>(buffer.size());
if (mGlobalParamsBufferSize != bufferSize)
{
glBufferData(GL_UNIFORM_BUFFER, bufferSize, buffer.data(), GL_DYNAMIC_DRAW);
mGlobalParamsBufferSize = bufferSize;
}
else
{
glBufferSubData(GL_UNIFORM_BUFFER, 0, bufferSize, buffer.data());
}
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mGlobalParamsBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void RuntimeShaderRenderer::BindRuntimeTextures()
{
glActiveTexture(GL_TEXTURE0 + kSourceTextureUnit);
glBindTexture(GL_TEXTURE_2D, mFallbackSourceTexture);
glActiveTexture(GL_TEXTURE0);
}
bool RuntimeShaderRenderer::CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error) const
{
shader = glCreateShader(shaderType);
@@ -209,6 +258,10 @@ void RuntimeShaderRenderer::DestroyStaticGlResources()
glDeleteBuffers(1, &mGlobalParamsBuffer);
if (mVertexArray != 0)
glDeleteVertexArrays(1, &mVertexArray);
if (mFallbackSourceTexture != 0)
glDeleteTextures(1, &mFallbackSourceTexture);
mGlobalParamsBuffer = 0;
mGlobalParamsBufferSize = 0;
mVertexArray = 0;
mFallbackSourceTexture = 0;
}

View File

@@ -1,9 +1,11 @@
#pragma once
#include "GLExtensions.h"
#include "../runtime/RuntimeShaderArtifact.h"
#include <cstdint>
#include <string>
#include <vector>
class RuntimeShaderRenderer
{
@@ -14,6 +16,7 @@ public:
~RuntimeShaderRenderer();
bool CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error);
bool CommitShaderArtifact(const RuntimeShaderArtifact& artifact, std::string& error);
bool HasProgram() const { return mProgram != 0; }
void RenderFrame(uint64_t frameIndex, unsigned width, unsigned height);
void ShutdownGl();
@@ -21,12 +24,20 @@ public:
private:
bool EnsureStaticGlResources(std::string& error);
bool CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error) const;
bool BuildProgram(const std::string& fragmentShaderSource, GLuint& program, GLuint& vertexShader, GLuint& fragmentShader, std::string& error);
void AssignSamplerUniforms(GLuint program) const;
void UpdateGlobalParams(uint64_t frameIndex, unsigned width, unsigned height);
void BindRuntimeTextures();
void DestroyProgram();
void DestroyStaticGlResources();
RuntimeShaderArtifact mArtifact;
GLuint mProgram = 0;
GLuint mVertexShader = 0;
GLuint mFragmentShader = 0;
GLuint mVertexArray = 0;
GLuint mGlobalParamsBuffer = 0;
GLsizeiptr mGlobalParamsBufferSize = 0;
GLuint mFallbackSourceTexture = 0;
std::vector<unsigned char> mGlobalParamsScratch;
};

View File

@@ -1,10 +1,15 @@
#pragma once
#include "ShaderTypes.h"
#include <string>
#include <vector>
struct RuntimeShaderArtifact
{
std::string shaderId;
std::string displayName;
std::string fragmentShaderSource;
std::string message;
std::vector<ShaderParameterDefinition> parameterDefinitions;
};

View File

@@ -0,0 +1,53 @@
#include "RuntimeShaderBridge.h"
#include <chrono>
RuntimeShaderBridge::~RuntimeShaderBridge()
{
Stop();
}
void RuntimeShaderBridge::Start(const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError)
{
Stop();
if (shaderId.empty())
return;
mOnArtifactReady = std::move(onArtifactReady);
mOnError = std::move(onError);
mStopping.store(false, std::memory_order_release);
mCompiler.StartShaderBuild(shaderId);
mThread = std::thread([this]() { ThreadMain(); });
}
void RuntimeShaderBridge::Stop()
{
mStopping.store(true, std::memory_order_release);
if (mThread.joinable())
mThread.join();
mCompiler.Stop();
mOnArtifactReady = ArtifactCallback();
mOnError = ErrorCallback();
}
void RuntimeShaderBridge::ThreadMain()
{
while (!mStopping.load(std::memory_order_acquire))
{
RuntimeSlangShaderBuild build;
if (mCompiler.TryConsume(build))
{
if (build.succeeded)
{
if (mOnArtifactReady)
mOnArtifactReady(build.artifact);
}
else if (mOnError)
{
mOnError(build.message);
}
return;
}
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
}

View File

@@ -0,0 +1,33 @@
#pragma once
#include "RuntimeShaderArtifact.h"
#include "RuntimeSlangShaderCompiler.h"
#include <atomic>
#include <functional>
#include <string>
#include <thread>
class RuntimeShaderBridge
{
public:
using ArtifactCallback = std::function<void(const RuntimeShaderArtifact&)>;
using ErrorCallback = std::function<void(const std::string&)>;
RuntimeShaderBridge() = default;
RuntimeShaderBridge(const RuntimeShaderBridge&) = delete;
RuntimeShaderBridge& operator=(const RuntimeShaderBridge&) = delete;
~RuntimeShaderBridge();
void Start(const std::string& shaderId, ArtifactCallback onArtifactReady, ErrorCallback onError);
void Stop();
private:
void ThreadMain();
RuntimeSlangShaderCompiler mCompiler;
std::thread mThread;
std::atomic<bool> mStopping{ false };
ArtifactCallback mOnArtifactReady;
ErrorCallback mOnError;
};

View File

@@ -1,6 +1,7 @@
#include "RuntimeSlangShaderCompiler.h"
#include "ShaderCompiler.h"
#include "ShaderPackageRegistry.h"
#include "ShaderTypes.h"
#include <chrono>
@@ -9,16 +10,6 @@
namespace
{
ShaderParameterDefinition FloatParam(const std::string& id, double defaultValue)
{
ShaderParameterDefinition parameter;
parameter.id = id;
parameter.label = id;
parameter.type = ShaderParameterType::Float;
parameter.defaultNumbers.push_back(defaultValue);
return parameter;
}
std::filesystem::path FindRepoRoot()
{
std::filesystem::path current = std::filesystem::current_path();
@@ -36,6 +27,44 @@ std::filesystem::path FindRepoRoot()
current = parent;
}
}
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()
@@ -44,6 +73,11 @@ RuntimeSlangShaderCompiler::~RuntimeSlangShaderCompiler()
}
void RuntimeSlangShaderCompiler::StartHappyAccidentBuild()
{
StartShaderBuild("happy-accident");
}
void RuntimeSlangShaderCompiler::StartShaderBuild(const std::string& shaderId)
{
if (mRunning.load(std::memory_order_acquire))
return;
@@ -57,8 +91,8 @@ void RuntimeSlangShaderCompiler::StartHappyAccidentBuild()
}
mRunning.store(true, std::memory_order_release);
mThread = std::thread([this]() {
RuntimeSlangShaderBuild build = BuildHappyAccident();
mThread = std::thread([this, shaderId]() {
RuntimeSlangShaderBuild build = BuildShader(shaderId);
{
std::lock_guard<std::mutex> lock(mMutex);
mReadyBuild = std::move(build);
@@ -86,57 +120,57 @@ bool RuntimeSlangShaderCompiler::TryConsume(RuntimeSlangShaderBuild& build)
return true;
}
RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildHappyAccident() const
RuntimeSlangShaderBuild RuntimeSlangShaderCompiler::BuildShader(const std::string& shaderId) const
{
RuntimeSlangShaderBuild build;
build.artifact.shaderId = "happy-accident";
build.artifact.shaderId = shaderId;
try
{
const std::filesystem::path repoRoot = FindRepoRoot();
const std::filesystem::path shaderDir = repoRoot / "shaders" / "happy-accident";
const std::filesystem::path shaderDir = repoRoot / "shaders" / shaderId;
const std::filesystem::path runtimeBuildDir = repoRoot / "runtime" / "generated" / "render-cadence-compositor";
ShaderPackageRegistry registry(0);
ShaderPackage shaderPackage;
shaderPackage.id = "happy-accident";
shaderPackage.displayName = "Happy Accident";
shaderPackage.entryPoint = "shadeVideo";
shaderPackage.directoryPath = shaderDir;
shaderPackage.shaderPath = shaderDir / "shader.slang";
shaderPackage.manifestPath = shaderDir / "shader.json";
shaderPackage.parameters.push_back(FloatParam("speed", 1.0));
shaderPackage.parameters.push_back(FloatParam("scale", 1.0));
shaderPackage.parameters.push_back(FloatParam("raySteps", 77.0));
shaderPackage.parameters.push_back(FloatParam("intensity", 1.0));
shaderPackage.parameters.push_back(FloatParam("sourceMix", 0.0));
std::string error;
if (!registry.ParseManifest(shaderDir / "shader.json", shaderPackage, error))
{
build.succeeded = false;
build.message = error.empty() ? "Shader manifest parse failed." : error;
return build;
}
if (!IsStatelessSinglePassPackage(shaderPackage, error))
{
build.succeeded = false;
build.message = error;
return build;
}
ShaderPassDefinition pass;
pass.id = "main";
pass.entryPoint = shaderPackage.entryPoint;
pass.sourcePath = shaderPackage.shaderPath;
pass.outputName = "output";
shaderPackage.passes.push_back(pass);
const ShaderPassDefinition& pass = shaderPackage.passes.front();
ShaderCompiler compiler(
repoRoot,
runtimeBuildDir / "happy_accident_wrapper.slang",
runtimeBuildDir / "happy_accident.generated.glsl",
runtimeBuildDir / "happy_accident.patched.glsl",
runtimeBuildDir / (shaderId + ".wrapper.slang"),
runtimeBuildDir / (shaderId + ".generated.glsl"),
runtimeBuildDir / (shaderId + ".patched.glsl"),
0);
std::string error;
const auto start = std::chrono::steady_clock::now();
if (!compiler.BuildPassFragmentShaderSource(shaderPackage, pass, build.artifact.fragmentShaderSource, error))
{
build.succeeded = false;
build.message = error.empty() ? "Happy Accident Slang compile failed." : error;
build.message = error.empty() ? "Slang compile failed." : error;
return build;
}
const auto end = std::chrono::steady_clock::now();
const double milliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(end - start).count();
build.succeeded = true;
build.artifact.message = "Happy Accident Slang compile completed in " + std::to_string(milliseconds) + " ms.";
build.artifact.shaderId = shaderPackage.id;
build.artifact.displayName = shaderPackage.displayName;
build.artifact.parameterDefinitions = shaderPackage.parameters;
build.artifact.message = shaderPackage.displayName + " Slang compile completed in " + std::to_string(milliseconds) + " ms.";
build.message = build.artifact.message;
return build;
}

View File

@@ -24,12 +24,13 @@ public:
~RuntimeSlangShaderCompiler();
void StartHappyAccidentBuild();
void StartShaderBuild(const std::string& shaderId);
void Stop();
bool TryConsume(RuntimeSlangShaderBuild& build);
bool Running() const { return mRunning.load(std::memory_order_acquire); }
private:
RuntimeSlangShaderBuild BuildHappyAccident() const;
RuntimeSlangShaderBuild BuildShader(const std::string& shaderId) const;
std::thread mThread;
std::atomic<bool> mRunning{ false };