annotations
Some checks failed
CI / React UI Build (push) Successful in 11s
CI / Native Windows Build And Tests (push) Successful in 2m16s
CI / Windows Release Package (push) Has been cancelled

This commit is contained in:
2026-05-08 17:35:48 +10:00
parent cc23e73d51
commit 5ae43513a7
4 changed files with 26 additions and 0 deletions

View File

@@ -93,6 +93,9 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
const std::vector<RuntimeRenderState>& layerStates, const std::vector<RuntimeRenderState>& layerStates,
std::vector<LayerProgram>& layerPrograms) const std::vector<LayerProgram>& layerPrograms) const
{ {
// Flatten the layer stack into concrete GL passes. A layer may now contain
// several shader passes, but the outer stack still sees one visible output
// per layer.
std::vector<RenderPassDescriptor> passes; std::vector<RenderPassDescriptor> passes;
const std::size_t passCount = layerStates.size() < layerPrograms.size() ? layerStates.size() : layerPrograms.size(); const std::size_t passCount = layerStates.size() < layerPrograms.size() ? layerStates.size() : layerPrograms.size();
std::size_t descriptorCount = 0; std::size_t descriptorCount = 0;
@@ -108,6 +111,9 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
LayerProgram& layerProgram = layerPrograms[index]; LayerProgram& layerProgram = layerPrograms[index];
if (layerProgram.passes.empty()) if (layerProgram.passes.empty())
continue; continue;
// Preserve the original two-target layer ping-pong. Intermediate passes
// inside this layer are routed through pooled temporary targets instead.
const std::size_t remaining = layerStates.size() - index; const std::size_t remaining = layerStates.size() - index;
const bool writeToMain = (remaining % 2) == 1; const bool writeToMain = (remaining % 2) == 1;
const GLuint layerOutputTexture = writeToMain ? mRenderer.CompositeTexture() : mRenderer.LayerTempTexture(); const GLuint layerOutputTexture = writeToMain ? mRenderer.CompositeTexture() : mRenderer.LayerTempTexture();
@@ -132,6 +138,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
GLuint passSourceFramebuffer = previousPassFramebuffer; GLuint passSourceFramebuffer = previousPassFramebuffer;
if (!passProgram.inputNames.empty()) if (!passProgram.inputNames.empty())
{ {
// v1 multipass uses the first declared input as gVideoInput.
// Later inputs are parsed for forward compatibility.
const std::string& inputName = passProgram.inputNames.front(); const std::string& inputName = passProgram.inputNames.front();
if (inputName == "layerInput") if (inputName == "layerInput")
{ {
@@ -159,6 +167,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
RenderPassOutputTarget outputTarget = layerOutputTarget; RenderPassOutputTarget outputTarget = layerOutputTarget;
if (!writesLayerOutput) if (!writesLayerOutput)
{ {
// Temporary targets are reserved when the shader stack is
// committed, avoiding texture allocation during playback.
if (temporaryTargetIndex < mRenderer.TemporaryRenderTargetCount()) if (temporaryTargetIndex < mRenderer.TemporaryRenderTargetCount())
{ {
const RenderTarget& temporaryTarget = mRenderer.TemporaryRenderTarget(temporaryTargetIndex); const RenderTarget& temporaryTarget = mRenderer.TemporaryRenderTarget(temporaryTargetIndex);
@@ -186,6 +196,8 @@ std::vector<RenderPassDescriptor> OpenGLRenderPass::BuildLayerPassDescriptors(
pass.capturePreLayerHistory = passIndex == 0 && state.temporalHistorySource == TemporalHistorySource::PreLayerInput; pass.capturePreLayerHistory = passIndex == 0 && state.temporalHistorySource == TemporalHistorySource::PreLayerInput;
passes.push_back(pass); passes.push_back(pass);
// A later pass can reference either the explicit output name or the
// pass id, which keeps small manifests pleasant to write.
namedOutputs[outputName] = std::make_pair(passDestinationTexture, passDestinationFramebuffer); namedOutputs[outputName] = std::make_pair(passDestinationTexture, passDestinationFramebuffer);
namedOutputs[passProgram.passId] = std::make_pair(passDestinationTexture, passDestinationFramebuffer); namedOutputs[passProgram.passId] = std::make_pair(passDestinationTexture, passDestinationFramebuffer);
previousPassTexture = passDestinationTexture; previousPassTexture = passDestinationTexture;
@@ -253,6 +265,8 @@ void OpenGLRenderPass::RenderShaderProgram(
mTextureBindings.BindRuntimeTexturePlan(texturePlan); mTextureBindings.BindRuntimeTexturePlan(texturePlan);
glBindVertexArray(mRenderer.FullscreenVertexArray()); glBindVertexArray(mRenderer.FullscreenVertexArray());
glUseProgram(passProgram.program); glUseProgram(passProgram.program);
// The UBO is shared by every pass in a layer; texture routing is what
// changes from pass to pass.
updateGlobalParams(state, mRenderer.TemporalHistory().SourceAvailableCount(), mRenderer.TemporalHistory().AvailableCountForLayer(state.layerId)); updateGlobalParams(state, mRenderer.TemporalHistory().SourceAvailableCount(), mRenderer.TemporalHistory().AvailableCountForLayer(state.layerId));
glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0); glUseProgram(0);

View File

@@ -16,6 +16,8 @@ void CopyErrorMessage(const std::string& message, int errorMessageSize, char* er
std::size_t RequiredTemporaryRenderTargets(const std::vector<OpenGLRenderer::LayerProgram>& layerPrograms) std::size_t RequiredTemporaryRenderTargets(const std::vector<OpenGLRenderer::LayerProgram>& layerPrograms)
{ {
// Only one layer renders at a time, so the pool needs to cover the widest
// layer, not the sum of every intermediate pass in the stack.
std::size_t requiredTargets = 0; std::size_t requiredTargets = 0;
for (const OpenGLRenderer::LayerProgram& layerProgram : layerPrograms) for (const OpenGLRenderer::LayerProgram& layerProgram : layerPrograms)
{ {
@@ -51,6 +53,8 @@ bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsign
return false; return false;
} }
// Initial startup still compiles synchronously; auto-reload uses the build
// queue so Slang/file work stays off the playback path.
std::vector<LayerProgram> newPrograms; std::vector<LayerProgram> newPrograms;
newPrograms.reserve(layerStates.size()); newPrograms.reserve(layerStates.size());
@@ -106,6 +110,8 @@ bool OpenGLShaderPrograms::CommitPreparedLayerPrograms(const PreparedShaderBuild
return false; return false;
} }
// The prepared build already contains GLSL text for each pass. This commit
// step performs the short GL work on the render thread.
std::vector<LayerProgram> newPrograms; std::vector<LayerProgram> newPrograms;
newPrograms.reserve(preparedBuild.layers.size()); newPrograms.reserve(preparedBuild.layers.size());

View File

@@ -1324,6 +1324,8 @@ bool RuntimeHost::BuildLayerPassFragmentShaderSources(const std::string& layerId
} }
ShaderCompiler compiler(mRepoRoot, mWrapperPath, mGeneratedGlslPath, mPatchedGlslPath, mConfig.maxTemporalHistoryFrames); ShaderCompiler compiler(mRepoRoot, mWrapperPath, mGeneratedGlslPath, mPatchedGlslPath, mConfig.maxTemporalHistoryFrames);
// Compile every declared pass while the caller remains backend-neutral.
// The GL layer decides how the resulting pass sources are routed.
passSources.clear(); passSources.clear();
passSources.reserve(shaderPackage.passes.size()); passSources.reserve(shaderPackage.passes.size());
for (const ShaderPassDefinition& pass : shaderPackage.passes) for (const ShaderPassDefinition& pass : shaderPackage.passes)

View File

@@ -258,6 +258,8 @@ bool ParsePassDefinitions(const JsonValue& manifestJson, ShaderPackage& shaderPa
if (!passesValue) if (!passesValue)
{ {
// Existing shader packages are treated as a single implicit pass, so
// multipass support does not require manifest churn.
ShaderPassDefinition pass; ShaderPassDefinition pass;
pass.id = "main"; pass.id = "main";
pass.entryPoint = shaderPackage.entryPoint; pass.entryPoint = shaderPackage.entryPoint;
@@ -334,6 +336,8 @@ bool ParsePassDefinitions(const JsonValue& manifestJson, ShaderPackage& shaderPa
} }
} }
// Keep source validation in the registry. Bad pass declarations then
// appear as unavailable shaders instead of failing at render time.
if (!std::filesystem::exists(pass.sourcePath)) if (!std::filesystem::exists(pass.sourcePath))
{ {
error = "Shader pass source not found for package " + shaderPackage.id + ": " + pass.sourcePath.string(); error = "Shader pass source not found for package " + shaderPackage.id + ": " + pass.sourcePath.string();